Hi All, Have been trying to understand the Java3D hierarchy.
As i understand, a locale provides a co-ordinate system to the universe. But it is stated that a universe can have multiple locales. I can understand that too to some extent. When we add a node we specify its position, geometry, etc with respect to the co-ordinate system provided by one of the locales in the universe. Is my understanding fine so far? Also: 1. Are we saying that a node can exist only with respect to one of the locales in the the universe?? 2. Can the viewing platform attached to one locale see the nodes added to other locales in the same universe?? 3. Shouldnt the design have been in such a way that the node is added to the universe directly specifying a reference to the locale in terms of which its position and geometry is given? Lastly, could someone spend sometime in describing briefly - when multiple locales are used. or at least point me to some resource that will clarify this for me. Regards, Ranjan George ingenovis, A Division of iLabs Ltd. Phone : 91-040-23352900/2 Ext.2006/2016 Fax : 91-040-23351522 Email : [EMAIL PROTECTED] http://www.ingenovis.com -----Original Message----- From: Kevin Glass [mailto:[EMAIL PROTECTED]] Sent: Friday, January 31, 2003 1:59 PM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] advice and tips on a tree Did I miss something, or is this email a repost? Incidently, what format is your image? Does it actually have an Alpha channel? Kev > -----Ursprüngliche Nachricht----- > Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]] > Gesendet: Donnerstag, 30. Januar 2003 21:48 > An: [EMAIL PROTECTED] > Betreff: Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree texture > mapping > > > Thank you very much, Florin! > > I tried RGBA, and a more "full" tree image, I got the space between the > foliage black instead of white. Does that mean that the image > background part stapled to the geometry will not be transparent? > >>In order to look more realistic, then you really need to have a little >>more complex geometry for the "green" part, and use dot3 bump mapping >>for the trunk. >>Do you mean that I need to create geometry in a similar shape as the >>tree shape in image? Could you please explain a little bit more? > > My geometry for the tree is editable by user which limited the degree > to customized the geometry to the image tree shape. > > Thanks again! > Lan > > > >>Cheers, >> >>Florin >> >>-----Ursprüngliche Nachricht----- >>Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]] >>Gesendet: Mittwoch, 29. Januar 2003 21:44 >>An: [EMAIL PROTECTED] >>Betreff: [JAVA3D] advice and tips on a tree texture mapping >> >> >>Hi, everyone: >> >>I am seeking advice despately. I did texture mapping on a tree object >>which is in a shape of two triangles (connected base to base). The >>underline geometry is a TriangleStripArray. The problem is that the >>tree is "Trimmed" to geometry shape. It looks very ugly. See attached >>picture (very embarrassing to show). Plus, the space between the >>foliage is not transparent. I was wondering if anyone could give me >>some hints as how to make the trees more realistic looking. I have >>played with it for couple of days and failed to figure out what was >>wrong. I'd appreciate any help! Thanks in advance! >> >> Here are the code that I use to set the appearance bundle. >> >> Texture2D treeTex = new Texture2D(Texture.BASE_LEVEL, >>Texture.RGB, >> image.getWidth(), >>image.getHeight()); >> treeTex.setImage(0, image); >> treeTex.setEnable(true); >> treeTex.setBoundaryModeS(Texture.CLAMP_TO_EDGE ); >> treeTex.setBoundaryModeT(Texture.CLAMP_TO_EDGE ); // get >> the >>texture from the loader >> treeTex.setMagFilter(Texture.BASE_LEVEL_LINEAR); >> >> TextureAttributes texAttr = new TextureAttributes(); >> texAttr.setTextureMode(TextureAttributes.REPLACE); >> >> RenderingAttributes renderAtt >> >appearance.getRenderingAttributes(); >> renderAtt.setIgnoreVertexColors(true); >> appearance.setTexture(treeTex); >> appearance.setTextureAttributes(texAttr); >> >> >>Lan Wu-Cavener >>Dept. of Landscape Architecture >> >>˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ >>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". > > Lan Wu-Cavener > Dept. of Landscape Architecture > > ==========================================================================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". > > ==========================================================================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". =========================================================================== 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". ==========================================================================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".