Hello > I'm obviously a newbie in J3D...
dont worry. But this maillist is more or less closed. Join JAVA3D-INTEREST at javadesktop.org for more feedback. > I've put an example together. Hopefully someone will find what I'm doing > wrong. Your example does not have a source of light. Changing this: > //lightD.setInfluencingBounds(bounds); > //objRoot.addChild(lightD); into this: lightD.setInfluencingBounds(new BoundingSphere (new Point3d(0,0,0),10000)); objRoot.addChild(lightD); already gave me some shading. But i think your real problem is this: > pts = new float[][]{ > {0,0,0},{1,0,0},{ 0.5f,0.5f,0.5f}, > { 0,0,0},{ 0,1,0},{ 0.5f,0.5f,0.5f}, > {1,0,0},{ 1,1,0},{ 0.5f,0.5f,0.5f}, > {1,1,0},{ 0,1,0},{ 0.5f,0.5f,0.5f} You are not following the winding rules. Example (pX is a point): p1 | \ p2-- p3 and p1 | \ p3-- p2 represent the same triangle, looked at once from the front once from the back. The normals generated by the normal-generator will always look "good" on the front and "bad" on the back. Since 2 of your triangles are pointing the other way round the general effect is strange. cu =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
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