Hi JR,

GIF alpha is crappy anyway, because you have only one bit
(transparent/opaque) instead of the 256 levels possible in theory.
Especially for effects like glass you should use an 8-bit alpha channel.

Get the JDK 1.3 (RC2 was just released) and use the PNG format (1.3 rules
anyway). If this doesn't work I can send you a class written by me that
reads TGA images. When saving transparent PNGs from Photoshop, make sure
that the alpha data is in a separate "channel" and that you have a black
background layer.

And try these (not all at once, I think the first one should suffice):

        appearance.setTransparencyAttributes(new
TransparencyAttributes(TransparencyAttributes.BLENDED,1.f));

        renderingAttributes.setDepthBufferEnable(false);

        textureAttr.setTextureMode(TextureAttributes.MODULATE);

Good luck,

-- Julian



-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Jeff Roberts
Sent: Friday, March 31, 2000 8:29 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] texture with alpha channel


Hi,

I've tried applying a texture (gif) with alpha channel to a 0 depth Box
(cheap).
Also tried with a square index faced set.

Cannot seem to get the box to not render where alpha channel is 0.
(RenderingAttributes setAlpha Greater 0 ).

(trying for a decal on glass window).

Any hints? TIA.

rgds
JR

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