Hi,
Bug 4753957 - Morph only consider first GeometryArray when compute
bounds
is submitted for this.
It is quite interesting that you're using Morph to
translate object.
To workaround
setBoundsAutoCompute(false)
and set your own Bounds
setBounds(yourNewBounds)
so Java3d will not autoCompute the
bound use only the first GeometryArray for you.
Note that this technique is also useful for
Geometry by reference. If user set a bound and
disable bounds autocompute then
Java3D will not go through all the vertices one by
one to compute the new Bounds every frame
(if updateData() is invoked). Thus greatly
improve the frame rate.
Thanks.
- Kelvin
--------------
Java 3D Team
Sun Microsystems Inc.
M. Anderson wrote:
> Hello all
>
> I have a problem with Morph objects.
>
> To concretize the problem, assume you have a Sphere-
> shape with 5 geometryarrays that is merely the sphere
> constructed in a different locations. (mathematically
> constructed with different origins in space)
>
> The sphere achieve a smooth translation throughout the
> animation by adjusting the weights, but the problem is
> that the visibility of the morph object (clipping) only
> considers the first geometryarray of the morphobjects.
>
> So if you place the a sphere outside the view frustum
> at commence, with a morph that translates the sphere
> into the view frustum, it will simply not display when
> it enters the display.
>
> This is a bit frustating when i have created a large
> (say 150 frames) animation of rigid objects that moves
> around the scene with mouse interaction of the model to
> inspect the scene from different angles, position and
> scale . suddenly objects you expect to see in the scene
> disappear because the initial (Geometryarray 0)
> position of the morph objects isn't in the viewfrustum
> (although the current frame/Geometryarray surely should
> be)
>
>
> I will appreaciate any comment on this issue that can
> help me out.
> M. Anderson.
>
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