Lan,

I am not sure completely what your issues are.  HOWEVER, if you would like
to build a scene without transform groups, this is easy.

Simply change the coordinates of the geometry you are using, explicitly.
This can be done many ways.  One simple way is to build a transform3D and
call .transform() on all the points in your geometry.
There are some cases/restrictions when this is not allowed, but the idea
should be clear.

If you explicitly change the coordinates of your geometry, then you have
no need for a TransformGroup.


Ian



On Fri, 28 Feb 2003, Lan Wu-Cavener wrote:

> >Ian,
>
>
>
> >The alternative is that you simply add your shape3d to your scene as
> >normal, WITHOUT a transform group.  You can still pick the shape3D and
> >change its properties.
> >When you say "editable" geometry, I assume you meat translations and
> >rotations.  Please see previous emails where I discuss adding then
> >removing TransformGroups temporarily, so that they are not around when
> >they are not being used.
>
> I use a transform group to specify the location of the shape3d in the
> virtual world. I remembered that I tried to use one TransformGroup variable
> to add different shape3d, it did not work. Did I understand you correct
> when you mention "adding then removing TG"?  Because I would like to try it
> again since all my shape3d will not be moved after they were rendered.
> Currently I have a TG bank, whenever a BranchGroup is detached, it will
> return the TGs to the bank, Most of those TGs are re-used for new BranchGroup.
>
>
> >Thank you much!
>
> Lan
>
>
> Lan Wu-Cavener
> Dept. of Landscape Architecture
>
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