If I use multi-texturing on my terrain there is corruption in my Alpha
blended trees.  It looks like some kind of transform is being randomly
applied to the planes which crossed to form my "cutout trees".  What happens
is the tree texture is expanded so that two limbs are now the whole tree.
This looks like the texture coordinates are getting messed up.  The
scenegraph looks like this:

root
|
BG
|
Switch Node
|
+-BG---Shape3D with multitexture (terrain cell)
+-BG---Many Link Nodes to shared groups with shapes that have alpha
transparencies. (trees)

This happens even if I only use one texture unit and effectively "disable"
multitexturing.  So basically if I use this contructor:

      int texMapping[] = {0,1};

  buf.triangles =  new TriangleStripArray(vertexPoints,
   GeometryArray.COORDINATES |
   GeometryArray.NORMALS |
   GeometryArray.TEXTURE_COORDINATE_2 |
   GeometryArray.COLOR_3,
         2,
         texMapping,
         perStrip);

I get the corruption, but if I use

  buffer.triangles = new TriangleStripArray(vertexPoints,
   GeometryArray.COORDINATES |
   GeometryArray.NORMALS |
   GeometryArray.TEXTURE_COORDINATE_2 |
   GeometryArray.COLOR_3,
         perStrip);

I do not get corruption.  This problem is worse on 1.2   Has anyone had
issues like this?  It would probably take me a while to write an example
program which can reproduce this for a small test case, which I will do if
necessary.

Dave Yazel
Cosm Development Team

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