Hi ! I was trying to aply a reflection with TextureCubeMap over a simple texture. But I was unable to get the desired result. TextureCubeMap needs a transform to correctly change the reflection, but seens the TextureUnitState only allow texture transform operations on TextureUnitState[0].
So I found below : Source : "The OpenGL Graphics System: A Specification" Appendix F Version 1.3 "F.4 Multitexture Multitexture adds support for multiple texture units. The capabilities of the multiple texture units are identical, except that evaluation and feedback are supported only for texture unit 0. Each texture unit has its own state vector which includes texture vertex array specification, texture image and filtering parameters, and texture environment application." As far I understand it means TextureUnitState is working correctly, and only textureUnitState[0] will accept get/set operations, as a transform over his textures... So, to get the desired effects may I : 1) need to apply a alpha value to my set of cube map textures? I just want a light level of reflection, not a shine ball bearing look ;-) ; 2) need a NEXT version of COMBINE_PREVIOUS_TEXTURE_UNIT_STATE ? I was thinking about a TextureCubeMap at textureUnitState[0] and the object texture at textureUnitState[1]... 3) or I just need to find out the correct textureAttributes.setCombineXXXX to solve it? Thanks Alessandro Borges related links: OpenGL1.3 - http://www.opengl.org/developers/documentation/version1_3/glspec13.pdf Java3D CubeMapping: http://www.cpm2002.hpg.ig.com.br/alessandro/cubemap/index.html _______________________________________________________________________ Busca Yahoo! O melhor lugar para encontrar tudo o que voc� procura na Internet http://br.busca.yahoo.com/ =========================================================================== 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".
