java3d
  1. java3d
  2. JAVA3D-556

Add texture map formats for vertex texture fetching

    Details

    • Type: Improvement Improvement
    • Status: Open
    • Priority: Major Major
    • Resolution: Unresolved
    • Affects Version/s: 1.5.1
    • Fix Version/s: 1.6.0
    • Component/s: j3d-core
    • Labels:
      None
    • Environment:

      Operating System: Windows XP
      Platform: PC

    • Issuezilla Id:
      556

      Description

      Programmable shaders have limited support for texture fetch operations performed
      in the vertex shader. One of the most notable constraints is that the texture
      formats must be one of the following:

      1. GL_LUMINANCE_FLOAT32_ATI
      2. GL_RGBA_FLOAT32_ATI

      Java3D's texture support automatically sets the texture format to a packed
      32-bit integer (GL_UNSIGNED_INT_8_8_8_8; GL_UNSIGNED_INT_8_8_8_8_REV), which is
      wholly unsuitable for vertex texture fetch operations in hardware. Attempting
      to produce such a vertex shader will cause the vertex operations to fall back to
      software.

      To fully support programmable shading, the API needs to provide a mechanism for
      creating Luminance and RGBA texture maps that are encoded in a format that can
      be used by a vertex shader in hardware mode.

      Reference:
      ftp://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf

        Activity

        Hide
        kcr added a comment -

        Change issue type to ENHANCEMENT and mark for 1.6.0

        Show
        kcr added a comment - Change issue type to ENHANCEMENT and mark for 1.6.0

          People

          • Assignee:
            java3d-issues
            Reporter:
            bheffner75
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            Dates

            • Created:
              Updated: