I can't get the mesh updated as I turn the bow.
Actually I just re-wrote my code and it's not even working the first time now. I do call VertexController.updateMesh() and have even renewed my instance of VertexController. The following is what I'm doing. I think I know one of the things you'll say: VertexController gives me vertices in object space and I want them in world space. But how do I get that?
SimpleVector[] vertices = getSourceMesh();
SimpleVector lowest = vertices[0], highest = vertices[0];
for (int i = 1; i < vertices.length; i++) {
if (vertices[i].z < lowest.z)
lowest = vertices[i];
if (vertices[i].z > highest.z)
highest = vertices[i];
}
SimpleVector[] extremes = new SimpleVector[2];
extremes[0] = lowest;
extremes[1] = highest;
...
Then, after buffer.display(Graphics):
SimpleVector point1 = Interact2D.project3D2D(mainCamera, buffer, uppermost);
SimpleVector point2 = Interact2D.project3D2D(mainCamera, buffer, lowermost);
g.setColor(Color.white);
g.drawLine((int)point1.x, (int)point1.y, (int)point2.x, (int)point2.y);