Hi John,

>
>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.
>

Yes, this means that the graphics card that you are running on does not
support anisotropic filtering.

>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?
>

This is based upon the texture_lod_bias OpenGL extension.  For a full
description of its features and function, you can look it up on
www.opengl.org.

Hope this helps.

Doug Twilleager
Java 3D Team
Sun Microsystems

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