Ken,
> I tried that with 1, 2, 3 (and 100 ;-). I could not see any difference.
> They all looked like the default. I also tried 0, and it looked like
> gmc.setTextureEnable(false); that is, shaded.
I looked at the code in VisAD, and there is logic to
clamp CurvedSize to be at least 2 and no more than
the texture size / 32. And there is more recent logic
to split large textures (such as your 1000 x 1000)
into several smaller textures, which will affect this
clamping.
If you are energetic, you might put some print statements
into the buildCurvedTexture() method at the end of the
visad/ShadowFunctionOrSetType.java file, to print the
value of curved_size before and after the clamping statement:
curved_size = Math.max(2, Math.min(curved_size, size / 32));
You might also print the value of size, which is the size
of the smaller texture patches.
Bill
> -----Original Message-----
> ...
> 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
>
>
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