At 17:47 20.08.00 , you wrote:
>Well I have read every archived message on this subject and it looks like
>there is still no definitive solution.  Anyone who is writing a game using
>Java3d will have to solve this problem.  We need to be able to place 2d
>objects on top of the canvas3d.

I am writing a game using Java3D. This is just at the hobbyist level and I'm
not making any significant progress, but so far I don't see the need for
putting
2D *on top of* the Canvas3D.

If there is an area of your screen which you want to devote to 2D stuff like
icons of equipment or characters, maybe stats and so forth, then you should
not be displaying it on your Canvas3D in the first place. While many DirectX
applications need to devote the whole screen to graphics (and annoy players
with horrible rendition of text in a 3D interface), nothing says that your
Canvas3D has to fill the whole screen rather than just a single panel; one
or more other panels could be used to display very clearly legible information
without using Canvas3D real estate. I suspect that a smaller Canvas3D even
renders more quickly.

Hope this helps,

-Carl-

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