hehe I could see how that could be confusing.  All my Path code is in an
alpha state, which means its in the "change some inputs and see how it looks
stage".  The last test I ran was to use a texture that was a segment of a
long curved path, and the texture was 8 times longer than it was wide.  So
as I lay that texture down along the path (and the path is itself curved) I
needed to adjust for the length of the texture.

The last experiment I did was to draw out a path texture and alpha blend the
edges, etc.  Making it long and thin makes the resultant path very realistic
looking because you can't see a repeat.

so the right equation would be something like (length/width)*
(texWidth/texHeight).

Dave Yazel

-----Original Message-----
From: Alvaro Zabala [mailto:[EMAIL PROTECTED]]
Sent: Thursday, June 07, 2001 4:47 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Avatar Animation and Texturing


Hi, David!

I have forgotten where exactly, (When I look for something, I use Google)
but I downloaded two zips with some of your classes.

Zip's names are Zurn.zip and xithsrc.zip . Are these the same classes ?

Only a last question. I'm reviewing the sample code about textCoord
generation for roads,and
I think it's very good.

I only have a question:

 tex.x = 0;
 tex.y = (length/width)/8; �Why do yo apply a cocient of 8 ?









> -----Mensaje original-----
> De: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]En nombre de David Yazel
> Enviado el: jueves 7 de junio de 2001 2:48
> Para: [EMAIL PROTECTED]
> Asunto: Re: [JAVA3D] Avatar Animation and Texturing
>
>
> The Cosm team is planning on releasing the entire source code to
> our project
> *at some point*.  However, pieces like the animation system could
> be donated
> to the public much earlier.  Course by the time we are in production Sun
> might have a gaming platform which hands all this stuff to you on a silver
> platter.
>
> The biggest problem is that we can't afford to make each piece
> stand-alone.
> Our implementation will no doubt rely on our huge code-base.  Heck most of
> our java3d nodes arn't even java3d nodes, but ExtShape, ExtMaterial, etc
> which is our wrapper around each node.  Texture managers,
> material managers,
> model editors, etc.
>
> So the first thing we could do (once its working) is donate the code as an
> example for people to play with.
>
> Dave Yazel
>
> ----- Original Message -----
> From: Justin Couch <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 06, 2001 8:18 PM
> Subject: Re: [JAVA3D] Avatar Animation and Texturing
>
>
> Leyland Needham wrote:
>
> > I was not really going to say anything, but I have to ask if I
> am wasting
> my
> > time, please tell me. Like for example if the Java3D team is already
> > developing this (there is already a code base) and it will
> probably be out
> in
> > 1.3 or 1.4, or if someone else is working on an open-source skeletal
> system.
>
> Just as a blantant plug - if people are interested in working on this,
> then I'm happy to put it in the j3d.org code repository and let them
> maintain it (ie CVS write access, mailing lists etc).
>
>
> --
> Justin Couch                         http://www.vlc.com.au/~justin/
> Freelance Java Consultant                  http://www.yumetech.com/
> Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
> -------------------------------------------------------------------
> "Humanism is dead. Animals think, feel; so do machines now.
> Neither man nor woman is the measure of all things. Every organism
> processes data according to its domain, its environment; you, with
> all your brains, would be useless in a mouse's universe..."
>                                               - Greg Bear, Slant
> -------------------------------------------------------------------
>
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