I've had this problem way back when using OpenGL. The problem is that
the magnification or minification texture filter in WRAP mode is being
told to use pixels from the opposite side of the texture when creating a
pixel. When in clamp mode, sounds like it is using the border you speak
of.
I can't remember exactly what I did to fix the problem. You can play
with using different MIN and MAG filters... the reason it looks
different on somebody else's card is probably the filtering done by the
hardware.
Try setting the Texture.setMagFilter and .setMinFilter to
BASE_LEVEL_POINT. This might take care of the problem, but I'll bet it
wouldn't look pretty.
-Lee
-----Original Message-----
From: David [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, December 13, 2000 11:21 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Stupid question
Sorry, I know this has got to be a novice mistake...
I had been using WRAP for the boundry mode for my terrain cells. I
found
that ranging tex coords from 0..1 always pulled some texture color from
the
0..0.05 range at the opposite edge. So I fudged it for 0.05 .. 0.95.
Course as I changed the texture sizes and grid sizes I would get changes
and
would have to change my fudge.
So in my latest version I set it to CLAMP and went back to 0..1 This
works
fine on my card, but someone else is getting black lines bordering every
cell. Even though there are no values outside 0..1. The docs said that
the
boundry color is only used for edges outside 0..1.
So how is this problem solved?
Dave Yazel
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