OpenGL error are mostly ignored - at least for rendering calls. It would be very expensive, performance wise, to look for errors after every OpenGL call. And because java doesn't have an enumeration type, it can sometimes be very hard to track certain kinds of API errors.
Doug Twilleager Java 3D Team Sun Microsystems >Subject: Re: [JAVA3D] Alpha in Multitextur combines >To: [EMAIL PROTECTED] >MIME-version: 1.0 >Delivered-to: [EMAIL PROTECTED] > >Hi > > >> value is not there. I use getAlphaRaster() on the BufferedImage to write >> something to the alpha portion of the BufferedImage. [RGBA all have the >> same value]. This BufferedImage is later used as source for the >> ImageComponent2D which is then again used as the source Image for the >> Texture2D. > >Allright I have found the problem myself. I used AlphaSource(_SRC_ALPHA) >instead of AlphaFunction. To my suprise this didn't result into an >exception. Though I would think this will definitly lead into a GL_ERROR. >This leads to an interesting question, are GL_ERRORs piped back to J3D >or are they simply ignored? > >EOF, > J.D. > >-- >Explore SRT with the help of Java3D >(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) >(http://www.antiflash.net/java3d/relativity (mirror) > >=========================================================================== >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".
