>Delivered-To: [EMAIL PROTECTED]
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>Date: Mon, 14 Jan 2002 18:23:03 -0500
>From: David Yazel <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Detail texture
>To: [EMAIL PROTECTED]
>
>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.
>

Not all opengl driver support detail texture either, please
check the textureDetailAvailable flag
return by Canvas3D

public final Map queryProperties()

Thanks.

- Kelvin
---------------
Java 3D Team
Sun Microsystems Inc.

>----- 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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