Thanks, Kelvin. So if I use a GraphicsConfigTemplate3D with depthBuffer set as zero, all those video cards with wrongly reported depth buffer (Matrox, Kyro, etc) will works as well the video cards which reports the correctly values? I mean, a template (GraphicsConfigTemplate3D) depthBuffer setting is the minimum, not "best" or the "default" configuration, am I right?
Thanks again Alessandro ----- Original Message ----- From: "Kelvin Chung" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 12, 2003 3:09 PM Subject: Re: [JAVA3D] Testing Canvas3D with differents depthBuffers > Alessandro Borges wrote: > > > Florin is right. > > But I still confuse : > > * What is the real meaning of that info given by pixfmt ? Seens the > > asked depth buffer in DirectX, but strange values in OpenGL... > > * Does Java3D DirectX always uses as "default" > > depthbuffer D3DFMT_D24S8, i.e, 24 bits of depthBuffer plus 8 as stencil ? > > * Does Java3D OpenGL uses 16bit depthbuffer as default ? > > > > > > All this is to create a method to workaround those video cards which > > fails with "default" GraphicsConfiguration values, and check what kind > > of values of depthbuffer is possible to set from a Java3D application. > > > > > > The default parameters are specify in GraphicsConfigTemplate3D default > constructor > min 16 bit depth buffer, 2 bit R/G/B. > > OGL version of Java3D will invoke underlying ChoosePixelFormat() > with r/g/b, depth attributes set as above, then use DescribePixelFormat() > to verify the return value indeed support the minimum requirement > (check out the OGL specification on these API) > > > The visual return is up to opengl library but it will return the best > match. So it gives > a better match if application can further limit the depthSize in > GraphicsConfigTemplate3D. > > > For stencil buffer, Java3D first try stencil bit = 2 bit (so pixel > format return > has stencil buffer at least 2 bit), if fail it will fallback to stencil > bit = 0 > (DecalGroup will not work properly) and retry ChoosePixelFormat(). > > > For D3D version, the current desktop color depth is used, only the depth > buffer > has effect when initialize the D3D context. So the only way to use different > color depth is to switch display mode. > > - Kelvin > ------------ > Java 3D Team > Sun Microsystems Inc. > > =========================================================================== > 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". =========================================================================== 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".
