diff --git a/engine/src/test/jme3test/helloworld/HelloMaterial.java b/engine/src/test/jme3test/helloworld/HelloMaterial.java index 62e7ef8fb..6dae33017 100644 --- a/engine/src/test/jme3test/helloworld/HelloMaterial.java +++ b/engine/src/test/jme3test/helloworld/HelloMaterial.java @@ -59,35 +59,36 @@ public class HelloMaterial extends SimpleApplication { public void simpleInitApp() { /** A simple textured cube -- in good MIP map quality. */ - Box box1Mesh = new Box(1f,1f,1f); - Geometry cubePlainGeo = new Geometry("My Textured Box", box1Mesh); - Material stlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); - Texture monkeyTex = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); - stlMat.setTexture("ColorMap", monkeyTex); - cubePlainGeo.setMaterial(stlMat); - cubePlainGeo.move(new Vector3f(-3f,1.1f,0f)); - rootNode.attachChild(cubePlainGeo); + Box boxshape1 = new Box( 1f,1f,1f); + Geometry cube = new Geometry("My Textured Box", boxshape1); + cube.setLocalTranslation(new Vector3f(-3f,1.1f,0f)); + Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); + Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); + mat_stl.setTexture("ColorMap", tex_ml); + cube.setMaterial(mat_stl); + rootNode.attachChild(cube); /** A translucent/transparent texture, similar to a window frame. */ - Box box3Mesh = new Box(1f,1f,0.01f); - Geometry windowGeo = new Geometry("window frame", box3Mesh); - Material ttMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); - ttMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); - ttMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency - windowGeo.setQueueBucket(Bucket.Transparent); - windowGeo.setMaterial(ttMat); - rootNode.attachChild(windowGeo); + Box boxshape3 = new Box( 1f,1f,0.01f); + Geometry window_frame = new Geometry("window frame", boxshape3); + Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); + mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); + mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency + window_frame.setQueueBucket(Bucket.Transparent); + window_frame.setMaterial(mat_tt); + rootNode.attachChild(window_frame); - /** A cube with its base color "bleeding" through a partially transparent texture */ - Box box4Mesh = new Box(1f,1f,1f); - Geometry bleedCubeGeo = new Geometry("bleed-through colored cube", box4Mesh); - Material tlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); - tlMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); - tlMat.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple - bleedCubeGeo.setMaterial(tlMat); - bleedCubeGeo.move(new Vector3f(3f,-1f,0f)); - rootNode.attachChild(bleedCubeGeo); - //bleedCubeGeo.setMaterial((Material) assetManager.loadAsset( "Materials/BleedThrough.j3m")); + + /** A cube with its base color "leaking" through a partially transparent texture */ + Box boxshape4 = new Box(1f,1f,1f); + Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4); + cube_leak.setLocalTranslation(new Vector3f(3f,-1f,0f)); + Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); + mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); + mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple + cube_leak.setMaterial(mat_tl); + rootNode.attachChild(cube_leak); + // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m")); /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */ Sphere sphereMesh = new Sphere(32,32, 2f);