Hi Marc

> What's the easiest way to load a greyscale texture and use it as a
> transparency map on a surface that has no inherent color?

Well I've got the same problem recently for other reasons. I wasn't sure
if LUMINANCE as Texture setting, CHANNEL_8 as ImageComponent2D setting
and GRAY_SCALE as BufferedImage would actually result into a Alpha
texture. So I changed it to RGBA8, RGBA8 (instead I think you could
also use Alpha only have to look up that in the API-Docu) and ARGB. You
can get
the AlphaRaster from the BufferedImage and set an alpha for each pixel
according to the luminance of your color channel. And for texturing you
have to set COMBINE_MODE (assuming you're using 1.3beta1) then you can set
AlphaCombine to replace with Texture_Alpha  and RGBCombine to REPLACE with
OBJECT_COLOR.

> long-winded ways I can think of (loading the gif, copying the pixel data
> to a new buffered image's alpha channel)
Yep that's what I eplained above.

EOF,
 J.D.

--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
(http://www.antiflash.net/java3d/relativity (mirror)

===========================================================================
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".

Reply via email to