Thats where it is! I remembered that this was around, but I couldn't remember where it 
was.

The problem I'm having is that I am getting the effect seen in Figure 14.16 instead of 
the effect from Figure 14.12- the texture doesn't seem to be repeating around corners. 
I can understand this happening with a single shape, but I'm creating side faces as 
separate shapes which have no "front" face to map any texture to but the alignment is 
staying the same.

-ben



> -----Original Message-----
> From: Daniel Selman [mailto:[EMAIL PROTECTED]]
> Sent: 14 June 2002 15:42
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] All my textures face the same way
> 
> 
> Ben,
> 
> http://www.manning.com/selman/onlinebook/Htmls/3DJava_Ch14.htm
> 
> Sincerely,
> 
> Daniel Selman
> 
> Author - "Java 3D Programming"
> http://www.manning.com/selman
> 
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Ben Moxon
> Sent: Friday, June 14, 2002 6:46 AM
> To: [EMAIL PROTECTED]
> Subject: All my textures face the same way
> 
> 
> How can I make my textures face "out" of my objects- they all 
> seem to just
> want to point along the Z- direction so any faces I create 
> that are at 90
> degrees to this just don't show properly at all.
> 
> Basically, I've got my object created like this:
> 
>  int[] stripCounts= new int[2];
>             stripCounts[0]=4;
>             stripCounts[1]=4;
>  int[] contourCount=new int[2];
>             contourCount[0]=1;
>             contourCount[1]=1;
>   Point3f[] pts=new Point3f[8];
>          // front
>             pts[0]=A;
>             pts[1]=B;
>             pts[2]=C;
>             pts[3]=D;
>          // back
>             pts[4]=D;
>             pts[5]=C;
>             pts[6]=B;
>             pts[7]=A;
> 
>   GeometryInfo gi = new GeometryInfo(GeometryInfo.POLYGON_ARRAY);
>         gi.setCoordinates(pts);
>         gi.setStripCounts(stripCounts);
>         gi.setContourCounts(contourCount);
> 
> I know I need to set my texture arrays next, but I can't work 
> out enough
> from the docs and various books I have around to make them work. I can
> create an array of floating points that loads fine as a 
> texture co-ordinate
> set, like this:
> 
> float[] textco = { 0.0f, 0.0f, 1.00f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
>                            1.0f, 1.0f, 0.00f, 1.0f, 1.0f, 
> 0.0f, 0.0f, 0.0f};
> gi.setTextureCoordinateParams(1, 2);
> gi.setTextureCoordinates( 0, textco );
> 
> The problem is that I don't actually understand where these points are
> mapping to- I am still a bit new to the language of 3d 
> programming ( I'm
> fine with the concepts, but I don't always know the names ) 
> so I'm finding
> it very tricky to actually match one to the other.
> 
>  For a set of points like:
> 
> A = (0.0, 1.0, 0.0)
> B = (0.0, 2.0, 0.0)
> C = (0.0, 2.0, 4.0)
> D = (0.0, 1.0, 4.0)
> 
> I just get a cross section of the texture right along the face.
> 
> I know this is probably another a really obvious question but 
> how does the
> co-ordinate mapping work?
> 
> thanks,
> 
> -ben
> 
> 
> ---------------------------------------
> Ben Moxon
> newview communications limited
> [t] 01483 845394
> [e] [EMAIL PROTECTED]
> [w] www.newview.co.uk
> 
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