Hi Raj > Since you were having trouble reconciling the OpenGL and > Java3D results, was just wondering if you were setting > appropriate plane equation coefficients in both cases.
Well I think yes. I've read it through and through again. As I know that OpenGL will automatically multiply the eye coordinates with the inverse of the modelview matrix when using eye linear tex gen planes. > However, if you think that the OpenGL case is what is > looking correct, then probably you may need to debug Yes I'm nearly 100% sure that the OpenGL case is correct. And J3D is doing something strange. > the Java3D case further. Well I'm doing this right now but it's a very very slow process as I really do not know what J3D is doing in the back, it would be better If I had some debugs and I could see what OpenGL commands are going on and which values they have or at least could see the texture coordinates as with OpenGL feedback buffer. And I'm not 100% sure for what purpose TexCoordGeneration.TEXTURE_COORDINATE_4 is good for. 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".
