greg baboolal wrote:

Hi, i wonder if there is something in this discussion
that might be related to the reason why when applying
a texture appearance to a sphere while running directx
install I am able to see lighting effects, however
with opengl I don't see the lights.

I saw that the discussion reffered to

new TexCoordGeneration ()

whereas my implementation, as follows maybe the newbie
approach, thoughts appreciated :)

Material material = new Material( white , white ,
white , white , shiny );
       material.setLightingEnable( true );

Appearance app = new Appearance() ;
app.setMaterial( material ) ;

Texture2D tex = (Texture2D) new TextureLoader(
image_url, component ).getTexture();
       tex.setMagFilter( Texture.FASTEST );
app.setTexture( tex );
TextureAttributes texAttr = new TextureAttributes();
       texAttr.setTextureMode( TextureAttributes.MODULATE );
app.setTextureAttributes( texAttr );
int numSegments = 20;
Sphere sphere = new Sphere( radius,
                                               Sphere.ENABLE_GEOMETRY_PICKING |
Sphere.GENERATE_NORMALS |
                                               Sphere.GENERATE_TEXTURE_COORDS, numSegments, app
);

Greg.

From README, last point

 Rendering Different between OGL & D3D
 --------------------------------------
 - SpotLight formula is different, OGL will normally have a bigger
bright spot.

 - TexCoordGeneration Sphere Map formula is different, OGL will normally
   has texture map that zoom closer than D3D.

 - Specular hightlight in Texture mapping mode may different. If OGL
driver
   support separate specular color, then resulting specular highlight in
   texture are the same. Otherwise D3D verson will have a brighter and
   more obviously specular highlight compare with OGL.


Note that the problem of garable line in DirectX version is found (the last
line of image did not copy to texture buffer correctly) and
will be fixed in next beta2 release.

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

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