As far as I remember the ATI-Control-Panels offer a possibility to specify
the texture graphics depth too (or was it for the background only?).

On Tue, 17 Feb 2004 15:44:42 +0100, Chris Ender <[EMAIL PROTECTED]>
wrote:

Hi John,

I send you the non-cropped screenshot of my java3d application.
please do not distribue or public. I have a ATI radeon 9000 on
windows 2000. the cards quality settings are at maximum.
4x anti-alaising is activated. the method
GraphicsConfig...getColorModel().getPixelSize();
says 24 bits per pixel in the opengl window. the canvas back-
ground is set to light gray. the texture as a file on my disk has
16.8 million colors (24 bits) and a size of 640x480 pixel.
it looks very nice. do you have any idea?
thank you for your interest

Chris Ender


----- Original Message ----- From: "John Wright" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 17, 2004 2:12 PM Subject: Re: [JAVA3D] Texture bad quality


Chris,

Actually I take that back, it shouldn't be the screen capture as your
spheres are nice and crisp.  Thus it appears that however you've mapped
the texture onto the background it may be getting magnified poorly.

- John Wright
Starfire Research

Chris Ender wrote:
>
> Hi everyone!
> Thanks for the help! I tried everything you wrote, but it does not
help.
> Sorry that i am bothering with the same problem again.
>  I did a screenshot and put it with the texure on my website
> http://www-public.tu-bs.de:8080/~y0002384/data/
> Ok, then I ran the example program "TextureTest.java" coming with the
> distribution
> with Java3D and simply changed the filename to load to my own
"texture.jpg".
> Unfortunately the rendering has the same bad texture quality.
> But why? I need to finish my thesis in 2 weeks and it would be
> nice to have nicer screenshots : )
> Bye Chris
>
> ----- Original Message -----
> From: "pumpkin" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, February 15, 2004 6:05 PM
> Subject: Re: [JAVA3D] Texture bad quality
>
> > Hello
> >
> > On Saturday 14 February 2004 22:02, you wrote:
> > > I applied a grayscale image with 24bit as a texture to a simple
quad.
> >
> > What fileformat are you using ? jpeg ? BMP ?
> >
> > > it
> > > works perfect but looks bad. the image seems to be color reduced.
it
is
> not
> > > dithered or have compression artefacts but have blocklike
structures.
> >
> > Is the image scaled up or down ? Scaling down a non-mipmaped,
> > non-NICEST-MagFilter texture produces ugly blocks.
> >
> > > it might have 256 colors?
> >
> > depends on the fileformat.
> >
> > > //load an image
> > > tk = java.awt.Toolkit.getDefaultToolkit()
> > > tk.getImage(filename)
> >
> > (No MediaTracker to load it fully ?)
> >
> > Let's test if the file is loaded properly. Have you tried appling
the
> image to
> > a JButton ?
> >
> > ImageIcon II = new ImageIcon(tk.getImage(filename));
> > JButton JB = new JButton (II);
> > (... show the JButton .... )
> >
> > How does it look ?
> >
> > > //create the texture
> > (...)
> >
> > the important lines are missing: how do you create the
> > ImageComponent2D/Texture ?
> >
> > Try this:
> > import com.sun.j3d.utils.image.*
> >
> > ...
> > URL location = (...  filename to URL (File.toURL() ?)....);
> >
> > TextureLoader TexLoader = new TextureLoader(location,
> > TextureLoader.GENERATE_MIPMAP, new JButton());
> >
> > Texture T = TexLoader.getTexture();
> >
> > T.setMinFilter (T.NICEST);  //*
> > T.setMagFilter (T.NICEST);  //*
> >
> > ... insert the other lines you have posted to create the app ...
> >
> > app.setTexture (T);
> >
> > if you don't want to use the TextureLoader, at least try the two
lines
> with *
> > on the texture. It really improves the look.
> >
> > cu
> > Gilson Laurent
> >
> >
>
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>
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