J3D Newbie: complex geometry ?

hi,
i managed to link a quad to a transformgroup and link this to the universe, so that i can translate that patch.

but i have to implement an object that has hundreds of patches each of which is translated to it’s own position.
all the patches are not adjacent.

do i really have to generate hundreds of shape3D’s each added to one of hundreds of transformgroups and add these to a branchgroup?

are there other ways to do it?

what is the shared group used for?

thanks in advance for any answers,

  • Henon

hi again,

i forgot to ask:
is there a way to draw points of a fixed width (not dependent of viewing transformation or worldcoordinates)
in J3D like in OpenGL?

-Henon

Hi
If the patches have the same texture/transparency etc, i.e. the same material, then you can just add multiple geometries to the same shape3d, with each new ones coordinates offset by it’s position. If they have different materials then you will need a shap3d per patch. If your patches move then you can either update teh invidiual geometries, or do it my creating lots of shape3d’s and transform groups. but shap3d’s are fairly performace hitting (as a general rule), but hundreds should be no problem.
Use PointArray to create points in 3d space, add it to a shape 3d, create a PointAttributes with the right point size, and create a material and set the point attributes of the material to the new point attributes, then set teh shape3d’s material to the new one.

HTH

Endolf