Thanks, David!

That was the piece I was missing.  Just turning on the RenderingAttributes
as you described solved it.  I'm sure once I put them into an OrderedGroup,
I'll get rid of the flicker I'm currently getting.

----- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, July 02, 2001 4:38 PM
Subject: Re: [JAVA3D] Can DepthComponent fix this?


> I don't know much about rasters, but if its like everything else you can
do
> this:
>
> Set the rendering attributes :
>       ra.setDepthBufferEnable(false);
>       ra.setDepthBufferWriteEnable(false);
>
> This way they will always show.  You will need to put them in an ordered
> group to force them to draw last though, unless they are phsically located
> at the image plate, in which case you can set the
>
>       ra.setDepthBufferWriteEnable(true);
>
> So they own those pixels
>
> Dave Yazel
> ----- Original Message -----
> From: Corysia Taware <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, July 02, 2001 6:28 PM
> Subject: [JAVA3D] Can DepthComponent fix this?
>
>
> I'm trying to attach labels to my planets and moons.  With Daniel Selman's
> help, I've learned how to use a Raster object to create fixed size lables,
> and it looks pretty good (see attached jpeg).  But the problem I've run
into
> is that I can't avoid having the text obscured by the planet.  The text is
> being written in the exact center of the sphere.  As one gets nearer to
the
> planet, the text is obscured.  This is what's happened to the "E" in
"Earth"
> in the screenshot.
>
> Is there a way to use the DepthComponent object when defining my Raster so
> that Z values will be ignored?  i've been reading the javadocs and the 1.2
> specification, but it's not making a lot of sense to me.
>
> I've also tried PolygonAttributes.setPolygonOffset(), but this didn't make
> any apparent difference.
>
>
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