Alvaro,

Let's say that you want to apply two textures, Ta and Tb to one or more
shapes.  If the effect that you want is for Ta and Tb to be overlaid on
each other such that the texture coordinates for the two are always the
same and the sizes of Ta and Tb are the same, then combine them into a
single image and just use that.

However, multi-texturing gives you LOTS more.  For instance, Ta could be a
texture which is animated across a ground plane (to simulate cloud cover),
while Tb could simply be your ground image (grass, dirt, etc.).

Oftentimes, people use multitexturing to actually decrease texture memory
usage while increasing overall image quality.  For instance, if you have a
marble floor mosaic that is used in multiple places within your environment
but you want to use pre-rendered shadows on this texture, it would require
a different floor texture for each unique use.  However, if you can share
the floor texture but provide a lower resolution 8-bit image (intensity
only) for the shadow effects you can save a great deal of texture memory.

--Mark

At 01:07 PM 7/5/2001 +0200, you wrote:
>Hi, David! Thanks for your answer.
>
>Maybe I didn't explain well.
>
>I realized that using multitexture was a too much cost process  for frame
>rating,
>so I tried to make the multitexture in an offscreen pre-rendering process.
>
>Why is better Java3D multitexture?
>
>I must use Java2D anyway,  to getting the scene's noise of the procedural
>texture I made.
>
>Is There any better method to get a procedural texture with texture details?
>
>I'm looking for tutorials in Internet, without too much sucess. But I can't
>apply game's techniques,
>because I'm working in a GIS 3D application.


Mark Ferneau                    240-462-6262 (cell)
Director of Adv. Technology             801-437-4608 (efax)
Xtivia Technologies, Inc.               732-248-9399 x629 (NJ office)
[EMAIL PROTECTED]                      301-279-5703 (home office)
http://www.xtivia.com/          [EMAIL PROTECTED] (wireless email)

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