David,
...just can't keep away, huh? ;-)
I have used background geometry for something similar to what you describe.
I create a unit Sphere (flip the normals) and then set it as background
geometry. The inside of the sphere is texture mapped with an image of
clouds.
Sincerely,
Daniel Selman
[
Is it possible to set the vertex alphas, then modulate a texture with alphas
to merge the two alpha componants? So lets say I have a texture with a
solid circle, where the circle has texels of alpha 1, but the space around
the circle has texel alphas of 0. Now I map this to a plane, where the
ge
Thanks for your reply Daniel. Nope can't keep away. This project has at
least another year of development, so I will be bugging all of you for a
time yet :).
Your example is similar to example they have in the demo, but my geometry is
much more complex. I find the sphere to be bad for my purpo
David,
I modified my example to create two spheres one with radius 1.0 (near) and
one with radius 1.2 (far).
I have attached the screen shots that I got by first rendering the far
sphere, and then adding the near sphere. As you can see, the textures have
been blended to create the composite as y
David,
I ran some tests, and I *think* it is working, though its always hard to be
100% sure!
I created a Quad with per-vertex colors:
Black Blue
Alpha 1.0 Alpha 0.8
Red Green
Alpha 0.0 Alpha 0.2
And set the following attributes:
Transparency
Someone knows where to find a 3d teeth model ?
thanks in advance.
===
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
Hi:
I have a pure immediate mode application which
draws a textured sphere. It works fine.
I modified the application so that it draws 2
spheres. It does this by using a single appearance object and setting the
appearance's texture to texture1 when I draw sphere1 and to texture2 when
I
I "fixed" this problem by inserting a
GraphicsContext3D.flush(true) statement between the rendering of each sphere
(graphics.flush(false) does not work). This eats into the frame rate but
produces the correct results.
So it seems like GraphicsContext3D.setAppearance()
is not making a cop