Hello

On Wednesday 03 March 2004 10:46, you wrote:
> oh, well isn't that used for the same texture but to save cpu power?

...mainly GPU-Power and video-memory... but correct so far.

> what I actually need is two different textures on the same
> level.

fire up your browser, head over to the j3d-Doc and have a long look at the
class:
javax.media.j3d.TextureUnitState

If you have n textures, you will need n instances. You create 1
TextureUnitState per texture and put it into an array. Afterwards you put the
array into the appearance via: app.setTextunitState(array). These use
texture-coord-generators... so be careful. If you mess with the generators
you won't see anything. (I don't know how to use the textcoordinates from the
shape, but i guess it's possible. Simply don't set a Coord-Generator.) (DON'T
use app.setTexture() or app.setTextureAttributes or
app.setTextureCoordGenerator(). In theory a exception should be thrown but my
PC just locks up complettly)

If the card/OpenGL-driver/... doesn't support multiple-textures you will only
see the 1. texture. It's possible to check it before using it, but i don't
find the class right now, start searching at: GraphicsConfigTemplate3D.

btw.: this is NOT the way to solve your problem. You SHOULD use 2 shapes.

good luck, you will need it

cu
Gilson Laurent
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