Hi there,

>[SNIP]
>Wow someone actually is reading WSCG papers :) [Well actually it should be
>Iron, Roettger and Ertl] As Iron was a student from Roettger who actually
>came to the idea.

You tell me about naming orders ;-) I've already spend many hours of
diplomatic effort to ensure everyone in my research group is happy with his
or her name being on this-and-that place in the list of authors of this
years paper proposals. Didn't manage to make first place this time, so there
ain't gonna be some "Kienreich et al." paper in 2002 :-(

>> the case in Java3D). Problem is, this method is computationally intensive
>> and introduces a lot of workaround code when implemented in Java3D.
>
>Yep better forget that, shadow volumes are crap anyway. [SNIP]
>I hope I get arround these things in the near future.

Please keep me informed, if you ever manage to pull dynamic realtime
shadowing off I would be highly grateful for the appropriate algorithm, I
mean, in the specific context of Java3D.

>> happens ... borders disappear in that case, so I'm pretty sure
bumpmapping
>> is causing the problems. Any ideas on this?
>
>Yes that might be because of your normal map you're using.

Dont think so. I'm going to try what you've told me, but of course I've been
wrapping pseudo-triangle coordinates in the normal map calculation, and this
should look perfectly alright, as I've been using a tileable texture as a
base for the map. But I'm gathering that there is definitely no known bug
which could cause what I've described, right?

Cheers

Wolfgang Kienreich

===================================================
Wolfgang Kienreich
Knowledge Retrieval/Knowledge Visualization
Know-Center
Inffeldgasse 16c, 8010 Graz, Austria
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