Hello,

I created a flat (pooltable) image which I then split
into two parts, one being the base cloth with pockets
and the second being the cushions and side rails.

I then create two QuadArrays of arbitary but identical
size and attach the two sperate images respectively as
textures ( also setting unit TexCoord[s]).

My first bewilderment is that when using
textureLoader.getTexture( ) and then querying the size
of the images I am told the image sizes are smaller
than what my image editor tells me, (however other
images not made by me are fine).

Second is that when I define the two QuadArrays,
attach the textures and then set the cloth's QuadArray
Transform3D lower (z=-0.03d) than the cushions
identity T3D, the images do not realign; that is the
cushions texture is slightly larger than expected
although everything common of the two are equal (the
image files are identical in dimension and when they
are overlayed with an image editor they realign
perfectly).

Thirdly I was also stumped when the size of the image
returned a pixel count when I am trying to specify
cartesian co-ordinates (however my image editor tells
me there 28 pixels per centimer - which does help at
such a large scale ie. -1 to 1 or so please).

Lastly and probably the most irritating after all this
effort is that the image is NOT as crisp as the
original!

I did this because I then place some balls on the z=0
plane to mimick a real table scenario (the cloth and
cushion images are each of size 571x320pix and both
have transparent backgrounds).

How can I fix the poor imaging aspect? also how is it
possible to specify a table co-ordinates system in
relation to actual image size?

Is loading a texture the best method? how can an Image
just be added to the 3DCanvas without having to
attached it to a shape as a texture?

Out of interest is there a better method for
generating the table 3D image and still allowing the
insertion of objects in the middle?

Greg.


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