// Bind to an image Image img = Image.createImage("myImage.png"); Graphics g = img.getGraphics(); g3d.bindTarget(g);
// Bind to the main Graphics object g3d.bindTarget(getGraphics());
// We can also supply rendering hints. Remember those? I talked about them at the beginning. // This is done by using the other form of the bindTarget method. // It takes a Graphics object to begin with, as always, and then it needs a boolean // and an integer mask of hints. // The boolean simply tells the Graphics3D object if it should use a depth buffer // and you'll probably always set it to 'true'. Here is how we'll use it to bind // with our hints: g3d.bindTarget(getGraphics(), true, RENDERING_HINTS);