There is a bug in multi-texturing right now.  They do not use display lists
for multi-texturing, only vertex arrays. Also, if you are using more texture
units than is supported on the card then it is rendered in mutliple
rendering passes.

And I don't think you can compare Java2d and Java3d in this matter.  Until
pixel shading becomes the norm for all graphics cards, textures are meant to
be built on the PC side and shipped over to the graphics card.

Dave Yazel

----- Original Message -----
From: Alvaro Zabala <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 05, 2001 3:23 AM
Subject: [JAVA3D] MULTITEXTURE


Hello everybody!!

I know I would be very boring, but I�m very interested in some Multitexture
ticks:

Why multitexture costs so much in performance? It is a very heavy process.
If I compare multitexture to Java2D image processing tasks, Java2D is more
efficient.

For blending textures, I think it's better to make with BufferedImage
operations of Java2D.

I�m generating a realistic dinamic texture of my Landscapes, and for noise
generation, I�m making
a noise image of the texture like this:

        I apply a hight pass filter.
        I apply a lowpass filter on the result.

It's amazing how fast is this process!

Althought, if I blend the images (texture and noise) with JAVA3D
multitexture, performance is very poor.

Would you be so kind to tell me suggestions?

Must I use multitexture, or pre-blending the textures with Java2D
operations?

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