The correct loading of the image did not fix the problem with the
ImagePortrayal3D. I still cannot see it.
I am using new ImagePortrayal3D(image, false, true);
After that, I'm calling setObjectLocation(imagePortrayal3D, new
Double3D(0.0, 0.0, 0.5)); on a Continuous3D object that is in a
ContinuousPortrayal3D, which in in a Display3D.
I'll look at the TranformedPortrayal3D next.
Let me know if you think of anything else to try.
From: MASON Multiagent Simulation Toolkit
[mailto:[log in to unmask]] On Behalf Of Sean Luke
Sent: Friday, September 22, 2006 5:27 PM
To: [log in to unmask]
Subject: Re: MASON-INTEREST-L Digest - 17 Sep 2006 to 21 Sep 2006 (#2006-56)
On Sep 22, 2006, at 9:22 PM, Ryan Kadomoto wrote:
> But this doesn't really help me completely. Ideally, I want the
> image to be
> on a single rectangular plane that I can rotate.
Previously you had indicated that when you created an
ImagePortrayal3D at (0,0,0), you couldn't see it. I presume that
issue is fixed by loading the image right?
If what you need is for the image to be *rotateable*, you need to
state that the ImagePortrayal3D not be "oriented" -- that is, always
facing the user. Instead of saying
new ImagePortrayal3D(image, false, opaque)
...where opaque is true (strongly recommended for speed) if your
image doesn't need semitransparency, else false. The second argument
is the oriented-portrayal argument. We're setting it false.
From there you may need to change the orientation of the portrayal
-- you'd do that like any other one, by wrapping it in a