Hi all, hoping for help as well ;)
My problem is the following:
I'd like to load a Wavefront OBJ and set its transparency afterwards to
achieve a water-like effect.
The OBJ only consist of one texture-mapped plane.
Without transparency, everything works well.
I just cannot get it to work/compile with added transparency code (being
a java-beginner).
I figured out, that I cannot set the Appearance of the BranchGroup. As
well as I cannot
set the Appearance of the Scene in the loader class.
Does anyone have an idea/codesnippet of how to set the transparency of
the loaded object?
thanks,
. leif
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// Excerpt from my public BranchGroup Class loadObject:
ObjectFile f = new ObjectFile(flags, (float)(creaseAngle * Math.PI /
180.0));
Scene s = null;
try { s = f.load(filename);} [...catch...]
return s.getSceneGroup();
// My first try
BranchGroup wasser = loadObject(".\\wasser.obj", 60, false, true);
Appearance app = new Appearance();
TransparencyAttributes ta = new TransparencyAttributes();
ta.setTransparencyMode(ta.BLENDED);
ta.setTransparency(0.5f);
app.setTransparencyAttributes(ta);
wasser.setAppearance(app); // Branchgroup couldn't do that
// -> idea: making a shape (try 2)
objScale.addChild(wasser);
// My second try
//Create TransparencyAttributes to set the transparency amount and
mode
TransparencyAttributes myTA = new TransparencyAttributes();
myTA.setTransparency( 0.5f );
myTA.setTransparencyMode( TransparencyAttributes.BLENDED );
//Create Appearance , set the transparency attributes, and assemble
the shape
Appearance myAppear = new Appearance( );
myAppear.setTransparencyAttributes( myTA );
Shape3D myShape = new Shape3D( wasser, myAppear ); // doesn't
work ;(
objScale.addChild(myShape);
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