Bob,

You are probably better off creating background geometry (like a Sphere with
inverted normal, a sky box, or background plane) and applying a texture
image. I think the background image is rendered using glDrawPixels which is
not optimized on many graphics cards.

My book has several references to background geometry and texture mapping.

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 RWGRAY
Sent: Saturday, July 27, 2002 10:17 AM
To: [EMAIL PROTECTED]
Subject: Background image questions


I just tried, for the first time, specifying an image for the Background.

It works O.K., but...

Performance is now *really* bad.  Scene rotations (rotating the
ViewPlatform) is now very jumpy.

I coded

ImageComponent2D ic =
  new TextureLoader("C:/G/J3DProjects/nch5/NCH5/classes/nch5/test.jpg",
  this).getScaledImage(AB.ScreenProperties.width,
AB.ScreenProperties.height);

AB.theBackground.setImage(ic);


As soon as I remove the background image, performance returns to normal.

1) Why should this be?

2) If I just do a getImage instead of the getScaledImage, the background
image does not fill the entire canvas and is positioned in the upper left
corner.  How can I move it to the center of the canvas?

3) And keep it in the center as I change the canvas window size by dragging
the edge of the window with the mouse? (I can code an onresize event, but I
am wondering is there is something in Background that I don't know that
would do this automatically.)

Cheers,
Bob Gray

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