I thought in this situation each pass was treated as additional geometry
(remembering Carmack talking about this back at some QuakeCon event...)  If
a poly had 4 texture layers (say texture, lightmap, detail texture, decals
like bullet holes), and the hardware could only support 1 pass at a time,
you'd draw that poly 4 times.  But maybe that's a gross simplication, or
just wrong...

Scott
----- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, June 03, 2002 8:02 PM
Subject: Re: [JAVA3D] Multitexturing combine bug ?


> I am confused... I thought Sun said that if the number of texture units
> exceeds the number of availabled texture units it will fall back to
> multi-pass.  Multi-pass with replace is not multi-pass right? It just
> overwrites everything.
>
> So how would we, for example, do a 3-4+ pass quake III like render with
all
> the maps.  If we use coplanar geometry I beleive it also does a replace
with
> a decal.  For some techniques I assume you could do a second render with
> coplanar geometry using alpha blending.
>
> Let me rephrase this, how would you implement techniques that require more
> than 2 passes on a card which only supports 2 texture units, where each
pass
> builds on the prior pass, or prior displayed geometry?
>
> Dave Yazel
>
> ----- Original Message -----
> From: "Charmaine Lee" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, June 03, 2002 6:21 PM
> Subject: Re: [JAVA3D] Multitexturing combine bug ?
>
>
> That's right. The Canvas3D textureUnitStateMax property gives you the
> number of texture units supported by the hw. So if the number
> of texture unit states specified is greater than textureUnitStateMax,
> COMBINE mode will fall back to REPLACE.
>
>
> Charmaine Lee
> Sun Microsystems
>
>
>
> > Date: Tue, 04 Jun 2002 00:06:29 +0200
> > From: Artur Biesiadowski <[EMAIL PROTECTED]>
> > Subject: Re: [JAVA3D] Multitexturing combine bug ?
> > To: [EMAIL PROTECTED]
> > MIME-version: 1.0
> > Content-transfer-encoding: 7bit
> > X-Accept-Language: en-us, en
> > Delivered-to: [EMAIL PROTECTED]
> > User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:0.9.9)
> Gecko/20020311
> >
> > Charmaine Lee wrote:
> >
> > >         It is a limitation with multipass texturing in Java3D1.3.
> > >         TextureAttributes.COMBINE is not supported with multipass
> > >         texturing, ie, if number of texture unit states > number
> > >         of texture units supported by the hw,
TextureAttributes.COMBINE
> > >         will fall back to REPLACE.
> >
> > And textureUnitStateMax Canvas3D property will give this number, or some
> > kind of total number of unit texture states for non-combine combinations
> > ? If former, then how can I detect how many units can I use safely with
> > .COMBINE ?
> >
> > Artur
> >
> >
>
===========================================================================
> > 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".
>
>
===========================================================================
> 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".

Reply via email to