Go to Nvidia's web site for their latest drivers.

Doug.

John Barrus wrote:
000001c1e0e0$5c477e90$320a50c0@mersey">
Where can I get a driver that works?

John B.


-----Original Message-----
From: Doug Twilleager [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, April 10, 2002 3:02 PM
To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: RE: [JAVA3D] Texture.setLodOffset(float r, float s, float t)


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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