Dear all,

as I already mentioned in the other post regarding getting rid of the
memory leakage, I have a problem with picking in my application:

Whatever I do, it doesn't come out right and the PickResults don't
seem to differ much, whether I use
.getNode(PickResult.TRANSFORM_GROUP) or ...(GROUP). Same for 
...(SHAPE3D) and ...(PRIMITIVE). The latter puzzeles me most, since
the dox for "PRIMITIVE" read something like "this 'PRIMITIVE' has
/nothing/ to do with 'geometry.Primitive'..." but delivers the ex-
actly same results.

Furthermore, picking using a PickPoint on a PickCanvas doesn't
always deliver reproduceable results. Sometimes, some geometry in
the tree is even completely unpickable, seemingly to duck away
from the mousepointer and run for shelter. ;-)

Somewhere on the 'Net, I've found a remark that picking is buggy
in it's native code and that not all combinations of PickShapes
and PickModes work as intended (if they work at all).
Can anybody confirm this?
If possible: "-vvv, please".

Most of the times - when I'm using some mode apart from
"PickTool.BOUNDS", I run into a CNSE: "can't ready geometry" or
even "can't get vertex count". This even with the appropriate
capabilities being set along the path and thus puzzling me more than
just a little.
I could /really/ use some good advice on this.
I've already looked the sources of PickText3D/ and PickTest/ through,
but can't seem to get it to work out right.
Does picking work with "canned" geometry extended from
geometry.Primitive apart from IndexedSets?
Even it it is recursively arranged in echelons?

The examples all just feature one-level SGs, leaving me uncertain
about the capabilities of picking.

Thanks in advance,
Andr�

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