So I'm playing underneath the covers of Java3D with some native calls to openGL during the pre/post render callbacks of the canvas. This is to get the Elumens Dome running with Java3D.
The library uses glGenTextures() to grab an unused textureName(and binds it). But it seems that Java3D is overwriting the textureName assigned by this call. I can fix the problem by having the library use a really large number like 999999 for its textureName. Is Java3D using glGenTextures to get its texture name or just a counter? Can you recommend a safe way to allocate a texture name? -- Alan Hudson President: Yumetech, Inc. http://www.yumetech.com/ Web3D Open Source Chair http://www.web3d.org/TaskGroups/source/ =========================================================================== 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".