>Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Date: Tue, 12 Jun 2001 19:47:38 -0400
>From: Yuri Nikishkov <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Question on Rasters
>To: [EMAIL PROTECTED]
>
>As far as I know the problem with doing rasters as textures is that textures
>must have size that is a power of 2. It means that actual picture will have
>to be scaled and therefore will be imperfect, filtered or not. However, the
>purpose of raster is to look exactly the same as the original picture -
>which is not usually important for textures. So textured quads maybe ok to
>output text, but they can't be good to represent, say, background geometry.
>If textured quads are used as rasters in Direct3D, are they fuzzy (if
>filtered) or missing points (if not filtered), or Direct3D has some way of
>displaying textures perfectly?
>
Even though texture must have size power of 2, it is
OK to allocate a bigger texture size for the raster.
Since we can adjust the texture coordinates
(not necessary from 0-1, but from 0 - 0.8 e.g.)
so that it perfectly match the size of raster.
- Kelvin
----------------
Java 3D Team
Sun Microsystems Inc.
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