Hello > I'm obviously a newbie in J3D...
dont worry. But this maillist is more or less closed. Join JAVA3D-INTEREST at
javadesktop.org for more feedback.
> I've put an example together. Hopefully someone will find what I'm doing
> wrong.
Your example does not have a source of light. Changing this:
> //lightD.setInfluencingBounds(bounds);
> //objRoot.addChild(lightD);
into this:
lightD.setInfluencingBounds(new BoundingSphere (new
Point3d(0,0,0),10000));
objRoot.addChild(lightD);
already gave me some shading. But i think your real problem is this:
> pts = new float[][]{
> {0,0,0},{1,0,0},{ 0.5f,0.5f,0.5f},
> { 0,0,0},{ 0,1,0},{ 0.5f,0.5f,0.5f},
> {1,0,0},{ 1,1,0},{ 0.5f,0.5f,0.5f},
> {1,1,0},{ 0,1,0},{ 0.5f,0.5f,0.5f}
You are not following the winding rules. Example (pX is a point):
p1
| \
p2-- p3
and
p1
| \
p3-- p2
represent the same triangle, looked at once from the front once from the back.
The normals generated by the normal-generator will always look "good" on the
front and "bad" on the back.
Since 2 of your triangles are pointing the other way round the general effect
is strange.
cu
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".
pgpjZCzHn7vQo.pgp
Description: signature
