Hi Yazel

> Could you explain this using small words :)  I don't have experience with
> combiners, so a brief explanation would be helpful in understanding what it

Depends on which combiners you're speaking? Register-combiners in
OpenGL/Nvidia/Ati-ext or Texturecombiners in Java3D. I think Java3D uses
register combiners for the texture combine modes at least for the dot3 I
would assume. (or multipass if they're not available? I think someone from
SUN should drop a comment here?). Well register-combiners on modern
graphic hardware (like the Geforce-series) can be used to calculate
effects or other things on pixel (or better say texel) level.
Dot3 bump mapping is a good example for using texture combiners.
PS1.1 (DirectX 8/8.1) or Nvidia OpenGL Pixelshader-extension are nothing
more than 8 register combines with some little extra things.
You can combine different stages of texture hardware (multitextures)
but it's also possible to use a limit number of other sources
(like a constant light vector, view vector).

This means instead of simply placing and rendering two or more textures on
a object you could actually calculate interactions between those two or
more textures or between other "global" constants.

At the moment register combines only allow dot product calculation, multipy,
add and subtract operations (don't know about PS1.2,1.3,1.4 which
ATI Radeon8500 supports)

> does and what the limitation of this implementation are.
Limitations where?

EOF,
 J.D.

--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
(http://www.antiflash.net/java3d/relativity (mirror)

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to