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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 > > ============================================================================== To unsubscribe visad, visit: http://www.unidata.ucar.edu/mailing-list-delete-form.html ==============================================================================
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