At 03:42 PM 1/31/2003 +0100, you wrote:
There are several ways to use transparency.
2. Use two textures, one greyscale specifying alpha values that you use to
create a texture in ALPHA format, and that one you combine / modulate with
the original rgb texture. In that case, both textures can be in jpg format,
first as grayscale, second as rgb. Your graphic card must support at least
two texture units.
This is very new approach to me. When you load images, how can you load two
images to one object? May I have a code samples?
Cheers,
Florin
-----Ursprüngliche Nachricht-----
Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 31. Januar 2003 15:23
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree
I have used gif, jpg and png. All of them are generated from Photoshop 6.0
using transparent background and with an alpha channel added. The things
that I am not sure is when saving the image to the format mentioned above,
the alpha channel option is grayed out (deactivated). This may mean that
the alpha is taken out after saving.
The only format that can save the alpha in PhotoShop 6 is tiff. But java3d
awt image loader does not handle this type. I have installed JAI into the
jre. I don't know how to use it into my code yet. From j3d API, it seems
that j3d would use the JAI loader automatically. But it didn't do that
here. I was wondering what type of image others use for image mapping for
objects with irregular geometry shape, such as trees, bushes. and anyone
used JAI loader could give me some help?
Thanks!
Lan
At 08:28 AM 1/31/2003 +0000, you wrote:
>Did I miss something, or is this email a repost?
>
>Incidently, what format is your image? Does it actually have an Alpha
>channel?
>
>Kev
>
> > -----Ursprüngliche Nachricht-----
> > Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> > Gesendet: Donnerstag, 30. Januar 2003 21:48
> > An: [EMAIL PROTECTED]
> > Betreff: Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree texture
> > mapping
> >
> >
> > Thank you very much, Florin!
> >
> > I tried RGBA, and a more "full" tree image, I got the space between the
> > foliage black instead of white. Does that mean that the image
> > background part stapled to the geometry will not be transparent?
> >
> >>In order to look more realistic, then you really need to have a little
> >>more complex geometry for the "green" part, and use dot3 bump mapping
> >>for the trunk.
> >>Do you mean that I need to create geometry in a similar shape as the
> >>tree shape in image? Could you please explain a little bit more?
> >
> > My geometry for the tree is editable by user which limited the degree
> > to customized the geometry to the image tree shape.
> >
> > Thanks again!
> > Lan
> >
> >
> >
> >>Cheers,
> >>
> >>Florin
> >>
> >>-----Ursprüngliche Nachricht-----
> >>Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> >>Gesendet: Mittwoch, 29. Januar 2003 21:44
> >>An: [EMAIL PROTECTED]
> >>Betreff: [JAVA3D] advice and tips on a tree texture mapping
> >>
> >>
> >>Hi, everyone:
> >>
> >>I am seeking advice despately. I did texture mapping on a tree object
> >>which is in a shape of two triangles (connected base to base). The
> >>underline geometry is a TriangleStripArray. The problem is that the
> >>tree is "Trimmed" to geometry shape. It looks very ugly. See attached
> >>picture (very embarrassing to show). Plus, the space between the
> >>foliage is not transparent. I was wondering if anyone could give me
> >>some hints as how to make the trees more realistic looking. I have
> >>played with it for couple of days and failed to figure out what was
> >>wrong. I'd appreciate any help! Thanks in advance!
> >>
> >> Here are the code that I use to set the appearance bundle.
> >>
> >> Texture2D treeTex = new Texture2D(Texture.BASE_LEVEL,
> >>Texture.RGB,
> >> image.getWidth(),
> >>image.getHeight());
> >> treeTex.setImage(0, image);
> >> treeTex.setEnable(true);
> >> treeTex.setBoundaryModeS(Texture.CLAMP_TO_EDGE );
> >> treeTex.setBoundaryModeT(Texture.CLAMP_TO_EDGE ); // get
> >> the
> >>texture from the loader
> >> treeTex.setMagFilter(Texture.BASE_LEVEL_LINEAR);
> >>
> >> TextureAttributes texAttr = new TextureAttributes();
> >> texAttr.setTextureMode(TextureAttributes.REPLACE);
> >>
> >> RenderingAttributes renderAtt
> >> >appearance.getRenderingAttributes();
> >> renderAtt.setIgnoreVertexColors(true);
> >> appearance.setTexture(treeTex);
> >> appearance.setTextureAttributes(texAttr);
> >>
> >>
> >>Lan Wu-Cavener
> >>Dept. of Landscape Architecture
> >>
> >>˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙
> >>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".
> >
> > Lan Wu-Cavener
> > Dept. of Landscape Architecture
> >
> >
>==========================================================================T
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> >
> >
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>
>===========================================================================
>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".
Lan Wu-Cavener
Dept. of Landscape Architecture
==========================================================================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".
˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙
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".
Lan Wu-Cavener
Dept. of Landscape Architecture
==========================================================================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".