Thomas,
I haven't tried the code, but I have come across similar results
under similar circumstances. I think the source of the problem
stems from too few vertices to properly shade the surface with
the small shininess value.
If you check The Java 3D API Tutorial, Chapter 6, you will find
an example on page 6-19 in Figure 6-18 of a plane lit by a
spot light. You can observe the difference a few thousand additional
vertices can make.
With high concentration, or with small spread angles, the difference
in shading from one vertex to the next can be quite large and,
therefore, the underlying geometry can be revealed (triangulation).
I suspect that this exact type of problem - large differences in
neighboring vertices' shades - is the source of the problem.
Try using more vertices in the geometry of your example and see
if the problem is solved. Of course, more vertices means more
rendering time ....
I hope this helps.
Dennis
Thomas Auinger wrote:
>
> Hi!
>
> I noticed on my machine a crappy look of Sphere objects when
> their shininess is set to something below 10 (with 1.0 being
> the worst case) and lit by directional light. The edge between
> lit and dark part is sort of jugged, looks sort of triangulated?!!!
>
> If you want to try it, just remove the read-only flag from
> the ConicWorld.java and ConicWorld.class file in the demos\ConicWorld
> subdirectory. Then write into line 176 of ConicWorld.java (just
> before the "return app;" the line:
>
> app.getMaterial().setShininess(1);
>
> Compile, run and mail me, if you don't experience the problem, please.
>
> Thomas
>
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-----
Dennis J Bouvier
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Find the Java 3D Tutorial "Getting Started with the Java 3D API" at
http://sun.com/desktop/java3d/collateral
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