There is a SPHERE_MAP attribute of the TexCoordGeneration object which is
probably the best way.  Apparently you can define an Appearance object and
which affects subsiduary nodes.  I'd be interested to know if this works
because I'd like to use this also.

Other ways:

If it is convex and you make it inside out then it might look kind of
environment mapped.

Another option could be to have say 50 objects, each with different
mappings, and then show the appropriate one from your viewpoint.  It depends
how much of a shortcut you want to take.

Or you could write it by hand, there are various refs on the web.

 - Andy


-----Original Message-----
From: Cindy Ballreich <[EMAIL PROTECTED]>
To: Anselm Hook <[EMAIL PROTECTED]>
Cc: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Thursday, May 13, 1999 3:28 PM
Subject: Re: [java3d] Environment Mapping?


>At 03:36 PM 5/13/99 -0400, Anselm Hook wrote:
>>
>>So the problem is capturing the environment mapping to a bitmap which you
>>can then apply to the surface of your object?
>
>For this application I can declare an image that I already have as the
>bitmap to be applied. (I'll generate something in Photoshop.) So it's a lot
>easier than it might be if I had to compute a "real" environment map. I can
>also apply texture coordinates to the geometry when I create it but I'm not
>sure that will be helpful. The problem is in animating the texture
>coordinates in response to the camera movement (or object movement in
>relation to the camera). It seems like there should also be a degree of
>distortion introduced as the camera moves nearer to the object. These are
>the problems I'm trying to find info on.
>
>I'd also like to know if this can be done in such a way that the reflection
>map could be applied on top of a normal texture map and the two maps
>blended together. That's way more than I need for this application, but it
>would be interesting to know if it was possible.
>
>The whole idea is to get it to work (and look good) in real-time without
>taking too big of a performance hit. So cheats and hacks are totally
>acceptable.
>
>Cindy
>
>>
>>Apparently a View can attach a ViewPlatform, or as the documentation sez:
>>
>>This method attaches a ViewPlatform leaf node to this View, replacing the
>>existing ViewPlatform. If the ViewPlatform is part of a live scene graph,
or
>>is subsequently made live, the scene graph is rendered into all canvases
in
>>this View object's list of Canvas3D objects. To remove a ViewPlatform
>>without attaching a new one-causing the View to no longer be rendered-a
null
>>reference may be passed to this method. In this case, the behavior is as
if
>>rendering were simultaneously stopped on all canvases attached to the
>>View-the last frame that was rendered in each remains visible until the
View
>>is again attached to a live ViewPlatform object. See Section 5.10,
>>"ViewPlatform Node," for more information on ViewPlatform objects.
>>
>>So... the next question is can you have multiple viewing platforms?  And
can
>>you point a texture at a canvas3d?
>>
>
>          __________________________________________
>         |                                          |
>         |             Cindy Ballreich              |
>     |\  |  Technical Director - 3D Visualization   |
>   _/ .`-|  Computer Associates International, Inc. |    ,
>   \ .4  |        [EMAIL PROTECTED]         |\__//
>    `--'\|           [EMAIL PROTECTED]            |`--'
>        C|__________________________________________|
>
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