And causes lots of native exceptions to be thrown.As far as I can tell (and I'm so _not_ an expert at this) - you can't. Although you can get a Graphics2D object from a Canvas3D and draw on that, it absolutely kills performance.
The j3d.org packages include examples of overlay classes, which kind-of allow you to fake it. What these do is however a mere convenience: they just insert the relevant 2d objects in the 3d universe at a z=0 position for your viewpoint.
What do you mean? Does this write raster data? I've tried (with some sucess) to position raster objects under a transfom that's identical to the one for my viewing platform. Effectively you can draw 2D objects this way. Unfortunately, if you have any geometry which comes close to the eye, it pokes through your labels.
Woudl you think I was on the right track with this method?
Have done so. Thanks for the help.I ended up doing this myself manually: I used the LocalToWindow class (found on Sun's java3d-interest mailinglist archives) which translates local 3d coords to window coords, and wrote an inverse function. But that may not be appropriate in your application. (Mail me offlist for the code if you want).
I look forward to being contradicted!
James.
My other idea was to create an offscreen Canvas3D and draw my 3D data into a BufferedImage which I could then mangle however I wanted and bitblt into an ordinary Swing component. Are there any drawbacks to this method you would know of?
(Another 2D question: in my experience, BufferedImages are quite slow which is why I still manipulate all my image data with Java 1.0 image producers and consumers. Would a BufferedImage have a performance hit with J3D? How useful would learning about generic RenderedImages be?)
Mark McKay
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