Hi, Thanks for people responsing to the question I have.
The solution to achieve this objective is described as follows. 1. Transform the point from 2D image space to 3D space as posted. 2. Create a Appearance which should disable lighting and depth test. 3. Using immediate mode rendering after postRender(). This seems to be working very nicely. --Scott --- Scott Hong <[EMAIL PROTECTED]> wrote: > I tried to use J3Dgraphics2D to draw lines using > a callback function after Canvas3D's postRender() > function. The J3Dgraphics2D is too slow to be > useful. > > When using OrderedGroup as suggested, it is still > not behaving as what I wanted it to be. > > I haven't tried PlatformGeometry approach yet. > > I am thinking of using immediate mode rendering > to draw the geometry after postRender() to > be able to make sure that the ojbect get rendered > at the end of the pipeline. > > By the way, does anyone can point me to any example > that can help project the Point3D to the front > clipping plane? > > > -- Scott > > -- > > > > --- Alessandro Borges > <[EMAIL PROTECTED]> > wrote: > > > Another option is to set your geometry into you > > PlatformGeometry. So it will > > move alongside your câmera. Nice for HUD. > > See the java3d demo at: > > > ${JAVA_HOME}/demo/java3d/PlatformGeometry/SimpleGeometry.java > > > > Alessandro > > > > > > --- Mike Pilone <[EMAIL PROTECTED]> escreveu: > > > Scott, > > > > > > You have a couple of options. You could draw on > > the J3Dgraphics2D object in > > > a Canvas call back. This would probably be the > > simplest approach, but there > > > are a few outstanding bugs with J3Dgraphics2D. > > > > > > Another option would be to use an OrderedGroup > and > > simple line geometry in > > > the scene, and disable depth testing for the > > lines. This can get tricky > > > because you will need to project the points into > > the scene to get them > > > infront of your front clipping plane. > > > > > > Another option is to use one of the publicly > > available HUD packages, or roll > > > your own. The trick is to use a texture mounted > on > > the view side of the > > > scenegraph and update the image on the texture. > I > > think this is what > > > J3Dgraphics2D is doing for you in the > background. > > > > > > -mike > > > > > > > > > -----Original Message----- > > > From: Discussion list for Java 3D API > > [mailto:[EMAIL PROTECTED] > > > On Behalf Of Scott Hong > > > Sent: Thursday, August 05, 2004 8:56 AM > > > To: [EMAIL PROTECTED] > > > Subject: [JAVA3D] How to draw lines that are > > always on top of Canvas3D > > > > > > Hi, > > > > > > I am trying to draw lines that are always > > displayed on > > > > > > top of Canvas3D. The lines should be visible no > > matter > > > what objects are in the SceneGraph. > > > > > > Here is the code used to get the point from > image > > > space(x, y) to 3D space (Point3d). In order to > > draw > > > lines that appear on top of Canvas3D, the points > > must > > > be further projected to the near clipping plane > to > > be > > > able to achieve the objective. > > > > > > Is there better or easier way to do this? > > > > > > Thanks! > > > > > > -- Scott > > > > > > --------------------------------------------------- > > > public Point3d getWorldCoordinate(Canvas3D > > canvas, > > > int x, int y ) { > > > > > > Canvas3D canvas; > > > Transform3D ipToVworld = new > Transform3D(); > > > Point3d point = new Point3d(); > > > //get the transformation > > > > canvas.getImagePlateToVworld(ipToVworld); > > > canvas.getPixelLocationInImagePlate( x, > y, > > > point ); > > > //Get coordinate in world coordinate > > system. > > > ipToVworld.transform(point ); > > > > > > return point; > > > } > > > > > > ---------------------------------------------------- > > > > > > > > > > > > __________________________________ > > > Do you Yahoo!? > > > Y! 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