Frederic,
Thanks for the response!
Your code seems to work very well for creating a partially transparent
object based on textures. However, I'm trying to control the ratio of
texture color to object color on a solid object. For example, it appears
that setTextureMode(TextureAttributes.MODULATE) seems to give about 50% of
the color from the object and 50% of the color from the texture. What I'd
like to do is to adjust it so that I get 80% of the color from the object
and 20% of the color from the texture. (Or any combination of values.) Can
I do this using alpha blending? I thought that the textureBlendColor would
help with this, but apparently not. I can't find any information about this
on the web. You message is the first step towards what I'm after that I've
seen.
Thanks
Cindy
At 01:05 PM 5/19/99 -0500, Frederic Gillet wrote:
>You can use alpha channel to modulate the transparency of the texture on
>the object. You can then see the underlying color (defined in geometry)
>or even make the object translucid.
>I attach a small test program I wrote when I was looking into alpha blending.
>Try:
>java Transparent glow4.jpg glow4_a.jpg
>java Transparent glow4.jpg glow4.jpg
>or any combination of your own pictures...
>it will produce a rotating rectangle in front of a grid. The rectangle has an
>RGBA
>(RGB+alpha) texture produced from the two jpg files. The first jpg is used
for
>the RGB the second is used to create the alpha mask.
>I use a transparency attributes to hide the underlying default color of the
>rectangle.
>Hope this will help !
>Frederic Gillet
>Xbind, Inc.
>
>
>Attachment Converted: "c:\eudora\attach\Transparent1.jar"
>
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