David,
The site www.vterrain.org has a lot of good information on
terrain rendering. Check out the following link for specific
info on texture mapping tiles. You basically have to repeat
the border texel between tiles in order for the bilinear filtering
to produce correct results at the edges.
http://www.vterrain.org/LargeTextures/index.html
BTW, this is not a stupid question!
-Pedro
----- Original Message -----
From: "David" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 14, 2000 8:33 AM
Subject: Re: [JAVA3D] Stupid question
> That is a very reasonable explanation. But of course I am using min and
mag
> filters. But what is the solution? I imagine this is a very common issue.
>
> Dave
> ----- Original Message -----
> From: J. Lee Dixon <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, December 14, 2000 7:38 AM
> Subject: Re: [JAVA3D] Stupid question
>
>
> 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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