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Problem with lighting in Java3D  RSS feed

Kirk Gao
Posts: 8
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Well I've been trying to code one level of a simple game with a bouncing ball, paddle, and bricks. I've more or less been snipping bits of code from the 2001 "The Joy of Java3D" tutorial by Greg Hopkins. In particular, I used an adaptation of and a small section cut from Below is the section of code that is problematic. The problem is that after compiling fine, for some reason the red lighting is not falling on the mass of bricks AT ALL while it does fall on the ball and the paddle. Can anyone see why and maybe offer an alternative way of coding that will output the desired effect? Thank you in advance.


public BranchGroup createSceneGraph ()
// Create the root of the branch graph
BranchGroup objRoot = new BranchGroup();
ballTrans = new TransformGroup();
paddleTrans = new TransformGroup();

// Create a ball.
Sphere sphere = new Sphere(0.05f);
Transform3D pos1 = new Transform3D();
pos1.setTranslation(new Vector3f(ballX,0.0f,0.0f));

// Create a paddle.
Cylinder cylinder = new Cylinder(0.2f, 0.02f);
Transform3D pos2 = new Transform3D();
//ap.setMaterial(new Material(white, black, white, black, 0.0f));
pos2.setTranslation(new Vector3f(paddleX,-0.5f,0.0f));

// Create bricks.
for (float f=-0.75f; f<=0.85f; f+=0.1f)
for (float g=0.0f; g<=0.5f; g+=0.05f)
TransformGroup bricksTrans = new TransformGroup();
Transform3D pos3 = new Transform3D();
Box box = new Box(0.05f, 0.04f, 0.1f, new Appearance());
pos3.setTranslation(new Vector3f(f, g, 0.0f));

// Attach both objects to transform groups.
BoundingSphere bounds = new BoundingSphere();

Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f);
Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction);

// Set up the ambient light
Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f);
AmbientLight ambientLightNode = new AmbientLight(ambientColor);

return objRoot;
Jiri Goddard
Posts: 21
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maybe the problem is in setting your influencing bound and the light vector. try to extend the influencing bounds or play around with the light vector. these are my first thoughts after reading your code.
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