Hi Scott,

   Your program set point antialiasing to true
even though only surface is drawn

     pointAttrib.setPointAntialiasingEnable( true );
     APP_SURFACE.setPointAttributes( pointAttrib );




In v1.3 beta2 we have bug which classify the
surface as transparency and render in the
transparency queue with depth buffer disable
in this case. (bug 4678932 is filed for this)

Comment out the line

pointAttributes.setPointAntialiasingEnable( true );

will make the program works. However if you
program did use point and line array with
antialiasing on, this is correct behavior.

The reason why it works in D3D version because
point/line antialiaising is not support, so
the checking immediately put those geometry in
the opaque queue to render.

When the object is picked with highlight,
the program set both transparency

highlightAppearance.setTransparencyAttributes(ta)

and CULL_NONE

So the backface and frontface will render in random
order with z buffer turn off. This is expected
behavior and not a bug.

Thanks for your bug report.

- Kelvin
----------------------
Java 3D Team
Sun Microsystems Inc.


>
>    The file attached Viewer.zip contains a test program
>    that can reproduce the appearance problem similiar
>    to the image attached (image.gif). I simply cut and past
>    from the project.
>
>    1. Unzip viewer.zip
>    2. Use "run.bat"  to execute the program.
>
>    Please have a look at the following places:
>    1. Constructor AppView( AppDisplay display )
>        This is where the lights are set.
>    2. The appearance can be located in AppWorld.java
>    3. There are a lot of customization on the View
>        Please have a look at ViewPanel.setDefaultView() to
>        be able to support PARALLEL and  PERSPECTIVE
>        projection at the same time. Long story...
>
>    How to use:
>    1. Left mouse btn to rotate
>    2. Middle mouse button to zoom in/out
>    3. Right mouse button to pan
>    4. Pick the object it will hight light the object.
>
>    Where to look:
>    1. Rotate the sphere and you will see the problem!. (OpenGL)
>    2. Pick the sphere under (DirectX), you will see another type of
>problem! (new)
>
>
>
>Scott Y. Hong

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