I wish I could comment on this, but I have not run into this so I am no help at all.  I am following your progress on this with great interest.  As a side note, are you using a detail texture on your snow?  Is that a procedural texture or hand generated?  And if it is a procedural detail texture, what ratio of stretched-main-texture to detail-texture are you using?  It looks like a shadow texture hand generated at a 1:1 ratio, but can't tell for sure.
 
Dave Yazel
Cosm Development Team
----- Original Message -----
Sent: Tuesday, November 07, 2000 6:31 PM
Subject: [JAVA3D] Multi-texture bug in 1.2.1beta1 OpenGL and DirectX

Here is a quick description of the problem.
I have our particle system - which is a single Shape3D and TriangleStripArray - running a fire-like configuration, see "multi-texture1.jpg"
First of all, this particular setting doesn't appear at all in the DirectX version, the snapshot is from the OpenGL version.
Second, if I add a multi-textured Shape3D ( again TriangleStripArray ) I get picture "multi-texture2.jpg"
Somehow the texture coords of the particle Shape3D are being corrupted by the multi-texture Shape3D.  These are unrelated scene graphs created by unrelated code.

"multi-texture3.jpg" is a snapshot of the same example running the DirectX version where the partciles do not appear at all, with or without the other multi-textured Shape3D.
Is this a possible known bug?  I did not see it in the list.

System config:
HP dual 866 PIII
W2K
GeForce2 Deton.3 drivers

I'd be happy to send the whole app again.

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Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
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