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. =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".