I tried posting this earlier, but it never showed up on the list...


I have put this off far too long, but before I dive into this I have a few
questions.

First how I think it is supposed to work.

1. My understanding is every single alpha blended shape has to be sorted by
our own code, if not on every frame, at least when the user has moved far
enough to warrent a re-sort.

2. If a scenegraph (like a loaded model) has some shapes which are blended
and some that are not, you have to remove the blended shapes from the
scenegraph and place them in a separate graph with all the other blended
shapes.

3. Any shapes which are part of one "model" but which themselves intersect,
have to be broken into pieces.  So for example of a tree where you want to
have two intersecting planes for the "branches", plus a rounded blended
internal shape (like a cube standing on one corner), plus the solid trunk...
you would have to break the planes in half and break the cube into pieces.

4. Then once you have all these items in pieces you have to put them in an
ordered group and sort them by distance from farthest to nearest.

Questions:

1. I "thought" there was something added to OrderedGroup in 1.2 to support
easily resorting it, but I can't find anything in the docs.  Given the
horrible overhead of attaching and detaching, what is the best way to do
this?

2. How have other people solved this problem?  Specifically in relation to
trees and plants, which rely almost completely on transparency to achieve
the proper look.

3. Has anyone written a manager for this which they are willing to post to
the group?

If we get some good responses to this I will forward this to Justin to
include in the FAQ.

Dave Yazel
Cosm Development Team

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