How are your textures being loaded? Who's code is being used to do it?
My textures are being loaded as follows:
Sphere planet; Appearance papp; TextureLoader t = new TextureLoader("models/earth.jpg", "RGB", this); if (t != null) papp.setTexture(t.getTexture());
TransparencyAttributes ta = new TransparencyAttributes(); ta.setTransparency(0.0f); papp.setTransparencyAttributes(ta);
Material m = new Material(gray, black, gray, white, 0.0f); m.setLightingEnable(true); papp.setMaterial(m);
// Should use ellipsoidal but for now just use a sphere with radius
around Tradex
planet = new Sphere(6377.627108f, Sphere.GENERATE_NORMALS |
Sphere.GENERATE_TEXTURE_COORDS,
48, papp);TransformGroup eorigin = new TransformGroup(); eorigin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); eorigin.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); eorigin.setCapability(TransformGroup.ALLOW_TRANSFORM_EXTEND);
Transform3D erotx = new Transform3D(); erotx.rotX(Math.PI / 2); earthECForigin.setTransform(erotx);
originbg.addChild(eorigin); eorigin.addChild(earthECForigin); earthECForigin.addChild(planet);
Also note that I have 3 Canvas3Ds loaded into swing containers viewing into the same universe. I don't see how that would affect things but maybe that would give you more insight as to what might be causing a problem?
FWIW (I've lost the earlier email), but just because the card states that it supports a particular image size, does not imply that the drivers will handle it. For example you say the Quadro handles non-power of 2 textures. Java3D won't let you make use of that anyway (annoying because J3D shouldn't limit that sort of thing).
Agreed but why would this matter if it worked in java3D 1.2 with the same video card?
Thanks,
-Greg
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