OGL and D3D both support the MODULATE operator, where the iterated color (
gouraud shaded based on material color, usually diffuse color ) and the
texture color are multiplied together to get the final framebuffer color.

MODULATEALPHA takes into account the alpha channel for transparency. 

I havent been reading the spec enough to map the raw OGL/D3D modes into J3D;
however the REPLACE mode used below would, in my head at least, correspond
to copy or DECAL mode. That means using the texture color for the final
color and ignoring the iterated value. 

If the other modes dont work, that seems like a bug to me.


-----Original Message-----
From: Andrew Phelps [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 10, 1999 8:04 AM
To: Java Interest
Subject: RE: [java3d] how to use lighting and transparency with texture
mapping in Java3D


This said, has anyone tried this with the DirectX implementation of Java3D,
because D3D does support this facility?

Andy

-----Original Message-----
From:   [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Andrew Phelps
Sent:   10 May 1999 15:58
To:     Bill Hibbard
Cc:     Java Interest
Subject:        RE: [java3d] how to use lighting and transparency with
texture
mapping in Java3D

Anyone correct me if I'm wrong... but I don't think OpenGL supports shaded
texture mapping.  You will have to settle for shading OR texturing.

Regards,

Andy

-----Original Message-----
From:   [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Bill Hibbard
Sent:   10 May 1999 15:53
To:     [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject:        [java3d] how to use lighting and transparency with texture
mapping
in Java3D

I cannot get lighting to work with on texture mapped GeometryArrays (such as
TriangleStripArrays)
in Java3D.  The same arrays are lit when they do not include textures.  I am
using

  TextureAttributes.setTextureMode(TextureAttributes.REPLACE);

(the other modes don't seem to work for me).  I see my textures, but the
shading is flat.

Can anyone suggest what I'm doing wrong, or point to an example that has lit
textures?

Also, I cannot seem to make transparency in my texture maps, even with:

  new BufferedImage(texture_width, texture_height,
BufferedImage.TYPE_INT_ARGB);

Thanks for any advice,
Bill Hibbard
[EMAIL PROTECTED]


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