Thanks for the response.
Heh I am so used to close to perfect "ports" it never occured to me that it
would not work on every target, even if it had to be done using an
inefficient method.
Dave Yazel
----- Original Message -----
From: Kelvin Chung <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 14, 2002 4:45 PM
Subject: Re: [JAVA3D] Detail texture
>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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