Hi Doug,

Thanks for your suggestions.

> This produces very dark colors since the rgb values (like the alpha) are in the
> range 0-255, so a value of 1 is very close to 0.  I changed this to:
>
>         Color4b color[] =  {
>                 new Color4b((byte)255,(byte)0,(byte)0,(byte)127),
>                 new Color4b((byte)255,(byte)0,(byte)0,(byte)128),
>                 new Color4b((byte)0,(byte)255,(byte)0,(byte)127),
>                 new Color4b((byte)0,(byte)255,(byte)0,(byte)128) };
>
belive it or not, but if i have these values, i dont get to see any points
on the screen at all!! That is the reason why i had to sent the files as
they were. My system is a Sun Ultra 10 with Creator3d. Actually if i set
the color val >127, i dont see color at all!! the trouble might be when i
convert it from int to byte. i have to do a little more research on this
to find the reason..

Another question, did you get to see the points with transparency >127?
These are not visable at all on my system.

> After that I get large, anti-aliased but not transparent points (that
> is, the points are 10 pixel circles with "smooth" edges).  This is on
> my system (a Sun with an Elite3D).  I believe that OpenGL should be
> rendering transparent points based on the calls to OpenGL I see, so we
> are checking OpenGL to make sure there isn't a bug in our
> implementation.


Once again Doug, thanks very much for your help.

Did you find out the reason for transparency trouble? is it openGl?

Thanks
Aditya

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