Displaying an object!!

Hi all.....
In the following code I'm trying to draw a square and display it on the 3d scene/canvas. I plan to texture that square into a particle but at the moment my main concern is to see it on the canvas, could anyone help me do this, I can't see where I'm going wrong!!
Thanks in advance
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.media.j3d.Shape3D;
import javax.vecmath.*;
import javax.vecmath.Vector3f;
public class p2 extends Applet
     private SimpleUniverse u = null;
     private Canvas3D c = null;
     //private ViewPlatform camera1 = new ViewPlatform();
     //private View view = new View();
     /*int MAX_PARTICLES = 100;
     int loop;
     float v, Angle;
     p1[] p; */
     public BranchGroup createSceneGraph(SimpleUniverse u)
          BranchGroup objRoot = new BranchGroup();
          //VirtualUniverse universe = new VirtualUniverse();
          Locale locale = new Locale(u);
          //BranchGroup view_group = new BranchGroup();
          //BranchGroup world_object_group = new BranchGroup();
          //locale.addBranchGraph(objRoot);
          //locale.addBranchGraph(world_object_group);
          //objRoot.setCapability(Group.ALLOW_CHILDREN_READ);
     //objRoot.setCapability(Group.ALLOW_CHILDREN_WRITE);
     //objRoot.setCapability(Group.ALLOW_CHILDREN_EXTEND);
          //ViewPlatform camera1 = new ViewPlatform();
          //View view = new View();
          //view.addCanvas3D(canvas);
          //view.attachViewPlatform(camera1);
          System.out.println("creating scene graph");
          TransformGroup objTrans = new TransformGroup();
          objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
          Transform3D t = new Transform3D();
     t.setScale(0.4);
     objTrans.setTransform(t);
          objRoot.addChild(objTrans);
          Color3f bgColor = new Color3f(0.3f, 0.5f, 0.2f);
          BoundingSphere bounds =
     new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
          Background bg = new Background(bgColor);
          bg.setApplicationBounds(bounds);
          objTrans.addChild(bg);
          int flags = GeometryArray.COORDINATES | GeometryArray.COLOR_4 | GeometryArray.NORMALS;
          IndexedQuadArray geom = new IndexedQuadArray(4, flags, 4);
          double[] coordinates = {
0.5, 0.5, 0,
0.5, -0.5, 0,
-0.5, -0.5, 0,
-0.5, 0.5, 0};
          int[] indices = { 0, 1, 2, 3 };
          geom.setCoordinates(0, coordinates);
          geom.setCoordinateIndices(0, indices);
          float[] colors = {
     1, 1, 0, 0,
     1, 0, 1, 0,
     1, 0, 0, 1,
     1, 1, 1, 0
          geom.setColors(0, colors);
          geom.setColorIndices(0, indices);
          float[] normal = { 0, 0, 1 };
          geom.setNormal(0, normal);
          geom.setNormal(1, normal);
          geom.setNormal(2, normal);
          geom.setNormal(3, normal);
          Color3f s = new Color3f(1.0f,1.0f,1.0f);
          Material m = new Material(s,s,s,s,100.0f);
          Appearance a = new Appearance();
          a.setMaterial(m);
          Sphere sph = new Sphere(0.2f,a);
          //objTrans.addChild(sph);
          Shape3D shape = new Shape3D(geom);
          shape.setAppearance(a);
          objTrans.addChild(shape);
          objRoot.compile();
          return objRoot;
     public p2()
          /*for(loop=0; loop<MAX_PARTICLES;loop++)
               p[loop].life=1.0f;
               p[loop].fade=(float)(Math.random()%100)/1000.0f+0.05f;
               v=1.0f;
               Angle=(float)(Math.random()%360);
               p[loop].x=0;
               p[loop].y=0;
               p[loop].z=0;
               p[loop].xi=(float)(Math.sin(Angle)*v);
               p[loop].yi=(float)(Math.cos(Angle)*v);
               p[loop].zi=(float)(((Math.random()%10)-5)/10)*v;
          for(loop=0; loop<MAX_PARTICLES;loop++)
               float x=p[loop].x;
               float y=p[loop].y;
               float z=p[loop].z;
               Color4f f = new Color4f(0.5f,0.5f,1.0f,p[loop].life);
     public void init()
          setLayout(new BorderLayout());
GraphicsConfiguration config =
SimpleUniverse.getPreferredConfiguration();
          Canvas3D c = new Canvas3D(config);
          add("Center", c);     
          //view.addCanvas3D(c);
          //view.attachViewPlatform(camera1);
          //view.setProjectionPolicy(View.PARALLEL_PROJECTION);
          //view.setProjectionPolicy(View.PERSPECTIVE_PROJECTION);
          u = new SimpleUniverse(c);
          BranchGroup scene = createSceneGraph(u);
u.getViewingPlatform().setNominalViewingTransform();
          u.addBranchGraph(scene);
          System.out.println("Finished init method. ");
public void destroy()
          u.removeAllLocales();

I am not an expert (2 month beginer) but I made a modification to the few lines that describe
your 'square/screen' to a code that I had made or found. It works now since I see it.
change this:
int flags = GeometryArray.COORDINATES | GeometryArray.COLOR_4 | GeometryArray.NORMALS;
IndexedQuadArray geom = new IndexedQuadArray(4, flags, 4);
double[] coordinates = {
0.5, 0.5, 0,
0.5, -0.5, 0,
-0.5, -0.5, 0,
-0.5, 0.5, 0};
int[] indices = { 0, 1, 2, 3 };
geom.setCoordinates(0, coordinates);
geom.setCoordinateIndices(0, indices);
float[] colors = {
1, 1, 0, 0,
1, 0, 1, 0,
1, 0, 0, 1,
1, 1, 1, 0
geom.setColors(0, colors);
geom.setColorIndices(0, indices);
float[] normal = { 0, 0, 1 };
geom.setNormal(0, normal);
geom.setNormal(1, normal);
geom.setNormal(2, normal);
geom.setNormal(3, normal);
Color3f s = new Color3f(1.0f,1.0f,1.0f);
Material m = new Material(s,s,s,s,100.0f);
Appearance a = new Appearance();
a.setMaterial(m);
Sphere sph = new Sphere(0.2f,a);
Shape3D shape = new Shape3D(geom);
By this :
Appearance app3 = new Appearance();
Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f);
Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f);
float shininess = 20.0f;
app3.setMaterial(new Material(ambientColour3, emissiveColour,
diffuseColour3, specularColour, shininess));
IndexedQuadArray indexedCube = new IndexedQuadArray(8,
IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
Point3f[] cubeCoordinates = {new Point3f(1.0f, 1.0f, 1.0f),
                                     new Point3f(-1.0f, 1.0f, 1.0f),
                                     new Point3f(-1.0f, -1.0f, 1.0f),
                                     new Point3f(1.0f, -1.0f, 1.0f),
                                     new Point3f(1.0f, 1.0f, -1.0f),
                                     new Point3f(-1.0f, 1.0f, -1.0f),
                                     new Point3f(-1.0f, -1.0f, -1.0f),
                                     new Point3f(1.0f, -1.0f, -1.0f)};
Vector3f[] cubeNormals = {new Vector3f(0.0f, 0.0f, 1.0f),
                                  new Vector3f(0.0f, 0.0f, -1.0f),
                                  new Vector3f(1.0f, 0.0f, 0.0f),
                                  new Vector3f(-1.0f, 0.0f, 0.0f),
                                  new Vector3f(0.0f, 1.0f, 0.0f),
                                  new Vector3f(0.0f, -1.0f, 0.0f)};
int cubeCoordIndices[] = {0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2};
int cubeNormalIndices[] = {0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5};
indexedCube.setCoordinates(0, cubeCoordinates);
indexedCube.setNormals(0, cubeNormals);
indexedCube.setCoordinateIndices(0, cubeCoordIndices);
indexedCube.setNormalIndices(0, cubeNormalIndices);
//Create the three cubes
Shape3D theShape = new Shape3D(indexedCube, app3);

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    I. Import :
    Et_Events : The event table is returned with all possible CALLBACK events
    for the specified list type (column 'NAME'). For events to be processed by Callback, their 'FORM' field must be filled. If the field is initialized, the event is ignored. The entry can be read from the event table, the field 'FORM' filled and the entry modified using constants from the type pool SALV.
    II. Export :
    I_List_type :
    0 = simple list REUSE_ALV_LIST_DISPLAY
    1 = hierarchcal-sequential list REUSE_ALV_HIERSEQ_LIST_DISPLAY
    2 = simple block list REUSE_ALV_BLOCK_LIST_APPEND
    3 = hierarchical-sequential block list
    REUSE_ALV_BLOCK_LIST_HS_APPEND
    D. REUSE_ALV_COMMENTARY_WRITE : This is used in the Top-of-page event to print the headings and other comments for the list.
    Parameters :
    I. it_list_commentary : internal table with the headings of the type slis_t_listheader.
    This internal table has three fields :
    Typ : ‘H’ – header, ‘S’ – selection , ‘A’ - action
    Key : only when typ is ‘S’.
    Info : the text to be printed
    E. REUSE_ALV_GRID_DISPLAY : A new function in 4.6 version, to display the results in grid rather than as a preview.
    Parameters : same as reuse_alv_list_display
    This is an example for simple list.
    2. BLOCK REPORT
    This is used to have multiple lists continuously.
    The important functions used in this report are:
    A. REUSE_ALV_BLOCK_LIST_INIT
    B. REUSE_ALV_BLOCK_LIST_APPEND
    C. REUSE_ALV_BLOCK_LIST_HS_APPEND
    D. REUSE_ALV_BLOCK_LIST_DISPLAY
    A. REUSE_ALV_BLOCK_LIST_INIT
    Parameters:
    I. I_CALLBACK_PROGRAM
    II. I_CALLBACK_PF_STATUS_SET
    III. I_CALLBACK_USER_COMMAND
    This function module is used to set the default gui status etc.
    B. REUSE_ALV_BLOCK_LIST_APPEND
    Parameters :
    Export :
    I. is_layout : layout settings for block
    II. it_fieldcat : field catalog
    III. i_tabname : internal table name with output data
    IV. it_events : internal table with all possible events
    Tables :
    i. t_outtab : internal table with output data.
    This function module adds the data to the block.
    Repeat this function for all the different blocks to be displayed one after the other.
    C. REUSE_ALV_BLOCK_LIST_HS_APPEND
    This function module is used for hierarchical sequential blocks.
    D. REUSE_ALV_BLOCK_LIST_DISPLAY
    Parameters : All the parameters are optional.
    This function module display the list with data appended by the above function.
    Here the functions REUSE_ALV_FIELDCATALOG_MERGE, REUSE_ALV_EVENTS_GET, REUSE_ALV_COMMENTARY_WRITE can be used.
    3. Hierarchical reports :
    Hierarchical sequential list output.
    The function module is
    A. REUSE_ALV_HIERSEQ_LIST_DISPLAY
    Parameters:
    I. Export:
    i. I_CALLBACK_PROGRAM
    ii. I_CALLBACK_PF_STATUS_SET
    iii. I_CALLBACK_USER_COMMAND
    iv. IS_LAYOUT
    v. IT_FIELDCAT
    vi. IT_EVENTS
    vii. i_tabname_header : Name of the internal table in the program containing the
    output data of the highest hierarchy level.
    viii. i_tabname_item : Name of the internal table in the program containing the
    output data of the lowest hierarchy level.
    ix. is_keyinfo : This structure contains the header and item table field
    names which link the two tables (shared key).
    II. Tables
    i. t_outtab_header : Header table with data to be output
    ii. t_outtab_item : Name of the internal table in the program containing the
    output data of the lowest hierarchy level.
    slis_t_fieldcat_alv : This internal table contains the field attributes. This internal table can be populated automatically by using ‘REUSE_ALV_FIELDCATALOG_MERGE’.
    Important Attributes :
    A. col_pos : position of the column
    B. fieldname : internal fieldname
    C. tabname : internal table name
    D. ref_fieldname : fieldname (dictionary)
    E. ref_tabname : table (dictionary)
    F. key(1) : column with key-color
    G. icon(1) : icon
    H. symbol(1) : symbol
    I. checkbox(1) : checkbox
    J. just(1) : (R)ight (L)eft (C)ent.
    K. do_sum(1) : sum up
    L. no_out(1) : (O)blig.(X)no out
    M. outputlen : output length
    N. seltext_l : long key word
    O. seltext_m : middle key word
    P. seltext_s : short key word
    Q. reptext_ddic : heading (ddic)
    R. ddictxt(1) : (S)hort (M)iddle (L)ong
    S. datatype : datatype
    T. hotspot(1) : hotspot
    with regards,
    Hema Sundara.
    pls reward if u find it helpful.

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