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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