Sam,

If I'm understanding you correctly what you really need is to figure the
relative proportions for the "artwork".  So get the width and height of
the original texture and build yourself a "canvas" with the correct
proportions to apply the texture to.  You might decide on a fixed width
and then just use the proportion to calculate the height of your
"canvas".

- John Wright
Starfire Research

Sam Hocking wrote:
>
> Thanks anyway David. This is new territory for me too!
>
> I can handle resizing the image to powers of 2 to prevent throwing the
> exception and getting them in a scale suitable for the scene, but trying to
> build shapes that mimic being the canvas / picture dimensions is tricky. I
> think i'll have to go the getWidth(), getHeight() methods of Texture2D
> route, and use these to create the box x.y dimensions on-the-fly.
>
> Thanks again
>
> Sam
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of David Rush
> Sent: 14 April 2002 17:14
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture mapping?
>
> Sam,
>
> No you are right the filters do not alter the shape in any way.  They work
> by either using point sampling of neighbouring texels and using that colour,
> or by interpolating among neighbouring texels, depending on which mode you
> choose.
>
> Hmmm I'm not too sure how to go about that really I'm not an expert myself.
> But I still thnk that your biggest problem will come with the dimensions of
> the images.  If they are not of the correct dimensions, an error will
> result.  This means images must be cropped/resized to be a power of 2 in
> width/height prior to creating the texture.  This is an even bigger problem
> if you don't know the sizes of the images in advance, and especially if
> resizing is a problem.
>
> Sorry I can't be of more help,
> David
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Sam Hocking
> Sent: 14 April 2002 17:03
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture mapping?
>
> Hi David,
>
> Will setMag/MinFilter resize the *shape* to fit the image dimension that
> will map onto it though? From what i can gather it doesn't.
>
> An easier way for me to explain it might be to assume i have one image which
> is a portrait and one a landscape, i want the shape each will be mapped
> onto, to be portrait or landscape in the same dimensions. However the
> dimensions of each image are not known because they get dynamically loaded
> from a database.
>
> Essentially, artists are submitting digital artwork that then gets mapped to
> a virtual piece of canvas (a simple flat box shape!) hanging in a room.
> however i don't know the size of this image and i cant resize each image
> because it is art, not just a texture that doesn't matter so much!
>
> Thanks for the response
>
> Regards
>
> Sam
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of David Rush
> Sent: 14 April 2002 16:27
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture mapping?
>
> Hello Sam,
>
> You probably know already but remember your images must be a power of 2 in
> width and height otherwise you'll get an exception. How the texture maps to
> the shape is determined by the texture coordinates of the shape.  The image
> will distort to meet the texture coordinates, so the size of the shape
> shouldn't matter.
>
> Java 3D provides minification/magnification filters to eliminate these
> effects.  Use the setMagFilter(int magFilter) and setMinFilter(int
> minFilter) methods of Texture2D to set them respectively.
>
> Regards,
> David Rush
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Sam Hocking
> Sent: 13 April 2002 19:17
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] texture mapping?
>
> Hi,
>
> I'm pretty new to Java3D side of Java (few months) but thanks for your help
> recently.
>
> I'm having trouble using TextureLoader to load digital artwork in jpg format
> to then map to various box shapes (i.e. picture frames) in the scene.
>
> However, i need these box shapes to be created with the same x, y dimensions
> as the image texture that will map onto them. i.e the image can not be
> distorted to fit the shape, but the shape has to distort to fit the image?
> Is there a way i can do this, reasonably simply? I've looked at getWidth(),
> getHeight() methods of Texture2D, which i could use to then build the box's
> geometry, but just wondered if you experienced people here know of a better
> solution or maybe there's a class that does this already?
>
> Also, is there any ratio i can use between Java3D's units of measurement and
> pixel measurements of an image?? I.e. i don't really want minification of
> the image because i've created it larger than it has to be for the
> transformations it goes through.
>
> Thanks in advance
>
> Sam
>
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