>Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Date: Mon, 14 Jan 2002 07:25:24 -0500
>From: "Yazel, David J." <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Detail texture
>To: [EMAIL PROTECTED]
>
>I fooled around with this new feature for some time last night and could get
>no results. I am using j3d 1.3/directx 8.1 and geforce II. I even tried
>having a base white texture and a completely black detail texture, but could
>never get anything but white to show up no matter what combination of detail
>level or detail lod functions. Of course I still don't know what are
>appropriate values for those settings, so this may be pilot error.
>
>Dave Yazel
>
Detail texture is not support in D3D,
>From README
=====================================================
Information on the Direct3D Implementation of Java 3D
=====================================================
Unsupported Features
--------------------
The following features are currently unsupported in the Direct3D
implementation of Java 3D:
Line width
Line antialiasing
Point antialiasing
PolygonAttributes backFaceNormalFlip
RenderingAttributes ROP_XOR
Stereo
Texture features not support:
Texture color table
Base/Maximum Level
Max/Minimum LOD
LOD offset
Detail Texture
Sharpen Texture Function
Filter4 Function
Boundary width
Boundary mode CLAMP_TO_EDGE & CLAMP_TO_BOUNDARY
(will fall back to CLAMP)
- Kelvin
-------------------
Java 3D Team
Sun Microsystems Inc.
>
>-----Original Message-----
>From: David Yazel [mailto:[EMAIL PROTECTED]]
>Sent: Sunday, January 13, 2002 8:05 PM
>To: [EMAIL PROTECTED]
>Subject: [JAVA3D] Detail texture
>
>
>I noticed support in 1.3 has been added for a "detail texture" for
>Texture2D. I have been trying to figure out what this is doing and I had a
>couple of questions.
>
>1. If you use a detail texture then does this consume one of the texture
>units? In other words can you have a detail texture and multi-texture at
>the same time?
>
>2. Could someone explain exactly what the detail texture level is? My best
>guess is that if you set this to 1 then there will be only one level of
>detail applied. So if you got real close the geometry you might see texel
>stretching. The more levels you add the more it appears to have detail as
>you get closer?
>
>3. Could someone explain the detail texture function? My best guess is that
>if x=0.5 and y=8 then there is a repeat of 2 times the detail texture when
>you are at exactly base level -1. So if I had a detail texture which was
>64x64 and a base texture of 256x256 then when I started getting
>magnification as I approached there would be a add or modulate of my detail
>texture as if my detail texture was a 8*64 = 512 texture. Is this right?
>So to make it even better I could do a second point in the function of
>x=0.25 and y=16 and set detail texture level to 2?
>
>4. What hardware supports this? In particular I am hoping I can use this
>and 2 texture unity states to do detail and lightmaps/radioisty at the same
>time... but all in one pass.
>
>Thanks in advance for your answers!
>
>Dave Yazel
>
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