That's right, isometric projection cannot have perspective distortion.
Of course, in order to get isometric projection you must set:
   view.setProjectionPolicy(View.PARALLEL_PROJECTION)
and that's it. But again, it is possible to do it with Java3D.
(Definition of isometric projection:
http://www.wikipedia.org/wiki/Isometric)

Carlos


Justin Couch wrote:


Carlos D Correa wrote:

But that's precisely what you get when you fix the camera to some point
(1,1,1) looking at (0,0,0). It is called isometric projection because
the result is that angles between the three axes are equal (120 degrees)
The fact that games use 2D or software rendering is just a matter of
implementation. It can be done as well in Java3D, OpenGL, or whatever
decent 3D API.


No, that's not isometric projection. In Isometric, there is no
perspective distortion applied. A unit length at the axis, is the same
as a unit length 5000 units along one of the horizontal axis (ie a
parallel-only projection, not orthographic). Isometric projection is not
the appearance of 120degrees apart, but that they are actually 120deg
apart. There is true distortion of the space. Sure the technique of
looking along one of the 1,1,1 direction vectors gets you close to
isometric, but it's not valid when you start to pull a long, way away
from the objects. If that's good enough (you're always close to the
model) go for it, but it's not true isometric.

--
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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