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".
