Hi Kelvin:

Yes, I did come across the reference to the Texture Tranformation Matrix
in the javadoc as well as in the J3D tutorial. But I thought that this
matrix is concatenated with the "texture matrix" before operating upon
the texture coordinates.

>From your e-mail I take it that the Texture Transform Matrix is indeed
the "texture matrix". That was the clarification I needed.

Thanks for your help,

Regards

Raj Vaidya


>On Mon, 14 Jan 2002 11:06:46 -0800, Kelvin Chung <[EMAIL PROTECTED]> wrote:

>>Delivered-To: [EMAIL PROTECTED]
>>Delivered-To: [EMAIL PROTECTED]
>>Date: Mon, 14 Jan 2002 10:09:59 -0700
>>From: Raj Vaidya <[EMAIL PROTECTED]>
>>Subject: [JAVA3D] Texture Matrix
>>To: [EMAIL PROTECTED]
>>
>>Hi:
>>
>>What is the Java3D equivalent of the OpenGL "texture matrix".
>>
>>I would like to encode the elements of this texture matrix
>>with values that are a function of the light and normal vectors.
>>I then would like to operate on the texture coordinates with this
>>matrix.
>>
>>Are there direct or indirect ways that I could achieve the above
>>using the current facilities in Java3D ?
>>
>>Also, would someone be able to throw more light on the texture
>>mapping pipeline in Java3D ?
>>
>Check out
>
>TextureAttributes
>  /**
>     * Sets the texture transform object used to transform texture
>     * coordinates.  A copy of the specified Transform3D object is
>     * stored in this TextureAttributes object.
>     * @param transform the new transform object
>     * @exception CapabilityNotSetException if the method is called
>     * when this object is part of live or compiled scene graph.
>     */
>    public void setTextureTransform(Transform3D transform)
>
>- Kelvin
>-------------
>Java 3D Team
>Sun Microsystems Inc.
>
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