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  Background Geometry  (Read 1061 times)
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Offline Breakfast

Senior Duke




for great justice!


« Posted 2002-10-21 19:15:45 »

Does anyone know anything about using Background Geometry?

How does it work? If I want to draw a background starfield, for example, do I create a bunch of points and just transform them to where I want them to appear and then add their transformgroup to the background node and they stay at their current position as part of the background group? If so, how do they not get in the way of the live scene? How do I know they have been transformed far enough?

Also, if I wanted to do a starfield with some bigger star images in addition to simple points, how can I do that in such a way as the graphics stay visible without using OrientedShape3D behaviour, which can't be added to a background geometry?
Offline gcollin

Senior Newbie




Java games rock!


« Reply #1 - Posted 2002-12-04 10:00:59 »

Looks like you want to do the same as me.

BackgroundGeometry only allows for Sphere, other geometry are not displayed at all.

For the background starfield problem, here is what I want to do:

- Design a huge bitmap with stars in it.
- Display this bitmap in the preRender method of the Canvas3D. This way the image is always shown behind any 3d objects.
- Move the bitmap accordingly to the point of view. This should allow for a quite good starfield.

The only things that annoys me are : I need a huge bitmap stored in memory and if the point of view rotate along the Z axis I need to rotate the huge bitmap as well.
I don't know if java can handle this well.


GĂ©rard

Gerard Wink
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