thanks for your reply
ok, it's easy with a primitive shape (sphere, cone)
texture coordinates are automaticly created
but how can i do that with a irregular geometry??
sorry if my question is stupid...
I understand how to use the textCoordinate with a
unique texture map onto a shape but not with a
helps.
-Alex-
- Original Message -
From:
ajaxinc
To: [EMAIL PROTECTED]
Sent: Tuesday, September 10, 2002 5:02
PM
Subject: Re: [JAVA3D] texture
mapping
Hi
Alex, I tried
what you have suggested. It works to some extent ie. the texture was loaded
Hew
To: [EMAIL PROTECTED]
Sent: Monday, September 09, 2002 6:23
PM
Subject: Re: [JAVA3D] texture
mapping
Hi Ajax,
TextureLoader load = new
TextureLoader("c:/model/grass.jpg", null);Texture text =
load.getTexture();
Appearance app = new
Hi Ajax,
TextureLoader load = new
TextureLoader("c:/model/grass.jpg", null);Texture text =
load.getTexture();
Appearance app = new
Appearance(); app.setTexture(text);
Shape3D shape = new Shape3D(geometry,
app);
I did it this way. Hope it helps.
-Alex-
- Original Message
> I was wondering what the restrictions on the detail of texture mapping with
> Java3D were. I would like to map a high resolution earth tiff file onto a
> VRML sphere using Java3D but the tiff file is over 100MB. What exactly are
The problem is normaly texture format which the hardware can handl
Thank you, Russell!
It works nicely! I also found couple of good examples in java 3d tutorial.
At 09:51 AM 6/14/2002 -0700, you wrote:
>Save your image to a file type that supports transparency ( .gif or .png ) -
>set the area you want to see the background through as transparent, and then
>try
Save your image to a file type that supports transparency ( .gif or .png ) -
set the area you want to see the background through as transparent, and then
try texture mapping with that image. Here's a snippet of code which might
help.
BufferedImage dest;
...
ImageComponent2D ic = new ImageCompone
Time to buy a book I think Sagar.
... But briefly, Hardware texture mapping removes load from the cpu by
"painting" the textures onto the shapes (there are several ways) instead of
having the CPU do it before sending the results to the graphics card.
But the CPU is hardware too I hear you cry? Y
imensions on-the-fly.
>
> Thanks again
>
> Sam
>
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of David Rush
> Sent: 14 April 2002 17:14
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture mapping?
>
>
ECTED]
Subject: Re: [JAVA3D] texture mapping?
Sam,
No you are right the filters do not alter the shape in any way. They work
by either using point sampling of neighbouring texels and using that colour,
or by interpolating among neighbouring texels, depending on which mode you
choose.
Hmmm I'
April 2002 17:03
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] texture mapping?
Hi David,
Will setMag/MinFilter resize the *shape* to fit the image dimension that
will map onto it though? From what i can gather it doesn't.
An easier way for me to explain it might be to assume i have one image whic
Behalf Of David Rush
Sent: 14 April 2002 16:27
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] texture mapping?
Hello Sam,
You probably know already but remember your images must be a power of 2 in
width and height otherwise you'll get an exception. How the texture maps to
the shape is deter
Hello Sam,
You probably know already but remember your images must be a power of 2 in
width and height otherwise you'll get an exception. How the texture maps to
the shape is determined by the texture coordinates of the shape. The image
will distort to meet the texture coordinates, so the size o
Hi Alejandro
> How can I use texture mapping with Shape3D's imported with
> a Loader if I don't know what geometry types are used in
> the objects?
Well simply before you add the Scene to your ContentBranch of your Locale
traverse through the Graph. You will hit at the end a Shape3D because it's
I may
be misunderstanding your question, but you can just walk the scene graph after
the objects are loaded and use the "instanceof" java command to find
the shapes, their geometries and thier types.
Dave
Yazel
-Original Message-From: Alejandro Terrazas
[mailto:[EMAIL PROTECT
you should try the volume rendering example under
utilities at j3d.org. but be forwarned, there are limitations/bugs
that i have posted on this list but no one from sun has replied
back.
nader
On Fri, 11 May 2001 12:29:08 -0700, Vidya Sagar <[EMAIL PROTECTED]> wrote:
>Hi,
> I am presently
I think you need to specify the coordinates manually for something like
that. I have seldom seen a time where the automatic tex coord generation is
useful. Generally the only time is when the geometry is procedural and you
can equate some mathematical mapping from your r,s to u,v.
Dave Yazel
Co
I think the easiest way to do this to change the texture coordinates of each
cube face to reverse the image in the direction you want. If you take the
existing texture coordinates for each face and swap the coordinates for the
axis you want to reverse, that should do the trick.
Roberto Speranza
these instead TextureLoader(java.net.URL
maybe.. possibly.. give it a try.
-Ursprüngliche Nachricht-
Von: ing. P.W.L. JANSSEN <[EMAIL PROTECTED]>
An: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Datum: Mittwoch, 22. September 1999 10:36
Betreff: Re: [JAVA3D] texture mapping question
Original Message-
From: ing. P.W.L. JANSSEN <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Wednesday, September 22, 1999 8:49 PM
Subject: Re: [JAVA3D] texture mapping question
>CAZOULAT Renaud CNET/DIH/REN wrote:
>
>> > The app is failing to creat
ons Inc.
mailto:[EMAIL PROTECTED]
http://www.dotinc.net/
- Original Message -
From: ing. P.W.L. JANSSEN <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: September 22, 1999 6:19 AM
Subject: Re: [JAVA3D] texture mapping question
> CAZOULAT Renaud CNET/DIH/REN wrote:
>
>
CAZOULAT Renaud CNET/DIH/REN wrote:
> > The app is failing to create the TextureLoader from the
> > arguments you supply
> > so texLod0 is null hence the null pointer exception later on.
I've tried it with an other image and with a canvas3d as the observer but still
the same message.As you can
> The app is failing to create the TextureLoader from the
> arguments you supply
> so texLod0 is null hence the null pointer exception later on.
Exactly, as the internal BufferedImage has not been loaded (i.e. is still
null), a null pointer exception is raised when trying to resize the image to
Hi,
> This is the error message:
> Error: in loading image
> Error: in loading image
That means the observer.checkimage has returned ImageObserver.ERROR
So either the image is not there/corrupted or your implementation of
ImageObserver is not
correct.
> texLod0 = new TextureLoader(new java.net.U
g. P.W.L. JANSSEN <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, September 22, 1999 9:46 AM
Subject: Re: [JAVA3D] texture mapping question
> Hi Renaud,
>
> Thanks for your advice, but unfortunaly it didn't work.
> This is my code :
>public void c
Hi Renaud,
Thanks for your advice, but unfortunaly it didn't work.
This is my code :
public void createAppearances()
{
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f deepRed = new Color3f(0.9f, 0.2f, 0.1f);
Color3f royalBlue = new Color3f(0.1f, 0.3f, 0.9f);
Hi,
a null pointer exception in texture loader often means it cannot find the
texture.
Try to use the constructor with an url like :
TextureLoader texLod0 = new TextureLoader(new java.net.URL
("file:sign1.gif"),
new String("RGB"),
this);
I
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