Paul, yes, thank you for the reminder.  Scott, is there any reason why
this doesn't work for you?

- John Wright
Starfire Research

Paul Byrne wrote:
>
> 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
> >>
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