um ok, will it then b projected to infinity? so you can't actually come closer to it?
thats correct, the way the background works is you can either place an image (that will never move), or you can place some geometry there. If you placve some geomtry then anything within a 1 unit sphere will bre rendered (ie, if you wanted a cube then it must fit inside a sphere with a diameter of 1). You can then texture the geomtry. The game I am working on has a textured cube (loaded as an ac3d model cause I'm lazy), this is then textured on the inside (where you view it from) and placed in the background geometry. This gives me a star field looking background, that moves as the view does so it looks like they are a long way away.
HTH
Jeremy
The code below isn't the best way to do it, but worked as a quick hack it in
BranchGroup backGeoBranch = new BranchGroup(); Background background = new Background(); background.setApplicationBounds(new BoundingSphere(new Point3d(0,0,0),30000));
try { //replace this line with your textured shape construction
backGeoBranch.addChild(AC3DModelResourcePool.getModel(ClassLoader.getSystemResource("data/box.ac")).createInstance()); } catch (Exception e){ e.printStackTrace(); //quit if it goes wrong SystemDirector.quitSelected(); } background.setGeometry(backGeoBranch); backGeoBranch = new BranchGroup(); backGeoBranch.addChild(background); world.addChild(backGeoBranch);
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