I've got some questions for the Java3D team or some Java3D experts... I'm using Mipmapping on a scene I'm working on.
I have been working on removing the blurriness from the texture mapped images in my application (the textured geometry is on the ground in the scene). I finally determined that when I use mipmapping on the ground, the mipmap level used is too small because of the aspect ratio of the triangles being rendered. There are hooks in OpenGL and in Java3D 1.3 for handling anisotropic texture maps, but when I check the capability of my system, the maximum degree that I can pass to Texture.setAnisotropicFilterDegree(float degree) is 1.0 (this is in Java3D 1.3). Unfortunately, I don't know what that means. Can anyone point me to documentation about what "degree" is in the Anisotropic Filter? Does max = 1.0 mean that it's not supported? The only example I saw was asking for a degree of 4.0. Another option is to have the renderer use bigger images on the triangles - lower mipmap levels or closer to the BASE_LEVEL. For instance, if I use the BASE_LEVEL image, the rendering looks OK on the ground close to the camera, but the texture map is unnacceptably aliased in the distance. If I could offset the mipmap level used by the renderer, I should be able to have the rendering quality improve overall in the image. Unfortunately, I don't understand the arguments to Texture.setLodOffset(s, t, r). What are s, t, and r? How do you use them? If I want to use higher resolution texture mipmap images in a scene, what values should I pass to setLodOffset? I appreciate any help you can offer me. Sincerely, John B. =========================================================================== 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".
