Thanks Doug! We are working on a water system which calculates waves and their normals as well as sliding the textures to simulate currents. It would be very nice to multi-texture that with a reflection, even if it is not very good. We only have one view, but it changes all the time as the people move through the world. I am not sure how we would calculate the textures properly to make this work because streams, ponds and oceans have vastly different profiles for reflections. Basically every time you moved it would invalidate the reflection unless the textures represented vairly large expanses of the background, which of course would cause it to miss obvious objects like trees along a stream bank. I have seen this done before, but I am thinking they render the scene twice, once with an inverted view into an offscreen buffer, then use that as a texture to multi-texture with the translucent water in the normal scene. Not sure how this would be done quickly though.
Guess I have more research to do :) Dave Yazel ----- Original Message ----- From: Doug Twilleager <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, January 28, 2002 6:17 PM Subject: Re: [JAVA3D] Environment mapping 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". =========================================================================== 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".
