Something along the lines of this:
QuadArray l_quad = new QuadArray(8, QuadArray.COORDINATES | GeometryArray.TEXTURE_COORDINATE_2 | QuadArray.COLOR_4);
//Set vertex world position
l_quad.setCoordinate(0, new Point3f(0.0f, 0.0f, -3.0f));
l_quad.setCoordinate(1, new Point3f(2.0f, 0.0f, -3.0f));
l_quad.setCoordinate(2, new Point3f(2.0f, 3.0f, -3.0f));
l_quad.setCoordinate(3, new Point3f(0.0f, 3.0f, -3.0f));
//Set vertex texture coordinates
l_quad.setTextureCoordinate(0, 0, new TexCoord2f(0, 0));
l_quad.setTextureCoordinate(0, 1, new TexCoord2f(1, 0));
l_quad.setTextureCoordinate(0, 2, new TexCoord2f(1, 1));
l_quad.setTextureCoordinate(0, 3, new TexCoord2f(0, 1));
//Set vertex color
l_quad.setColor(0, new Color4f(1, 1, 1, 1));
l_quad.setColor(1, new Color4f(1, 0, 0, 1));
l_quad.setColor(2, new Color4f(1, 1, 1, 1));
l_quad.setColor(3, new Color4f(1, 1, 1, 1));
//Set up appearance with texture
Appearance l_quadappearance = new Appearance();
Texture l_quadtex = new TextureLoader("texture.jpg", this).getTexture();
l_quadappearance.setTexture(l_quadtex);
TextureAttributes l_texatt = new TextureAttributes();
l_texatt.setTextureMode(TextureAttributes.MODULATE);
l_quadappearance.setTextureAttributes(l_texatt);
//Add quad to new (or existing) branchgroup
BranchGroup l_group = new BranchGroup();
l_group.addChild(new Shape3D(l_quad, l_quadappearance));
This code should work, if it doesn’t let me know. I copy/pasted it from a prog I had here, so I might have missed something in the rush.
Hope this helps!
-Trond