Hi Raj

> I've run Java3D cases with Tex_Coord_3 and Tex_Coord_4 in
> conjunction with a Texture2D, and have been able to get
> picture-perfect (:)) results with Java3D - Doug and Kelvin
> have seen some results. HOWEVER, there is one important thing

Hmm, okay you're using TexCoordGeneration or setting the texture
coordinates fixed through the Geometry?

> that I cannot verify for you with my testcases. And that is,
> in my cases I needed q to be equal to *UNITY* uniformly
> everywhere. So, division or multiplication errors, if any

I don't understand what you mean with equal to UNITY in this case? Do you
mean one?

> I think if your concern (from your previous e-mails) is
> whether or not s and t are divided by q, you could give the
> following a shot (note that I haven't really tried it myself
> though, and may not be aware of all ramifications)....
>
> 1. Take any Texture2D problem for which you know Java3D
>    produces correct results.
> 2. Set Tex_coord_4 bit in your GeometryArray
> 3. For textureCoordinates do:
>    tc1 = tc1_original * w
>    tc2 = tc2_original * w
>    tc3 = 0
>    tc4 = w
>
>    where w is any sensibly arbitrary number (say Math.PI)

Hmm that sounds like a good idea thanks, at least through Geometry this
should actually work out. It will be a bit harder with automatic
generations, but I will see what I can think of. I also though of writing
an identity texture which simply reflects the texture coordinate and try
to see where visually my coordinates are lying.


> is indexed, then I would expect the original and modified
> cases to produce identical results. This would at least verify
> non-auto texture coordinate cases.
Yep.

Thanks

EOF,
 J.D.

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