>
> I've posted this question before, and have seen it asked by others, but I've
> never seen an answer:
>
> If I've got a QuadArray (and I assume TriangleArray as well) with
> per-vertex-colors, how do I set up the Material so I get shading with the
> colors I've put in?
>
> Seems a simple question, but I get the feeling it can't be done which would
> be a huge drawback to Java3d.
>

Attached is an example program I did by changing HelloUniverse.
It is simply a single quad with colors at it's vertices and one directional
light.

Dan Petersen
Java 3D Team
Sun Microsystems

** Look for the new newsgroup: comp.lang.java.3d **
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import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;

public class HelloUniverse extends Applet {
    public BranchGroup createSceneGraph() {
        // Create the root of the branch graph
        BranchGroup objRoot = new BranchGroup();

        // Create the transform group node and initialize it to the
        // identity.  Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at runtime.  Add it to the
        // root of the subgraph.
        TransformGroup objTrans = new TransformGroup();
        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objRoot.addChild(objTrans);

        int stripCount[] = new int[1];
        stripCount[0] = 4;
        QuadArray qa = new QuadArray(4,
                                        QuadArray.COORDINATES |
                                        QuadArray.COLOR_3 |
                                        QuadArray.NORMALS
                                         );

        float coords[] = { -0.5f, -0.5f, 0.0f,
                            0.5f, -0.5f, 0.0f,
                            0.5f,  0.5f, 0.0f,
                           -0.5f,  0.5f, 0.0f };

        float colors[] = { 1.0f, 0.0f, 1.0f,
                           1.0f, 0.0f, 0.0f,
                           0.0f, 1.0f, 0.0f,
                           0.0f, 0.0f, 1.0f };

        float norms[] = { 0.0f, 0.0f, 1.0f,
                          0.0f, 0.0f, 1.0f,
                          0.0f, 0.0f, 1.0f,
                          0.0f, 0.0f, 1.0f };

        qa.setCoordinates(0, coords);
        qa.setColors(0, colors);
        qa.setNormals(0, norms);
        Appearance ap = new Appearance();
        PolygonAttributes pa = new PolygonAttributes();
        pa.setCullFace(pa.CULL_NONE);
        ap.setPolygonAttributes(pa);
        Material mat = new Material();
        ap.setMaterial(mat);
        Shape3D s3d = new Shape3D(qa, ap);

        // Create a simple shape leaf node, add it to the scene graph.
        objTrans.addChild(s3d);

        BoundingSphere bounds =
            new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);

        DirectionalLight dl = new DirectionalLight();
        dl.setInfluencingBounds(bounds);
        objTrans.addChild(dl);

        // Create a new Behavior object that will perform the desired
        // operation on the specified transform object and add it into
        // the scene graph.
        Transform3D yAxis = new Transform3D();
        Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE,
                                        0, 0,
                                        4000, 0, 0,
                                        0, 0, 0);

        RotationInterpolator rotator =
            new RotationInterpolator(rotationAlpha, objTrans, yAxis,
                                     0.0f, (float) Math.PI*2.0f);
        rotator.setSchedulingBounds(bounds);
        objTrans.addChild(rotator);

        // Have Java 3D perform optimizations on this scene graph.
        objRoot.compile();

        return objRoot;
    }

    public HelloUniverse() {
        setLayout(new BorderLayout());
        GraphicsConfiguration config =
           SimpleUniverse.getPreferredConfiguration();

        Canvas3D c = new Canvas3D(config);
        add("Center", c);

        // Create a simple scene and attach it to the virtual universe
        BranchGroup scene = createSceneGraph();
        SimpleUniverse u = new SimpleUniverse(c);

        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        u.getViewingPlatform().setNominalViewingTransform();

        u.addBranchGraph(scene);
    }

    //
    // The following allows HelloUniverse to be run as an application
    // as well as an applet
    //
    public static void main(String[] args) {
        new MainFrame(new HelloUniverse(), 256, 256);
    }
}

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