Java3D Texture Brightness -


im them a texture on a QuadArray object, which works exactly as far as using a 3D Display of pictures in the environment. But now I have so that the result is displayed darker than before painting texture I used to "dim" (I think that needs to display 3D backsides pictures in environments that purpose For the same texture I create a second QuadArray object with, the mirror is deep and deep so that the user knows that he is looking backwards). how can I do this? I ColoringAttributes, using TransparencyAttributes + color QuadArray, TextureAttributes materials and hours but bright as everyone behind just as frontside ... what the normal way to get what I want?

Here is the code to generate the back of the fiddled photo along with the code and some stuff I had already tried. . White ambient light btw using Im

  QuadArray plane2 = new QuadArray (4, QuadArray.COORDINATES | GeometryArray.TEXTURE_COORDINATE_2 | GeometryArray.ALLOW_COLOR_WRITE | QuadArray.COLOR_3 | Primitive.GENERATE_NORMALS); Plane2.setColor (0, new Color3f (0.f, 0.f, 0.f)); Plane2.setColor (1, new Color3f (0.f, 0.f, 0.f)); Plane2.setColor (2, new Color3f (0.f, 0.f, 0.f)); Plane2.setColor (3, new Color3f (0.f, 0.f, 0.f)); Plane2.setCoordinate (3, new point 3f (-0.005f * image.getWidth), -0.005f * image.getHeight (), 0f)); Plane2.setCoordinate (2, new point 3f (0.005f * image.getWidth), -0.005f * image.getHeight (), 0f)); Plane2.setCoordinate (1, new point 3f (0.005f * image.getWidth), 0.005f * image.getHeight (), 0f)); Plane2.setCoordinate (0, new point 3f (-0.005f * image.getWidth), 0.005f * image.getHeight (), 0f)); Plane2.setTextureCoordinate (0, 3, new TexCoord2f (0f, 0f)); Plane2.setTextureCoordinate (0, 2, new TexCoord2f (1f, 0f)); Plane2.setTextureCoordinate (0, 1, new TexCoord2f (1f, 1f)); Plane2.setTextureCoordinate (0, 0, new TexCoord2f (0f, 1f)); Attendance air display 2 = new form (); PlaneAppearance2.setTexture (image); // content content = new content (); // content. Sambient colore (0.0 f, 0.0 f, 0.0 f); Texture properties tex = new texture properties (); Tex.setTextureMode (TextureAttributes.BLEND); Tex.setTextureBlendColor (.0f, .0f, .0f, .5f); PlaneAppearance2.setTextureAttributes (tex); // TransparencyAttives tAtt = New TransparencyEttivities (TransparencyAttributes.BLENDED, 0.0f); // Blinded // Plan Opportunity 2 Certificate Transactions Attributes (TATT); // Plane Appearance 2 Set content (content); // Planet Appearance 2.Set CollingReventives (new color letter (1f, 0.f, 0.f, Color properties.NICEST)); ObjectTG.addChild (new size 3D (plane 2, plane operation 2));  


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