Thanks for your reply Daniel.  Nope can't keep away.  This project has at
least another year of development, so I will be bugging all of you for a
time yet :).

Your example is similar to example they have in the demo, but my geometry is
much more complex.  I find the sphere to be bad for my purposes because of
the pinching.  My tessalated dome is a bit different in construction.  I
also have 2 domes one inside the other, for separate rendering of clouds
from sky/sun/stars.  That way I can move and transform the clouds, separate
from the sky colors, etc.  The clouds are alpha blended so the sky shows
through.

I just don't see what the difference is unless Java3d only supports a unit
sphere as background geometry.  Does anyone know if yu can put arbitrary
geometry in the background?

Dave Yazel
----- Original Message -----
From: Daniel Selman <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 23, 2000 12:41 PM
Subject: Re: [JAVA3D] Background geometry question


David,

...just can't keep away, huh? ;-)

I have used background geometry for something similar to what you describe.
I create a unit Sphere (flip the normals) and then set it as background
geometry. The inside of the sphere is texture mapped with an image of
clouds.

Sincerely,

Daniel Selman

[EMAIL PROTECTED]

Tornado Labs Ltd.
http://www.tornadolabs.com

Here is some example code:

        public void createBackground( Group bg )
        {
                // add the sky backdrop
                Background back = new Background();
                back.setApplicationBounds( getBoundingSphere() );
                bg.addChild( back );

                BranchGroup bgGeometry = new BranchGroup();

                // create an appearance and assign the texture image
                Appearance app = new Appearance();
                Texture tex = new TextureLoader( "back.jpg",
this).getTexture();
                app.setTexture( tex );

                // render as a wireframe
                /*
                PolygonAttributes polyAttrbutes = new PolygonAttributes();



             polyAttrbutes.setPolygonMode( PolygonAttributes.POLYGON_LINE );
                polyAttrbutes.setCullFace( PolygonAttributes.CULL_NONE ) ;
                app.setPolygonAttributes( polyAttrbutes );
                */

                Sphere sphere = new Sphere( 1.0f,
Primitive.GENERATE_TEXTURE_COORDS |
Primitive.GENERATE_NORMALS_INWARD, app );

                bgGeometry.addChild( sphere );
                back.setGeometry( bgGeometry );
        }


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of David
Sent: Saturday, December 23, 2000 12:02 AM
To: [EMAIL PROTECTED]
Subject: Background geometry question


Hi all, hope your holidays are going well!

I am working on the sky, sun, clouds, etc for Cosm and had a couple of
questions.  I have a tesselated dome which renders fine when placed in the
main scene graph and was wondering if this is something I could move to the
background object.

I did try to move it there, but it does not render.  I could move the dome
in the main scene graph when the user moves, to keep him at the "center",
but the issues I have are with clipping.  My distance terrain is currently
using rendering attributes to define a circle of invisible terrain cells
(because close cells are rendered at higher detail) and I depend on clipping
to prune distance terrain at a user definable setting.  Unfortunatly this
also would clip my sky dome.

So a few questions:

1. Can I use a clip node to apply clip to just my sub-tree with the terrain?

2. Can I put my geometry in the background node?

3. Can I somehow clip everything normally, but elect to not clip my sky
dome?

How have other people addressed this?

Dave Yazel
Cosm Development Team

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