This is my class. What's wrong ??
package src;
// *** Imports ***
import java.io.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import com.threed.jpct.*;
import com.threed.jpct.util.*;
// *** Class definition ***
public class ModelView extends Canvas
{
// *** Methods ***
// constructor
public ModelView( int x, int y, int w, int h )
{
// copy values
this.x = x;
this.y = y;
this.w = w;
this.h = h;
// Set max visible polygons
Config.maxPolysVisible = 10000;
// Initialize the World instance and get the TextureManager (a singleton)
theWorld = new World();
texMan = TextureManager.getInstance();
// Setup the lighting. We are not using overbright lighting because the OpenGL
// renderer can't do it, but we are using RGB-scaling. Some hardware/drivers
// for OpenGL don't support this (but most do)
Config.fadeoutLight = false;
theWorld.getLights().setOverbrightLighting( Lights.OVERBRIGHT_LIGHTING_DISABLED );
theWorld.getLights().setRGBScale( Lights.RGB_SCALE_2X );
theWorld.setAmbientLight( 25, 30, 30 );
// Place the light sources
theWorld.addLight( new SimpleVector( 0, -150, 0), 25, 22, 19 );
theWorld.addLight( new SimpleVector( -1000, -150, 1000), 22, 5, 4 );
//theWorld.addLight( new SimpleVector( 1000, -150, -1000), 4, 2, 22 );
// Fog
theWorld.setFogging( World.FOGGING_ENABLED );
theWorld.setFogParameters( 1200, 0, 0, 0 );
Config.farPlane = 1200;
// Textures
Texture rocks = new Texture( "rc/rocks.jpg" );
texMan.addTexture( "rocks", rocks );
// Load terrain
Object3D[] objs = Loader.load3DS( "rc/plant.3ds", 10 );
if ( objs.length > 0 )
{
terrain = objs[0];
terrain.setTexture( "rocks" );
}
// add them to world
terrain.enableLazyTransformations();
theWorld.addObject( terrain );
/**
* The terrain isn't located where we want it to, so we take
* care of this here:
*/
SimpleVector pos=terrain.getCenter();
pos.scalarMul(-1f);
terrain.translate(pos);
terrain.rotateX((float)-Math.PI/2f);
terrain.translateMesh();
terrain.rotateMesh();
terrain.setTranslationMatrix(new Matrix());
terrain.setRotationMatrix(new Matrix());
// The game entities are building themselves, so we only have to build
// the terrain here
terrain.build();
theWorld.buildAllObjects();
// octree
OcTree oc=new OcTree( terrain, 50, OcTree.MODE_OPTIMIZED );
terrain.setOcTree( oc );
// Place the camera at the starting position.
camera=theWorld.getCamera();
camera.setPosition(0,-2500,-1500);
camera.lookAt( new SimpleVector( 0, 0, 0) );
// additional setup
Config.tuneForIndoor();
World.setDefaultThread( Thread.currentThread() );
// setup frame buffer
buffer = new FrameBuffer( w, h, FrameBuffer.SAMPLINGMODE_NORMAL );
buffer.enableRenderer( IRenderer.RENDERER_SOFTWARE );
buffer.setBoundingBoxMode( FrameBuffer.BOUNDINGBOX_NOT_USED );
buffer.optimizeBufferAccess();
reshape( x, y, w, h );
}
// Paint actual
public void paint( Graphics g )
{
buffer.clear();
theWorld.renderScene( buffer );
theWorld.draw( buffer );
buffer.update();
buffer.display( g, x, y );
}
// *** Attibutes ***
private int x, y, w, h;
private FrameBuffer buffer = null;
private World theWorld = null;
private TextureManager texMan = null;
private Camera camera = null;
private Object3D terrain = null;
private Texture numbers=null;
}
Thx 4 help!!