Ken,
> That worked. Sort of. The plot (attached) now looks dirty and it
> *does* take a (really) long time to render.
Yeah, for your 1000 x 1000 data set you are creating and
rendering 2,000,000 triangles. The dirty look comes from
the shading applied to the surface (as I recall, we
disabled shading with texture maps).
Tom Rink suggests that rather than disabling texture
mapping, you might try:
GraphicsModeControl mode = display.getGraphicsModeControl();
mode.setCurvedSize(1);
Or for a compromise, try 2 or 3 instead of 1. These
will give you a texture map with finer sub-sampling
(with 1, I think there is no sub-sampling at all).
Good luck,
Bill
> I see from the tutorial that "By disabling texture mapping we make the
> polygons have interpolated colors instead of textures. This removes the
> tesselated [sic] texture, like it was seen in the previous examples, and
> causes the smoother appearance." However, I seem to be getting shading
> rather than interpolation.
>
> -----Original Message-----
> From: Bill Hibbard [mailto:billh@xxxxxxxxxxxxx]
> Sent: Monday, June 26, 2006 4:49 PM
> To: Kenneth Evans, Jr.
> Cc: VisAd Mailing List
> Subject: Re: Problem with Display.ZAxis Using Different Colors for same Z
>
> Hi Ken,
>
> The mismatch of Z level and color is because the default
> is to enable texture mapping, over a surface that is
> sub-sampled from the actual data (tis greatly improves
> rendering speed for large data). You can disable texture
> mapping with:
>
> GraphicsModeControl mode = display.getGraphicsModeControl();
> mode.setTextureEnable(false);
>
> Good luck,
> Bill
>
>
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