Hi John, I thought you already populated the Loader's NamedObjects hashtable with the name->scene graph node mapping.
If you don't then I think that would be a better solution than populating the userdata objects. It will certainly be more efficient for apps to locate nodes this way, rather than having to traverse the scene graph. Rgds Paul ---------------------------------------------------------- Paul Byrne Email : [EMAIL PROTECTED] Sun Microsystems Phone : (650) 786 9926 Visualization Software Group Fax : (650) 786 5852 ---------------------------------------------------------- >Date: Mon, 06 May 2002 09:45:32 -0500 >From: John Wright <[EMAIL PROTECTED]> >Subject: Re: [JAVA3D] .3ds files >To: [EMAIL PROTECTED] >MIME-version: 1.0 >Content-transfer-encoding: 7bit >X-Accept-Language: en >Delivered-to: [EMAIL PROTECTED] > >No promises but I'll try to look at adding the group name as userdata >"soon". > >- John Wright >Starfire Research > >> "Smith, Daniel" wrote: >> >> Not loading lights themselves, loading objects that may *need* a light >> added, like a torch, a campfire, a shrine, wall sconce lighting in a >> dungeon, etc. >> >> We dynamically load object type and location info from the server, so >> it's difficult to identify things like lights and such... if a >> transform group had the group name from Max, we could get the it's >> location from the transform group, and lighting type(ex., >> LIGHT_TORCH), and add the light ourselves. >> >> With the group name available in the userData field, we could identify >> these special objects, and handle them properly, like adding a light, >> handling opacity-based transparent textures, identifying the upperleg >> group of a model for skeletal animation, etc. >> >> Though, loading lights directly from the model would be interesting, >> and possibly handy. But I agree--it might be difficult to match the >> intensity, falloff, etc. >> >> Well, that's *my* wishlist anyway! Any bones you throw at us John is >> appreciated, but I'll still be using the loader in the meantime =D >> >> Scott >> >> -----Original Message----- >> From: John Wright [mailto:[EMAIL PROTECTED]] >> Sent: Monday, May 06, 2002 9:15 AM >> To: [EMAIL PROTECTED] >> Subject: Re: [JAVA3D] .3ds files >> >> We could add support for lights into our loader, but I don't >> understand >> why you'd want to import lights from a 3DS scene. I've not looked at >> what light info 3DS exports so it's highly likely that imported lights >> >> wouldn't match the original anyway. >> >> - John Wright >> Starfire Research >> >> > Hubinette Per wrote: >> > >> > What is the best loader for .3ds files. I would like to use these >> > files in my Java 3d application. I would like a loader that can >> handle >> > lights. Have anyone used any of these loaders? >> > >> > thanks in advance >> > -Per >> >> =========================================================================== >> >> 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". > >=========================================================================== >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". =========================================================================== 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".
