JavaFX 3D : TriangleMesh specification questions

Chien Yang chien.yang at
Tue Apr 2 11:49:33 PDT 2013

Hi August,

      I want to give you a heads up. We plan to make this change to the 
face smoothing group specification. Will this change works better for 
you or do you have any concern we should consider?

- Chien

On 2/22/2013 6:39 AM, August Lammersdorf, InteractiveMesh wrote:
> Thanks Chien!
> - So, a single texCoord (0,0) referenced by all vertices would be 
> sufficient if no texture is specified in the PhongMaterial !?
> - Flat shading, triangles with all three edges creased, is just an 
> existing 3D rendering feature. Helpful to visualize face structures or 
> a red backlight glass ;-), etc..
> - Wavefront's OBJ files (.obj) provide a smoothing group statement (s 
> 1, s 2, ..) to collect subsequent faces into the specified group. The 
> statement 's 0' or 's off' turns off smoothing and all following faces 
> must be rendered in the flat manner. If no number is reserved for flat 
> faces, assigning an exclusive number to each flat face should produce 
> the same result in JavaFX 3D.
> - Even if a 3D file format supports smoothing groups, e.g. 3DS and OBJ 
> (Collada, VRML2, and X3D don't), its use isn't mandatory. 
> Alternatively normals or a crease angle might be delivered. Will 
> JavaFX 3D provide a smoothing group generator utility, as normals are 
> not implemented yet? Otherwise importer/loader have to include such a 
> feature.
> August
> Am Freitag, den 22.02.2013, 00:16 +0100 schrieb Chien Yang 
> <chien.yang at>:
>> Hi August,
>>      Please see my reply inline.
>> On 2/21/2013 1:41 AM, August Lammersdorf, InteractiveMesh wrote:
>>> While converting 3D model importer following questions occurred :
>>> - Are texCoords and texCoord indices required even if no texture is 
>>> applied because NUM_COMPONENTS_PER_FACE is final and has a value of 
>>> 6 (3 point indices and 3 texCoord indices per face)?
>> Yes, you will need to for JavaFX 8 since there is only one vertex
>> format. We have plan to add more in future releases.
>>> - Are normals or other vertex attributes planned?
>> Yes.
>>> - Is flat shading supported? Does a corresponding smoothing group 
>>> number exist for the faceSmoothingGroups array (like '0' in *.obj 
>>> files)?
>>  Flat shading isn't in our plan but we may consider it if you have a
>> good 3D use case. Can you elaborate your question on smoothing group
>> number?
>>> - Must smoothing group numbers be consecutive and positive?
>> No, we didn't specify much about its restriction. It may be good to
>> keep this within a small positive range. We may have to tighten later
>> as we work out some of the details.
>> Thanks,
>> - Chien
>>> Thanks, August

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