Sometimes this kind of technique can be fast enough, especially with the fillrates we are starting to see. However, most reflection maps are static. Since most reflections are a fairly small part of the coloring operation from a visual standpoint, they can usually be static. For the detail you get from them, you would have to me modeling a huge mirror ball for most people to notice. For cases where it has to be perfect, then the render/texture each frame is needed.
Depending on your application, sphere mapping may work. This only requires one render, but it is view dependent. So, if you have many viewers in your world, this could get ugly. That is one reason that the view independent cube mapping is becoming popular. Doug Twilleager Java 3D Team Sun Microsystems >Delivered-To: [EMAIL PROTECTED] >MIME-Version: 1.0 >Content-Transfer-Encoding: 7bit >X-Priority: 3 >X-MSMail-Priority: Normal >X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 >Subject: [JAVA3D] Environment mapping >To: [EMAIL PROTECTED] > >Can anyone point me in the direction of how to do environment mapping? I >noticed on the Fullsail F1 racer they have reflections on the shiny part of >the car. All I can find in Java3d is CubeMap which requires 6 images be >supplied. I don't think you can do an offscreen render and a texture upload >fast enough to use that for reflections, but I could be wrong. > >Any help would be appreciated. > >Dave Yazel > >=========================================================================== >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". =========================================================================== 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".
