Alessandro Borges wrote:

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...

Evaluation & feedback is different mechanism in OpenGL for picking
which Java3D is not used. This is different from Rendering.

Both DirectX and OpenGL library support texture transform matrix
for all textureUnitState that Java3D use.

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


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

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