modes multipass works just fine. And, it is an implementation limitation of Java 3D 1.3. We will look into
fixing it in 1.3.1.
Doug Twilleager
Java 3D Team
Sun Microsystems
David Yazel wrote:
009b01c20b63$7bb20f90$b297fea9@wizofid">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 MicrosystemsDate: 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
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Delivered-to: [EMAIL PROTECTED]
User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:0.9.9)Gecko/20020311Charmaine 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 ?
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