:-) That seem very interresting!!

That for the response, that exactly what I was looking for.

Good luck with the converting stuff.

Serge

p.s. Im about to finish a loader to implement 3ds mesh animation. The loader
take exported vrml97 files representing the key frames. The animation doesnt
interpolated between keys but with a good frame rate it does the job. If anyone
is interrest in that kind of stuff let me know and I will send the code!!




Selon Justin Couch <[EMAIL PROTECTED]>:

> (Sorry for the slow reply, got my head stuck in converting some
> C++/D3D/HLSL code over to Java/JOGL(AV3D)/GLSLang stuff right now for
> siggraph. Fascinating task (grrrr), ask me over a beer sometime... )
>
> Serge Bernier wrote:
>
> > Do you meen the MODULATE capabiltiy in the TextureAttributes object???
>
> Correct. Modulate will multiple the object colour with the texture colour.
>
> > Ive been playing with the capabilities of the testureAttributes
> > (BLEND,REPLACE,MODULATE,ect..) and the result in java3d is not very good.
>
> It may be the material colour is set to black, rather than white or
> something else.
>
> > still can see clearly the border of the texture and material colors of the
> > object. What else can be modify to have a better result???
>
> Look for the wrap mode setting. IIRC, if VRML does not specify REPEAT,
> we set it to CLAMP in J3D and OGL. What you probably want is
> CLAMP_TO_EDGE instead as that will get rid of the border colour.
> Material colours is harder, but is really up to the model. If you want
> lighting effects, then that's what the material colour does with
> modulate mode - I multiplies the object colour from the Material node
> that has been lit, with the incoming texture colour to get a blended
> version of the two. Your best bet is to set the material colours to pure
> white in the Max version so that you just get the straight lighting
> effects multiplied through the texture.
>
> As for replicating exactly how max renders the materials, that's almost
> impossible, at least in J3D. From what I know of the internals of MAX
> and it's file formats, it uses far more texture rendering capabilities
> than a simple scene graph like J3D is capable of dealing with. It
> appears as though it is using multipass rendering to blend all the
> modelled textures together into a single texture before applying it to
> the object. This could have all sorts of interesting down-stream issues
> such as no multipass rendering capabilities in J3D, the exporter only
> dropping a single texture rather than all the textures and the
> multitexture combine instructions etc.  In short, MAX is a movie-quality
> renderer. Modelling for realtime is a completely different process and
> requires using a very small subset of the available tool options.
>
> --
> Justin Couch                         http://www.vlc.com.au/~justin/
> Java Architect & Bit Twiddler              http://www.yumetech.com/
> Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
> -------------------------------------------------------------------
> "Look through the lens, and the light breaks down into many lights.
>   Turn it or move it, and a new set of arrangements appears... is it
>   a single light or many lights, lights that one must know how to
>   distinguish, recognise and appreciate? Is it one light with many
>   frames or one frame for many lights?"      -Subcomandante Marcos
> -------------------------------------------------------------------
>
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