One thing I've noticed is that, for the same program, the DirectX
implementation of Java3D has a much poorer image quality than the OpenGL
version...I'm doing the background thing too, and it looks beautiful under
GL...

Mike

----- Original Message -----
From: "Raul Rios" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 04, 2001 4:41 AM
Subject: [JAVA3D] BAD QUALITY in background geometry textures


> Finally I have been able to put a background geometry into my scene.
>
> I wanted to render some clouds in the background of my terrain scene.
> I've got it using a Sphere of radius 1.0 as a background geometry,
> flipping the normals, and mapping my "clouds.jpg" into the sphere:
>
>   Appearance app = new Appearance();
>   app.setTexture(myCloudsTexture);
>
>   Sphere sphere =  new Sphere(1.0f,
Sphere.GENERATE_NORMALS_INWARD |
>          Sphere.GENERATE_TEXTURE_COORDS,             15, app);
>
>   BranchGroup bgBackground = new BranchGroup();
>   bgBackground.addChild(sphere);
>
>   Background b = new Background(bgBackground);
>   b.setApplicationBoundingLeaf(myBoundingLeaf);
>   myRoot.addChild(b);
>
>
> Well, the problem now is that the result is very poor!!.
> The clouds don�t seem clouds because of the enlargement of
> the texture image, even with a 512x512 pixels image.
>
> Can i manage with this in any way?
> I've tried with a smaller radius of the sphere, but the sphere
> size seems not to change.
>
>
> I have tried also with a simple image (no geometry) as background.
> The result has much more quality, but the clouds are always in the same
place and don�t translate or rotate with the view. Also this way is slower
> than geometry background.
>
>
> Thanks in advance.
>
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