That is really cool! I didn't know that you can so easily implement
reflexions, just using eye-linear TexCoordGeneration!

Florin

-----Urspr�ngliche Nachricht-----
Von: Justin Couch [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 17. Januar 2003 22:16
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] TexCoordGeneration


RWGRAY wrote:

> Also, I have my polyhedra spinning like in ConicWorld.  Using
> TexCoordGeneration, the texture *does not spin* as the polyhedron is spun.
> This is a cool effect, but not what I want.  I want the texture to spin
with
> the object.

I suspect you have the wrong generation mode. Most of the generation
modes are termed eye-linear. That means that the coordinates are
generated relative to where your viewpoint is currently located in world
space. Since they are always generated relative to where you are viewing
from, 0,0 is always located at the bottom left of your screen. In
effect, no matter how you spin the object or move around it yourself,
the lower left corner will have the tex coords of 0,0. Effectively that
gives you the visuals of the object spinning but the texture not moving.

What you need to look into is generation that is relative to the object
itself. 0,0,0 on the object always remains constant in the local
coordinate system, which means that the texture remains "fixed" in place
unless you change the object geometry. This is normally termed object
linear mapping.

The docs of the TexCoordGeneration class has more details on the exact
algorithms available.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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