i require the rest of the object to be transparent . your suggestion is a good one . it seems to be a common solution to many problems . to me though, the 'pixel stretch' to cover the object just looks wrong . if you clamp, you clamp . if you wrap you wrap .
see the attached sample . the lower left corner of the texture is in the upper right corner of the picture . the left and lower edges of the texture wrap the rest of the sphere At 09:14 AM 11/4/01 -0500, you wrote: >I don't quite understand the problem. What do you want to show up on the >"non-decal" portion of the object? When you texture an object, all >triangles are going to be covered with the texture according to the texture >coordinates assigned those vertices. You cannot "selectively" pick a >portion of the geometry to receive the decal while leaving the rest alone. > >If you have a sphere that is already textured and you want to overlay a >decal on just a portion then you can do this in multiple passes. The second >pass you can use a texture which is transparent on the portion which you do >not want to see the decal. Because you will have coplanar z-buffer >collisions you would have to use the polygon offset to solve the problem. >In this technique you can re-render the entire sphere, or you can replicate >the part of the sphere which is going to have the decal. > >The easiest thing is just to compute one texture for the sphere and to >pre-merge your decal onto the texture before applying it. > >David Yazel >htpp://www.cosm-game.com/ > > >----- Original Message ----- >From: Michael Knezevic <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Saturday, November 03, 2001 4:39 PM >Subject: Re: [JAVA3D] Texture.CLAMP > > >hi, >i got the same problem and would be happy if somebody >would help us here. pleeeaaaassseeee! > >cu > >mk > > --- Mr Snow <[EMAIL PROTECTED]> schrieb: > >ok, i give up . i've even seen this problem > > in tutorials , but it can't be > > right. > > > > what i am trying to do is position an image , > > 'decal' like on the surface > > of a sphere, > > *not* covering it tip to tail . so i thought, clamp > > & scale . > > > > what happens thought, is that each edge pixel of the > > image stretches to > > fill the sphere > > up to the poles and around to greenwich . > > > > it must be something simple, i've chased all > > through the archives and can't > > a solution . any ideas ? > > > > texture.setBoundaryModeS(Texture.CLAMP); > > > > texture.setBoundaryModeT(Texture.CLAMP); > > TextureAttributes textAttr = new > > TextureAttributes(); > > > > textAttr.setTextureMode(TextureAttributes.DECAL); > > > > double tx = 4.0d; > > double ty = 3.0d; > > double tz = 4.0d; > > float x = -1.5f; > > float y = -1.0f; > > float z = 0.0f; > > > > Transform3D textTrans = new > > Transform3D(); > > textTrans.setScale(new > > Vector3d(4f,3f,4f)); > > textTrans.setTranslation(new > > Vector3f(x,y,z)); > > > > textAttr.setTextureTransform(textTrans); > > > > >=========================================================================== > > To unsubscribe, send email to [EMAIL PROTECTED] > > and include in the body > > of the message "signoff JAVA3D-INTEREST". For > > general help, send email to > > [EMAIL PROTECTED] and include in the body of the > > message "help". > >__________________________________________________________________ > >Gesendet von Yahoo! Mail >http://mail.yahoo.de > >=========================================================================== >To unsubscribe, send email to [EMAIL PROTECTED] and include in the body >of the message "signoff JAVA3D-INTEREST". For general help, send email to >[EMAIL PROTECTED] and include in the body of the message "help". > >=========================================================================== >To unsubscribe, send email to [EMAIL PROTECTED] and include in the body >of the message "signoff JAVA3D-INTEREST". For general help, send email to >[EMAIL PROTECTED] and include in the body of the message "help".
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