Is it possible that the rendering produced by a regular Canvas3D and an
OffScreenCanvas3D of a textured surface using Texture2D could be different
from each other ?

For example, given a Texture2D described by the following specs.,

    Texture2D lightTex = new Texture2D(Texture.BASE_LEVEL,
                                       Texture.RGB, width,
                                       height);
    lightTex.setBoundaryModeS( Texture.CLAMP );
    lightTex.setBoundaryModeT( Texture.CLAMP );
    lightTex.setMinFilter( Texture.BASE_LEVEL_LINEAR );
    lightTex.setMagFilter( Texture.BASE_LEVEL_LINEAR );
    lightTex.setBoundaryColor( new Color4f( 1.f, 0.f, 0.f, 1.f ) );

an OffScreenCanvas3D produces an image with a red boundary while a regular
Canvas3D rendering doesn't. I'm referring to the OffScreenCanvas3D available
in the Java 3D demo bundle.

Are the code paths inside Java 3D for regular and OffScreen Canvas3Ds the
same with respect to Texture2D rendering ? Looks like there is some kind of
problem in using the extended 2x2 stencil for linear interpolation with the
clamp-type boundary modes !

Vaidya

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