The most obvious is that you have your directional light commented out
and hence not in the scene, thus no "shading".
You are also setting an emissive color on your material (i.e. it *is*
the source of light).
- John Wright
Starfire Research
Ugo Taddei wrote:
Hello,
I'm obviously a newbie in J3D...
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 t
Hello,
I'm obviously a newbie in J3D...
I'm adapting some code for a static terrain generation app and I'm having
trouble with the normals (or whatever!). I can't get a proper shading,
despite having followed all the counselling I could find in the net.
The followig doesn't seem to work (as I im
Hi, I have a question about achieving desired lighting/shading effects
while using multitextures in a science visualization.
My scene's sole Shape3D is a surface based on elevation data for
California, and has an Appearance with Material mat = new Material( new
Color3f(0.0f,0.0f,0.0f), new Color3
>Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Date: Thu, 21 Jun 2001 18:13:45 +0200
>From: Joachim Diepstraten <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Shading differences between OpenGL and DirectX versions
>To: [EMAIL PROTECTED]
>
>Ehlo
>
>> mode
Ehlo
> model perfectly shining, the OpenGL version seems not to be affected for the
> specular light (the scene contains two one ambient and two directional
> lights ).
> Is this behavior a bug? How can I manage to get the same behavior between
No that's actually a limitation in OGL if I remembe
Hello,
maybe I'm doing something wrong, but I appreciate differences between the
two java3D versions in terms of specular shines (loading same model under
same conditions). I load a 3DS model, that has a texture mapped, and I set
the material with the following values:
material.setLightingE
>
> I've posted this question before, and have seen it asked by others, but I've
> never seen an answer:
>
> If I've got a QuadArray (and I assume TriangleArray as well) with
> per-vertex-colors, how do I set up the Material so I get shading with the
> colors I've put in?
>
> Seems a simple ques
Don Casteel wrote:
> If I've got a QuadArray (and I assume TriangleArray as well) with
> per-vertex-colors, how do I set up the Material so I get shading with the
> colors I've put in?
If you've set per-vertex colors, have a Material attached, and
lighting is enabled...
x27;SetColors' (i.e., a SetGeometry).
Why you have to do this is a mystery to me, but it won't work without it.
Hope this helps,
Burns
-Original Message-
From: Casteel, Don [mailto:[EMAIL PROTECTED]]
Sent: Friday, October 29, 1999 5:56 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Sha
I've posted this question before, and have seen it asked by others, but I've
never seen an answer:
If I've got a QuadArray (and I assume TriangleArray as well) with
per-vertex-colors, how do I set up the Material so I get shading with the
colors I've put in?
Seems a simple question, but I get th
> All I did was construct QuadArray objects:
>
> QuadArray topQuadArray = new QuadArray((int)length,
> QuadArray.COORDINATES|QuadArray.NORMALS|QuadArray.COLOR_3);
>
> Then I passed my Point3f[], Vector3f[], and Color3f[] arrays into the
> QuadArray:
>
> topQuadArray.setCoordinates(0, topP
~~~
> ~
>
> -Original Message-
> From: Desiree Hilbring [mailto:[EMAIL PROTECTED]]
> Sent: Monday, September 27, 1999 9:34 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Shading
>
>
> Hi Everybody!
>
> Fir
> ~
>
> -Original Message-
> From: Desiree Hilbring [mailto:[EMAIL PROTECTED]]
> Sent: Monday, September 27, 1999 9:34 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Shading
>
>
> Hi Everybody!
>
> First I created G
~~
~
-Original Message-
From: Desiree Hilbring [mailto:[EMAIL PROTECTED]]
Sent: Monday, September 27, 1999 9:34 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Shading
Hi Everybody!
First I created Geometry with QuadArray, which worked fine, but now I want
to shade it, and
Hi Everybody!
First I created Geometry with QuadArray, which worked fine, but now I want
to shade it, and tried to use GeometryInfo with the NormalGenerator,
I did set
ginfo[l] = new GeometryInfo(GeometryInfo.QUAD_ARRAY);
ginfo[l].recomputeIndices();
ginfo[l].setSt
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