Great looking snapshot! I have two questions for ya.
1) Is the detail texture on the rocks and the ground the same? It looks like it but not quite sure - didn't see any seams though so it must be....
2) Is the "main" texture is a procedure generate full color image that is mapped perfectly to the terrain?
If these are true, right now you can't get any detail pattern changes across different types of surfaces (i.e. rock or grass). Is that correct? It think this is the trade we have to make to get continuous looking textured surfaces...
Also, the character is looks great, what format?
Also, your overlays... are they running good, if so, which J3D version?
Looking good!! (I think you need some particles :-) )
David wrote:
001a01c054c0$7058dda0$de67a7cc@net">I got multi-texture working. Looks like using the methods to set a single vertex are not working with multiple sets. I just changed it to build the array of floats then set them all at once. That worked perfectly. I have it working in OpenGL on a NVidia TNT ultra card using j3d 1.2.1 betaHere is a picture of it in action. The terrain textures are procedural generated blending based on slope of each texel. Note how the grass gives way to rock.Dave YazelCosm Development team----- Original Message -----From:Shawn KendallSent: Wednesday, November 22, 2000 2:33 PMSubject: Re: [JAVA3D] Multi-texture questionI have worked with multi-texture quite a bit now and I have run into many, many problems. However, all but one were in our code. It's just gets confusing very quick!
I'd like to see the entire exception dump. Check like crazy (as if you didn't!) and if it won't come clean. If not, "whip" up some test code. The Java3D team has been outstanding lately in running and checking test apps.
David wrote:035701c0542b$f775e700$b26ca7cc@net" type="cite">I am getting a null pointer exception when I try to set a texture coordinate
for unit state 0. When I created the triangle strip array I asked for two
texture sets like this:
public TriangleStripArray getGeometryDefinition( int vertexPoints, int
perStrip[] ) {
Log.log.println(LogType.EXHAUSTIVE,"Creating multitexture geometry");
int texMapping[] = {0,1,1};
return new TriangleStripArray(vertexPoints,
GeometryArray.COORDINATES |
GeometryArray.NORMALS |
GeometryArray.TEXTURE_COORDINATE_2 |
GeometryArray.COLOR_3,
2,
texMapping,
perStrip);
}
Later I try to set the texture coordinates for a single vertex like this:
triangles.setTextureCoordinate(0,vertex,new TexCoord2f(texX,texZ));
triangles.setTextureCoordinate(1,vert! ex,new
TexCoord2f(texX/densi!
ty,texZ/density));
In the only example of this I could find, they were calculating an array of
floats and just setting the entire unit state texture coords like this:
// specify texture coordinates for texture coordinate set 0geo.setTextureCoordinates(0, 0, texCoordSet0);
// specify texture coordinates for texture coordinate set 1
geo.setTextureCoordinates(1, 0, texCoordSet1);
Am I missing something? I am trying to multi texture a detail texture over
another texture.
Dave Yazel
Cosm Development Team
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___________________________________________________________
Shawn Kendall Full Sail Real World Education
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cosm26.jpg
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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 ___________________________________________________________