Java3d supports tri-linear mipmapping, which would smooth things
considerably. But you have to set up your mip-mapping to do this, its not
done automatically:

Magnification filter - the magnification filter function. Used when the
pixel being rendered maps to an area less than or equal to one texel. The
magnification filter functions are as follows:

FASTEST - uses the fastest available method for processing geometry.

NICEST - uses the nicest available method for processing geometry.

BASE_LEVEL_POINT - selects the nearest level in the level 0 texture map.

BASE_LEVEL_LINEAR - performs a bilinear interpolation on the four nearest
texels in the level 0 texture map.

Minification filter - the minification filter function. Used when the pixel
being rendered maps to an area greater than one texel. The minifaction
filter functions are as follows:

FASTEST - uses the fastest available method for processing geometry.

NICEST - uses the nicest available method for processing geometry.

BASE_LEVEL_POINT - selects the nearest level in the level 0 texture map.

BASE_LEVEL_LINEAR - performs a bilinear interpolation on the four nearest
texels in the level 0 texture map.

MULTI_LEVEL_POINT - selects the nearest texel in the nearest mipmap.

MULTI_LEVEL_LINEAR - performs trilinear interpolation of texels between four
texels each from the two nearest mipmap levels.

Dave Yazel

----- Original Message -----
From: Leyland Needham <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 18, 2001 1:20 PM
Subject: Re: [JAVA3D] MIPMap


> The mipmaps work at the texel level.  When a texel is going to be rendered
> Mipmapping uses a variety of techniques to determine what color to draw.

Actually according to that demo, it seems its working at the pixel leve.
Also
I think this varies from renderer to renderer. (some renderers probably do
it
pertexel, others even apply one of the mipmap levels across the entire poly,
causing artifacts with triangulated rectangles).

Also, I'm new to Java3D, so I dont know how much control is available, but
there is a way to smoothen the wipe, its called trilinear mipmapping. And
instead of seeing a sharp edge as is in Alex Terrazas example, it blends the
layers together.

If you have a windows environement with a NVidia video card, you can check
out their demo of mipmapping...

http://www.nvidia.com/Marketing/Developer/DevRel.nsf/pages/6D44B6A4836FBCA28
82

5691F006041C5

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