Hi Joachim,

  Is the problem happen in both OpenGL and DirectX version ?
There is some problem in DirectX 8.0 library.
According to the discussion in news group
the texture transform matrix is funky that only the
upper 3x3 matrix is used if we are not using
automatic texture generation. In case of Object
Linear (which is not support by DirectX API) we
need to workaround it by doing our own texture transform
when generate texture coordinate.

Please send us a test program to verify it.

Thanks.

- Kelvin
--------------------
Java 3D Team
Sun Microsystems Inc.

>Date: Tue, 02 Jul 2002 20:24:57 +0200
>From: Joachim Diepstraten <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Definitly a BUG! Re: [JAVA3D] Bug? In TexCoordGeneration?
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Delivered-to: [EMAIL PROTECTED]
>
>Hi
>
>Alright I checked it up with an example OpenGL 1.3 program which
>should actually do the same and the behaviour Java3D is showing
>is 100% wrong! It seems as in TexCoordGeneration.TEXTURE_COORDINATE_4
>the Q Plane is not set correctly or not activated right. At least I get
>the same visual behaviour when I do not set the Q-Plane in my OpenGL code!
>
>This is really a pitty because this was the last brick missing in my
>realtime shadow code for J3D :-(.
>
>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)
>
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