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.
>
>
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