Jennifer Mc Gann wrote:

Hi Kelvin,
Yes it is v1.3 that I am using. Am I right in saying
that if an object is loaded in and is translated to
say -10, 1, -48, that object still has its own local
coordinate system?

The vertex position define in geometry is in its own local
coordinate system. They will tranform to world coordinate
system by those transform3D above it.

So if I want to attach a bounding
leaf as a bounding sphere I must set the centre of the
sphere at 0, 0, 0 or some coordinate near to that.

You can set any value in the bounding sphere of BoundingLeaf.
It will transform to world coordinate if there is any Transform3D
above it. This transformed bound is then used as scheduling region.
In other words,  setting center of sphere (0,0,0) and have a
Transform3D that translate to (1, 2, 3) is the same as setting
the center sphere at (1, 2, 3) with this BoundingLeaf directly attach
to root of scenegraph without any Transform3D above it.

Also see specification:

/**
* The BoundingLeaf node defines a bounding region object that can be
* referenced by other nodes to define a region of influence
* (Fog and Light nodes), an application region (Background, Clip,
* and Soundscape nodes), or a scheduling region (Sound and
* Behavior nodes). The bounding region is defined in the local
* coordinate system of the BoundingLeaf node. A reference to a
* BoundingLeaf node can be used in place
* of a locally defined bounds object for any of the aforementioned regions.
*
* This allows an application to specify a bounding region in one
coordinate system
* (the local coordinate system of the BoundingLeaf node) other than the
local
* coordinate system of the node that references the bounds. For an
example of how
* this might be used, consider a closed room with a number of track
lights. Each
* light can move independent of the other lights and, as such, needs
its own local
* coordinate system. However, the bounding volume is used by all the
lights in the
* boundary of the room, which doesn't move when the lights move. In
this example,
* the BoundingLeaf node allows the bounding region to be defined in the
local
* coordinate system of the room, rather than in the local coordinate
system of a
* particular light. All lights can then share this single bounding volume.
*/

Also, when I tried to load in some files with texture
maps, they appeared in the scene as a plain greyish
colour. Is this because the loader cannot get at the
geometry needed to texture map because of the type of
file used, or would it be the NCSA loader that does
not support the texture maping?
Regards,

I'm not sure. It seems to me texture fail to load, make sure the path to
texture is correct and refer to NCSA documentation for detail.

- Kelvin
-------------------
Java 3D Team
Sun Microsystems Inc.

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