> Date:         Mon, 10 Mar 2003 10:51:21 +0000
> From: Rob Nugent <[EMAIL PROTECTED]>
>
> 1) Picking appears to only pick things below current Switch positions. This
> is annoying, since I use DistanceLODs with my Switches. I'd like to pick my
> most 'detailed' geometry all the time, but I get the 'crude' geometry if the
> primary ViewPlatform is far enough away. (This appears to me to help explain
> why a billboard always faces the primary view platform)
>
> 2) Picking appears to *always* succeed on geometry below a ViewSpecific
> group.  This makes a certain amount of sense, since there is only one call to
> the behaviour for all Views. I'm now exploting this combined with my
> Switches/DistanceLODs to ensure that I can always pick from my most detailed
> geometry.
>
> I can't find any documentation of 1) and 2).

The semantics of multiple views are still somewhat fuzzy in the Java 3D 1.3
architecture.  For the most part they work, but we were always planning to
clean them up for post 1.3 work.  Some issues:

  Problems with certain types of behaviors (e.g., ViewPlatform entry/exit,
  Billboard, LOD) that rely on per-View information, and with behaviors in
  general as far as scheduling (the view platform determines the active
  behaviors), and consistent updates to the scene graph.

  LOD under SharedGroup and in multiple views.

I hate to say it, but it's probably best not to rely on the behavior you
observed in point 2) carrying over to future Java 3D releases, since you're
in a gray area with respect to your use of multiple views.

Of course we would strive for backward compatibility as far as possible.
Probably the best way to ensure this is to submit a bug report for point 1)
if you think it's a bug, and to submit a Request for Enhancement (RFE) for
point 2) with respect to clarifying the semantics of picking behaviors on
multiple views and and how you think they ought to work.

-- Mark Hood

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