About :
> I assume that this can only applies to BASE_LEVEL, There is no way to
> generate MULTI_LEVEL_MIPMAP texture wihtout using TextureLoader.

You can do Multi level mipmap by force, without using TextureLoader :
/**
* sniplet code from Java3D tutorial
* TextureLoader with MULTI_LEVEL_MIPMAP options does the same.
**/


     ImageComponent2D image = // loaded/created as you plan ;-)
      int imageWidth = image.getWidth();
      int imageHeight = image.getHeight();
      int imageLevel ;
      int SMALLEST = 1; // the smallest texture size you wish

      Texture2D texture = new Texture2D(Texture.MULTI_LEVEL_MIPMAP,
Texture.RGBA,
                                        imageWidth, imageHeight);
      imageLevel = 0;

      System.out.println("set image level: "+imageLevel+"  width:
"+imageWidth
                        +"  height: "+imageHeight);
      texture.setImage(imageLevel, image);
      while (imageWidth > SMALLEST || imageWidth > SMALLEST)
      {
          imageLevel++;
          if (imageWidth > SMALLEST) imageWidth /= 2;
          if (imageHeight > SMALLEST) imageHeight /= 2;
          System.out.print("get image level: "+imageLevel+"  width:
"+imageWidth
                            +"  height: "+imageHeight+" ... ");
          image = loader.getScaledImage(imageWidth, imageHeight);

          System.out.println("set image");
          texture.setImage(imageLevel, image);
      }



----- Original Message -----
From: "Lan Wu-Cavener" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 05, 2003 3:57 PM
Subject: Re: [JAVA3D] Texture loading problem for big files ...


> hi,
>
> I assume that this can only applies to BASE_LEVEL, There is no way to
> generate MULTI_LEVEL_MIPMAP texture wihtout using TextureLoader.
>
> Lan
>
 ....

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