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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 :)

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We would love to have a test case for this.  Our simple cases seem to work.

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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!

You still may see some lag effects depending upon how things are set up.  If you have
a test case for this as well, we could figure out how to work around the jitters.

Doug.
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