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".
