Setting Colour of Shape3D

Hi,
I was windering if someone could help? I have created the following class for creating a shape3D cuboid 2x2x2 with its base at 0. I am trying to set the colour of the object. I have included the class below. When i create an object and try and set the colour there are no errors but the object is always black? Could someone possibly point out what i'm doing wrong? Thankyou in advance.
import javax.media.j3d.Shape3D;
import javax.media.j3d.QuadArray;
import javax.vecmath.Color3f ;
import javax.vecmath.Vector3f ;
//public class QuadCube
public class QuadCube extends Shape3D
     private QuadArray quadArray;
     private float[] vertexArray;
     private float[] colorsArray;
     public QuadCube(boolean colour, Color3f actualColour, boolean texture)
          super();
          if(colour)
               quadArray = new QuadArray( 24, QuadArray.COORDINATES | QuadArray.NORMALS | QuadArray.COLOR_3 | QuadArray.BY_REFERENCE);
               colorsArray = new float[ 24 * 3 ];
               if(actualColour == null)
                    for(int i=0; i < colorsArray.length; i++)
                         colorsArray[i] = 0.0f ;
               else
                    System.out.println("Specific color x:" + actualColour.x + " y:" + actualColour.y + " z:" + actualColour.z) ;
                    for(int i=0; i < colorsArray.length; i += 3)
                         //colorsArray[i] = 0.0f;
                         colorsArray[i] = actualColour.x ;
                         colorsArray[i+1] = actualColour.y ;
                         colorsArray[i+2] = actualColour.z ;
               quadArray.setColorRefFloat( colorsArray );
          else if(texture)
               quadArray = new QuadArray( 24, QuadArray.COORDINATES | QuadArray.NORMALS | QuadArray.TEXTURE_COORDINATE_2 | QuadArray.BY_REFERENCE );
               float[] tcoords =
                         // front
                         1.0f, 0.0f,
                         1.0f, 1.0f,
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         // back
                         1.0f, 0.0f,
                         1.0f, 1.0f,
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         //right
                         1.0f, 0.0f,
                         1.0f, 1.0f,
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         // left
                         1.0f, 0.0f,
                         1.0f, 1.0f,
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         // top
                         1.0f, 0.0f,
                         1.0f, 1.0f,
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         // bottom
                         0.0f, 1.0f,
                         0.0f, 0.0f,
                         1.0f, 0.0f,
                         1.0f, 1.0f
               quadArray.setTexCoordRefFloat(0,tcoords) ;
          else
               System.out.println("Invalid constructor in QuadCube") ;
               System.exit(0) ;
          vertexArray = new float[ 24 * 3 ];
          // Verticies.
          float[] verts =
                    // front face
                         1.0f, 0.0f, 1.0f,
                         1.0f, 2.0f, 1.0f,
                         -1.0f, 2.0f, 1.0f,
                         -1.0f, 0.0f, 1.0f,
                    // back face
                         -1.0f, 0.0f, -1.0f,
                         -1.0f, 2.0f, -1.0f,
                         1.0f, 2.0f, -1.0f,
                         1.0f, 0.0f, -1.0f,
                    // right face
                         1.0f, 0.0f, -1.0f,
                         1.0f, 2.0f, -1.0f,
                         1.0f, 2.0f, 1.0f,
                         1.0f, 0.0f, 1.0f,
                         // left face
                         -1.0f, 0.0f, 1.0f,
                         -1.0f, 2.0f, 1.0f,
                         -1.0f, 2.0f, -1.0f,
                         -1.0f, 0.0f, -1.0f,
                         // top face
                         1.0f, 2.0f, 1.0f,
                         1.0f, 2.0f, -1.0f,
                         -1.0f, 2.0f, -1.0f,
                         -1.0f, 2.0f, 1.0f,
                         // bottom face
                         -1.0f, 0.0f, 1.0f,
                         -1.0f, 0.0f, -1.0f,
                         1.0f, 0.0f, -1.0f,
                         1.0f, 0.0f, 1.0f,
          float[] fNormals =
                    //front fact
                    0.0f,0.0f,1.0f,
                    0.0f,0.0f,1.0f,
                    0.0f,0.0f,1.0f,
                    0.0f,0.0f,1.0f,
                    0.0f,0.0f,-1.0f,
                    0.0f,0.0f,-1.0f,
                    0.0f,0.0f,-1.0f,
                    0.0f,0.0f,-1.0f,
                    1.0f,0.0f,0.0f,
                    1.0f,0.0f,0.0f,
                    1.0f,0.0f,0.0f,
                    1.0f,0.0f,0.0f,
                    -1.0f,0.0f,0.0f,
                    -1.0f,0.0f,0.0f,
                    -1.0f,0.0f,0.0f,
                    -1.0f,0.0f,0.0f,
                    0.0f,1.0f,0.0f,
                    0.0f,1.0f,0.0f,
                    0.0f,1.0f,0.0f,
                    0.0f,1.0f,0.0f,
                    0.0f,-1.0f,0.0f,
                    0.0f,-1.0f,0.0f,
                    0.0f,-1.0f,0.0f,
                    0.0f,-1.0f,0.0f,
          // Put geometry in the shape container.
          quadArray.setCoordRefFloat( verts );
          quadArray.setNormalRefFloat( fNormals ) ;
          addGeometry( quadArray );
     public void setColor( Color3f color )
          for( int i=0; i<colorsArray.length; i+=3 )
               colorsArray[i] = color.x;
               colorsArray[i+1] = color.y;
               colorsArray[i+2] = color.z;
          quadArray.setColorRefFloat( colorsArray );

try something like this:
full listing, have the quadarray in a second file, called from this one
import java.awt.*;
import java.awt.event.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import javax.swing.event.*;
import javax.swing.*;
import com.sun.j3d.utils.behaviors.vp.*;
import java.awt.BorderLayout;
public class Panel3D extends JFrame
     private SimpleUniverse u = null;
     private OrbitBehavior orbit;
     Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
     private Shape3D shape;
     //int temp = 0;
     public BranchGroup createSceneGraph()
          // Create the root of the branch graph
          BranchGroup objRoot = new BranchGroup();
          // Create the TransformGroup node and initialize it to the
          // identity. Enable the TRANSFORM_WRITE capability so that
          // our behavior code can modify it at run time. Add it to
          // the root of the subgraph.
          Transform3D t = new Transform3D();
          t.set(1.5);
          TransformGroup objTrans = new TransformGroup(t);
          objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
          objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
          objRoot.addChild(objTrans);
          // Create a simple Shape3D node; add it to the scene graph.
          Appearance app = new Appearance();
          Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
          Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
          app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
          //app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
          app.setCapability(app.ALLOW_COLORING_ATTRIBUTES_WRITE);
# modify the following line:
          shape = new YOURQUADARRAY();
          shape.setCapability(shape.ALLOW_APPEARANCE_WRITE);
          shape.setAppearance(app);
          objTrans.addChild(shape);
          BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
          if (false)
               Transform3D yAxis = new Transform3D();
               Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);
               RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float)Math.PI*2.0f);
               rotator.setSchedulingBounds(bounds);
               objTrans.addChild(rotator);
          Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
          Vector3f lDir1  = new Vector3f(-2.0f, 0.0f, -2.0f);
          Color3f alColor = new Color3f(0.4f, 0.4f, 0.4f);
          AmbientLight aLgt = new AmbientLight(alColor);
          aLgt.setInfluencingBounds(bounds);
          DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
          lgt1.setInfluencingBounds(bounds);
          objRoot.addChild(aLgt);
          objRoot.addChild(lgt1);
          // Have Java 3D perform optimizations on this scene graph.
          objRoot.compile();
          return objRoot;
     public void changeCol(Color temp)
          Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
          Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
          objColor = new Color3f(temp);
          Appearance app = new Appearance();
          app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
          shape.setAppearance(app);
          repaint();
     public Panel3D()
          getContentPane().setLayout(new BorderLayout());
          GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
          Canvas3D c = new Canvas3D(config);
          getContentPane().add("Center", c);
          // Create a simple scene and attach it to the virtual universe
          BranchGroup scene = createSceneGraph();
          u = new SimpleUniverse(c);
          // add the behaviors to the ViewingPlatform
          ViewingPlatform viewingPlatform = u.getViewingPlatform();
          viewingPlatform.setNominalViewingTransform();
          // add orbit behavior to ViewingPlatform
          orbit = new OrbitBehavior(c, OrbitBehavior.REVERSE_ALL | OrbitBehavior.STOP_ZOOM);
          BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
          orbit.setSchedulingBounds(bounds);
          viewingPlatform.setViewPlatformBehavior(orbit);
          u.addBranchGraph(scene);
}in this example the change method is called from a swing gui, the eventlistener picks up events from a JColorChooser
(this was an old project of mine - had the code at hand)

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    PC (Win 7)
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    My problem:
    I work for a company that prints newspapers, but my dept also does work for glossy sheetfed printers (magazines leaflets etc)
    All my work is exclusively CMYK.
    With my previous set up - I didn’t want to have to switch my colour profiles via Bridge as I was constantly juggling two types of jobs:
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    Regarding Illustrator - I found that Quark 7 didn’t differentiate between Illustrator colour profiles, or if it did, it didn’t show up in ‘Usage’.
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    So I was hoping to stick with my little system on PC / CS5.
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    Im open to suggestions regarding my set up, but really would prefer not to have to keep switching my colour profiles.
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    First, I wasn't suggesting that your PDFs be exported to RGB, but it is a common workflow these days to keep photos in RGB until you convert them to the correct profile during the export process. This maximizes the potential for re-purposing your documents and allows you to use the same RGB photos for different output purposes without having to do separate CMYK conversions for each destination, so long as you don't need to do any tweaking after the conversion.
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    Does the vector work you get from Thinstock come with an embedded profile? Is there any color that is critical for matching, such as a corporate color (which should be spot, but that's a different discussion), or do you use the same art in both the newspaper and magazine, and does the client expect a match (which we know isn't going to happen anyway)?
    If there's no embedded profile when you start, there's no way to know what the color was supposed to look like, so color management is not possible, really. You can assign a profile, but you'd be guessing. Since the correct appearance at that point is unknown continuing with out color management shouldn't present a problem. The only case where you would need to manage the vector art would be if the color APPEARANCE is critical or you need it to match across different outputs, and in that case you would need to assign a profile and allow ID to preserve the profile on import and remap the numbers, which means you would likely get rich blacks someplace. Since it's unlikely that you can get a good match going from glossy to newsprint, I probably wouldn't even try -- you wouldn't want, for example, to tag the art as newsprint, and have it print subdued on the gloss if it would look better or more correct with the other profile. Color management would be much more useful if you were going from sheetfed to web on the same stock.

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