Mike;

Thanks for the suggestion. While performance is not an issue right now
it will become a major factor for the final software!!

Another thought would be the possibility of modifying the color of each
grid cell to take account of the visibility information, rather than
applying a surface texture. Would this work, and if so would it offer
better performance?

Fraser

On Wed, 2004-09-29 at 13:08, Mike Pilone wrote:
> One option is to use a texture that is larger than you need and just crop it
> using texture coordinates. Remember that your texture does not need to
> exactly fit your shape, but you can let the texture coordinates go from 0 to
> .75 for example.
>
> However in this case you would need a 1024x1024 texture, which is rather
> large and will probably not perform well on most video cards. A general rule
> of thumb is to keep the texture size to 256x256, but if performance isn't a
> big concern right now, give it a try.
>
> -mike
>
>
> -----Original Message-----
> From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
> On Behalf Of Fraser MacLeod
> Sent: Wednesday, September 29, 2004 6:31 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Applying texture to terrain
>
> Hi;
>
> I am using a DEM file to generate a virtual terrain (650x1000 grid cells in
> the terrain). Using this I am computing those areas of the terrain visible
> from a point and storing this as an array (1=visible, 0=non visible for each
> grid cell).
>
> I would like to overlay the visiblility information as a texture onto the
> terrain - the effect that I want is one where red tinged cells are visible,
> and dark tinged cells are non-visible.
>
> I am struggling to find a way of doing this given that the
> terrain/visibility arrays are not powers of 2. Is there something like an
> ELevationGridGenerator for textures?
>
> Any suggestions more than welcome.
>
> TIA
>
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