Nope, that's right.

Sean


> -----Original Message-----
> From: Scott [mailto:[EMAIL PROTECTED]]
> Sent: Monday, June 03, 2002 6:09 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Multitexturing combine bug ?
> 
> 
> 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
> > >
> > >
> >
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