Hi Doug > >The RenderingAttributes DepthBufferWriteable, DepthBufferEnable still > >don't have any effect in more complex scenes (don't know why! Guess some > >state sorting problem, as in OpenGL this is only a two-liner) > > > > Have you reported this bug before?
Hmm now that you mention it. I'm not sure if I have. If I haven't yet, well then I have now :) > >Camera movements and at the same time setModelTransform in postRender() in > >mixedMode still results into fucked up jittering of the Shapes drawn > >in postRender() > > > > This is a known issue with the current Java 3D architecture. The ViewPlatform > transform that is being used at render time is the one that was set the > frame before last. So, any mixed mode drawing will need to be aware of > this. I am aware of this, and that's why I set a new ModelViewTransform with getGraphicsContext3D().set... but as I said when I have permanent changes for example using a Behaviour which transforms the viewPlatform TransformGroups in each frame. My shapes in postRender (alltough I set a new ModelView to compensate this) jumps arround like hell. But still appear finally at the right direction specified in the ModelView-Matrix. It's only jittering (which is extremly annoying). I thought I could use that as workarround for the bug above because interestingly in postRender the RenderingAttributes DepthBufferEnable and DepthBufferWritable work! EOF, J.D. -- Explore SRT with the help of Java3D (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) (http://www.antiflash.net/java3d/relativity (mirror) =========================================================================== 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".
