Hey Boris - this problem should be put onto a faq somewhere. The problem stems from the fact that you aren't actually multitexturing in this case, you want to create different material groups on the objects, and there are three main ways to accomplish this -
(1) Uv tricks. Simply make a 256x256 texture and divide into quadrants. You now have 4 128x128 textures to work with. Unwrap the mesh's uv's into a suitable configuration and presto - different textures (or so it appears) on the same object. Problems: obviously, max texture resolution is much lower. filtering might be wonky if the quadrants have dissimilar 'border' colors. Upsides: Extremely memory efficient, no complicated vert sets. (2) Two by-ref triangle objects sharing the same indice set but having different vertex/texture/normal/color offsets and validVertexCounts. This way you still have a full list of verts and normals for a single geometry for bones purposes and such, but can also apply different appearances to the two different by-ref shape sets. Problems: much more complicated to set up than #1, you need to create a new updater for the byref geometry. Upsides: by-ref rules. very l33t. (3) Create two non-by-ref shapes, and manually copy over data per-material group. Problems: maybe shading inconsistancies across the two shapes, but if the normals are the same across the sharing edge, this shouldn't be a problem. Memory consumption is potentially much higher for the big objects. Needs more complicated middle-processing for bones support. Upsides: quite possibly more efficient (vertex list creation and such) than the previous option. The largest parallel to what you are asking about is 3dsmax's multi/sub object material. Eventually an exporter should be made that will export this information into one of the above options. This feature will not be part of my exporter's initial release. Possibly in the future. >From: Boris <[EMAIL PROTECTED]> >Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] >Subject: [JAVA3D] Multi-texturing problem >Date: Wed, 17 Apr 2002 12:55:02 -0600 > >Java3D Gurus, > >I have a challenging (as I see it) multitexturing problem at hand. >Please, let me know how if it can be solved with current JAVA3D API > >Here is the problem. I have a Geometry object (in fact it is >TriangularArray). I want to place one texture at one part of it and another >texture at the other. Also, I would like to keep texture highlighting as >well. > >Is it possible to do? > >Boris > >=========================================================================== >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". ------------------------ Chris Forrester http://www.geocities.com/Psionic81 _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. =========================================================================== 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".
