Hi,
I'm using an Appearence object with two texture unit states, A blue and a
red texture (texture mode = decal). I apply the Appearence object and a
GeometryArray object to a Shape3D object. The GeomertyArray is constructed
with these properties:
1) vertexFormat = Normals | Coordinates | Texture_Coordinates_2 (i.e no
colors!!!)
2) texCoordSetCount=2
3) TextureCoordSetMap looking like this:
Index | Element
0 -1
1 -1
Then my interpretation of this TextureCoordSetMap would be:
The "Index" column coresponds to the TextureUnitStates defined in the
Appearence object.
The "Element" column coresponds to the coordinate sets in the geometry
array.
When I define both values in the element colum to be -1, then no textures is
shown a runtime, but the triangles in the mesh are colored purple. I would
have expected the color of the mesh would have been colored based om the
normal and defined light sources. Can anyone explain why I'm seeing this
purple (haze)????
Does anyone have a running example using three texture unit states, where
one one texture unit is used per geometry array (i.e. two elements would -1
in the TextureCoorSetMap, and one points to a texture unit) which is
rendered without additional colors from the two unused texture units??
Regards,
Allan
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