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Question about java3D IndexedGeometryArray.

 
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Zachary1234



Joined: 08 Nov 2008
Posts: 178

PostPosted: Tue Jul 17, 2012 2:32 am    Post subject: Question about java3D IndexedGeometryArray. Reply with quote

Is it possible for one IndexedGeometryArray to contain triangle and square reference points at the same time?

Is there a function which, per index point, sets if that point adjacent to the next point, forms as part of a triangle or a square?

Can I do this by going

new IndexedGeometryArray(int vertexCount,int vertexFormat,int indexCount)

vertexFormat = GeometryArray.BY_REFERENCE_INDICES ?

If I can only re-use index values to specify re-use of the previous index point value, may one stipulate Lines, Triangles or Quadrilaterals as one goes along?
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Zachary1234



Joined: 08 Nov 2008
Posts: 178

PostPosted: Thu Sep 27, 2012 5:27 am    Post subject: Answer. Reply with quote

The answer is that you don't need to.

You may instantiate a GeometryInfo from a GeometryArray, giving it the appropriate polyhedron field POLYGON_ARRAY to establish you will be using x,y,z.

Previously you could call the Triangulator to set it up the way you want.

In java3d 1.5, the triangulator is automatically turned to, meaning that you only would like to call the Stripifier on your GeometryInfo object if you would need to.

With triangles, textures (which tend to be quadrilateral) can be aplied assuming an "outer or inner corner corresponding to your triangle desired assigned orientation, located by two other orientation points similarly". Run-over will simply not be drawn and will be stopped by constraints, resulting in no loss of efficiency in drawing anything past the border of your triangle). Look into Texture and Texture3D to check it all out!
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