I'm having a very strange problem with the colors in my scenegraph. I'm using a series of shape3Ds that all share the same appearance and geometry objects to save memory. The problem is, the majority of them reflect the specular color from one of their flat surfaces at all times.
It doesn't matter where I put the light source - even if I put the directional light perpendicular to their flat surfaces, some of them will reflect the specular color anyways.
To make matters worse, for some reason the specular color is being rounded up to the nearest bright color. For instance, if I set the specular color to dark brown, most of my shapes will be bright yellow on one side. It really looks terrible. If I set it to dark green, they will be bright green on that side, etc.
I've fiddled with the shininess and the other colors, but it makes no difference. I've increased the number of bits the GraphicsConfigTemplate3D uses for each color, but that doesn't help either.
I think it might be a GraphicsDevice-level problem, since the problem is not consistent across different operating systems.
Does anyone have any idea what I can do? I can post a picture if it will make the problem clearer.
Thanks in advance,
Monica
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