I just tried this on my Dell 8000 with a Geforce2Go 2, and it returned
a max degree of 2.0.  So, maybe it is the driver you are using.

Doug.


>Subject: RE: [JAVA3D] Texture.setLodOffset(float r, float s, float t)
>To: Doug Twilleager <[EMAIL PROTECTED]>, [EMAIL PROTECTED]
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>Interestingly enough, I have turned anisotropic filtering on in the OpenGL
>display driver/properties of my graphics card, so I assumed that it would
>work for this card.
>
>I am using an NVIDIA GeForce MX card.
>
>Thanks for your feedback.
>
>John B.
>
>
>-----Original Message-----
>From: Discussion list for Java 3D API
>[mailto:[EMAIL PROTECTED]]On Behalf Of Doug Twilleager
>Sent: Tuesday, April 09, 2002 10:36 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Texture.setLodOffset(float r, float s, float t)
>
>
>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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