Hi Kovalan, I think what you are looking for is a composite transformation matrix that gets you from object to viewplatform coordinates. This is probably what the eye coordinates in OpenGL means, i.e., before clipping, perspective division, and transformation to window space.
You may also want to look at the "ImagePlate" associated methods in Canvas3D if you want to get the final coordinates on screen. Off the top of my head, here it goes ( check to see if someone has a better option ): // object is Shape3D holding your geometry // vp is ViewPlatform, a reference to which can be // obtained from the ViewingPlatform in SimpleUniverse // get matrix to go from object to ViewWorld Transform3D obj2vw = new Transform3D(); object.getLocalToVworld( obj2vw ); // get matrix to go from ViewWorld to ViewPlatform Transform3D vp2vw = new Transform3D(); vp.getLocalToVworld( vp2vw ); // get inverse of above Transform3D vw2vp = new Transform3D(); vw2vp.invert( vp2vw); // create composite tranform to go from // object to viewplatform // this is probably what you are looking for Transform3D obj2vp = new Transform3D(); obj2vp.mul( vw2vp, obj2vw ); You can now use obj2vp to transform your vertices. Regards Raj Vaidya =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".