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] >MIME-version: 1.0 >X-MIMEOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 >Content-transfer-encoding: 7bit >Importance: Normal >X-Priority: 3 (Normal) >X-MSMail-priority: Normal > >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 > >=========================================================================== >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".