Check at JavaAlmanac http://www.javaalmanac.com/
about same sample codes (search for image/images etc)

Alessandro Borges <[EMAIL PROTECTED]> wrote:
Hi, Ding
 
By using TextureUnitState you can mix your textures at runtime and show then. Of course a alpha channel can be nice, but you can create a method to add alpha channel , as well mix alpha mask
 
As Ben told, you can use Java2D to mix images into a single one. And with this new image (actually a BufferedImage).
 
image1 + image2 + imagex -->
single BufferedImage -> ImageComponent2D -> Texture2D
 
Alessandro

"H. Ding" <[EMAIL PROTECTED]> wrote:
Hi Alessandro and Ben,

Thanks for you all.

I am sorry I am not clear of my problem.

With the sample code, I can add 2 or more images/icons to one cube face,
but this is static and the images are overlapped. As you know, I can
manully manage the location, so the multiple images will not overlap, this
is not what I want.

For example, one time, I have 3 images which order is image01, image02
then image03 order, I will show all this three images as the order
01,02,03.

Next time, the images order is different, so what should be shown is
image10, image02, image08, then image03 then image18 etc,
So the images is different and order is different too.

If I could manage the multiple images to be one image, then paste to 3D
cube, will resolve this problem.
Or if I can put every image to the specified location of a cube front
face, this will resolve the problem too.

Ben, you mean the Java2D can combine the multiple images to one image?
Could you please give a little more details about this issue??

All the best

> About multi texture take a look at
> TextureUnitState,
> TextureAttributes,
> TextureUnitState.setTextureAttribute(TextureAttributes textureAttributes)
> and
> Appearance.setTextureUnitState(TextureUnitState[] stateArray),
>
> you can mix several textures using above classes and methods.
> But there is a hardware limitation on using texture unit state (TU). Old
> cards
> (GeForce 2, GF 4MX) can handle up 2 T.U., while GF-4 Ti, FX 5200, etc can
> handle up to 4 TUs, and ultimate vcards can handle 8 or more TUs (ATi
> 9800,
> GF6600, etc). Check your hardware textureUnitStateMax capability running
> QueryProperties demo.
>
> You can mix textures using one of th e several modes available in
> TextureAttributes (modulate, blend, combine, etc). Texture images with
> Alpha
> Channel (or transparency mask), as PNG, are very interesting for
> multitexture.
> But you need a good image editor to create and edit alpha channel, as GIMP
> (free), Jasc Paint Shop Pro, PhotoShop, etc.
>
>
> Have fun !
> Alessandro
>
>
> --- Ben Moxon <[EMAIL PROTECTED]>wrote:
>> Whatever you do the texture needs to be square and have a side of binary
>> length ( 32, 64, 128 etc ) in order to be passed to the hardware. If you
>> want
>> to use multiple images you will probably want to use normal Java2D
>> techniques
>> to combine them into a single square image file and then use that as a
>> texture. You can make sure they line up correctly by using
>> TextureCoordinates.
>>
>> It's not the only way to do it but it is a relatively easy and efficient
>> one.
>>
>> -ben

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