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List: openjdk-openjfx-dev
Subject: Re: [External] : Re: [JavaFX 3D ( | Feature Request)] Setting Texture Nearest-Sampling on PhongMater
From: Kevin Rushforth <kevin.rushforth () oracle ! com>
Date: 2023-06-26 15:40:30
Message-ID: e3f255c7-6550-d6d8-6073-0012f49b81f7 () oracle ! com
[Download RAW message or body]
Yes, but likely not until after the jfx21 fork.
-- Kevin
On 6/25/2023 11:03 AM, Nir Lisker wrote:
> Perhaps Jay and Kevin can weigh in on this.
>
> By the way, I see that the com.sun.prism.Texture interface already
> defines get/setLinearFiltering methods that specify if the filtering
> is not linear then it uses a nearest neighbor algorithm. It's not used
> by the 3D side it seems.
>
> On Sun, Jun 25, 2023 at 8:54 PM Matija Brown <Matija.Brown@outlook.de>
> wrote:
>
> This is a good point you’re bringing up Nir!
>
> I’m really not sure on that. On the one hand your interpretation
> seems the most sensible, but on the other hand I can’t see any use
> case of NEAREST filtering in specular or self-illumination maps.
>
> However giving more options is also always good, and the same way
> there aren’t really many places (that I’m aware of) one would have
> NEAREST filtered diffuse maps and use any of the others at all.
>
> TLDL: Would work excellently your way API wise, but I’m not
> certain if it makes sense use-case wise.
>
> Thanks,
>
> Matija.
>
> *From: *Nir Lisker <mailto:nlisker@gmail.com>
> *Sent: *Sunday, 25 June 2023 19:49
> *To: *Matija Brown <mailto:Matija.Brown@outlook.de>
> *Cc: *Jayathirth Rao Daarapuram Venkatesh Murthy
> <mailto:jayathirth.d.v@oracle.com>; Kevin Rushforth
> <mailto:kevin.rushforth@oracle.com>; openjfx-dev@openjdk.org
> *Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting Texture
> Nearest-Sampling on PhongMaterial
>
> I think that the first question to answer is whether the filtering
> method is applied to all maps/textures of the material (diffuse,
> specular, self-illumination) or to each individually. I would
> imagine that the former makes more sense. If that's the case, the
> texture filtering parameter will be just one more property in
> PhongMaterial (perhaps in the Material supertype if it also makes
> sense for other possible materials - that can be figured out later
> in any case).
>
> On Sun, Jun 25, 2023 at 3:20 PM Matija Brown
> <Matija.Brown@outlook.de> wrote:
>
> Unfortunately it took a little longer (got busy), but have
> just had a quick look at the
>
> OpenGL side of things.
>
> The ES2Texture class appears to handle everything there. There
> are two create-Methods, but the other
>
> one is responsible for MediaFrame stuff and it doesn’t really?
> make sense to have non-linear filtering there?
>
> What’s your opinion?
>
> The create method seems to parse in all texture parameters
> simply as arguments
> (https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L98
> <https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b6 \
> 21d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Te \
> xture.java*L98__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnXCkwAc$>),
>
> it would probably be best to just add the filtering in there
> as well.
>
> API-wise it’s probably best to have a Texture or DiffuseMap
> class that the PhongMaterial uses and stores metadata about
> the Image.
>
> However this might be slightly overkill considering there is
> only this one single parameter we’re trying to add,
>
> thus maybe just a flag in PhongMaterial would suffice?
>
> Have a nice day,
>
> Matija.
>
> *From: *Matija Brown <mailto:Matija.Brown@outlook.de>
> *Sent: *Thursday, 22 June 2023 18:37
> *To: *Jayathirth Rao Daarapuram Venkatesh Murthy
> <mailto:jayathirth.d.v@oracle.com>; Nir Lisker
> <mailto:nlisker@gmail.com>; Kevin Rushforth
> <mailto:kevin.rushforth@oracle.com>
> *Cc: *openjfx-dev@openjdk.org
> *Subject: *RE: [JavaFX 3D ( | Feature Request)] Setting
> Texture Nearest-Sampling on PhongMaterial
>
> I’ll do the OpenGL – have done quite a bit with Vulkan and GL
> in the past so there’s no problem there.
>
> Certainly usefull if you would do some reviewing – if you
> finish the Metal texture maps someone will surely find
>
> themselves to expand it with sampling.
>
> Tomorrow I’ll give a short summary on what would be to do for
> OpenGL, as we have that for D3D already.
>
> Then do a little example probably – doesn’t really seem too
> much work to me?
>
> Thanks,
>
> Matija.
>
> *From: *Jayathirth Rao Daarapuram Venkatesh Murthy
> <mailto:jayathirth.d.v@oracle.com>
> *Sent: *Thursday, 22 June 2023 06:28
> *To: *Nir Lisker <mailto:nlisker@gmail.com>; Kevin Rushforth
> <mailto:kevin.rushforth@oracle.com>
> *Cc: *openjfx-dev@openjdk.org
> *Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
> Texture Nearest-Sampling on PhongMaterial
>
> Correcting myself:
>
> Currently I am working on Metal implementation of Texture maps
> in JavaFX 3D : https://bugs.openjdk.org/browse/JDK-8310109 and
> not on adding nearest sampling(which last mail can imply).
>
> Thanks,
>
> Jay
>
> *From: *openjfx-dev <openjfx-dev-retn@openjdk.org> on behalf
> of Jayathirth Rao Daarapuram Venkatesh Murthy
> <jayathirth.d.v@oracle.com>
> *Date: *Thursday, 22 June 2023 at 9:22 AM
> *To: *Nir Lisker <nlisker@gmail.com>, Kevin Rushforth
> <kevin.rushforth@oracle.com>
> *Cc: *openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
> *Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
> Texture Nearest-Sampling on PhongMaterial
>
> Currently I am working on Metal implementation of the same and
> has no bandwidth to work on additional OpenGL thing.
>
> But I can help in reviewing the code if we come up with
> addition of nearest filtering.
>
> Thanks,
>
> Jay
>
> *From: *openjfx-dev <openjfx-dev-retn@openjdk.org> on behalf
> of Nir Lisker <nlisker@gmail.com>
> *Date: *Wednesday, 21 June 2023 at 9:40 PM
> *To: *Kevin Rushforth <kevin.rushforth@oracle.com>
> *Cc: *openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
> *Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
> Texture Nearest-Sampling on PhongMaterial
>
> If I remember correctly, in OpenGL you parse the texture
> filter when the texture is being created, while in DirectX
> as it is bound
>
> to the sampler (it is a sampler state after all) it would
> have to be set before every render call. However it
> shouldn’t make any
>
> API difference really, as we can just have a field
> somewhere and the parse it along when needed.
>
> Yes, the JBS ticket mentions this difference as well.
>
> Since Kevin approved this feature and the API seems to
> converge nicely between the pipelines, we can start the work.
> I'm somewhat busy with other tasks as of late, but I will try
> to formulate an API. Matija or Jay, if one of you can start
> investigating the changes to the OpenGL pipeline we could
> create a branch in the sandbox repo and work there.
>
> On Wed, Jun 21, 2023 at 4:03 PM Kevin Rushforth
> <kevin.rushforth@oracle.com> wrote:
>
> My preference would be to add support only for Linear and
> Nearest in any case.
>
> -- Kevin
>
> On 6/21/2023 4:48 AM, Matija Brown wrote:
>
> As Jayathrith said, in OpenGL as well as Metal only
> NEAREST and LINEAR filters are available.
>
> There might be a way of getting around it by
> implementing some own algorithm for OpenGL and Metal
> but that seem slightly
>
> over the top. So either one would have to keep the
> options limited to the two supported everywhere
>
> or go with the “conditional” features.
>
> Having had a look at DirectX the APIs seem not to
> differ too much.
>
> If I remember correctly, in OpenGL you parse the
> texture filter when the texture is being created,
> while in DirectX as it is bound
>
> to the sampler (it is a sampler state after all) it
> would have to be set before every render call. However
> it shouldn’t make any
>
> API difference really, as we can just have a field
> somewhere and the parse it along when needed.
>
> Cheers,
>
> Matija.
>
> *From: *Jayathirth Rao Daarapuram Venkatesh Murthy
> <mailto:jayathirth.d.v@oracle.com>
> *Sent: *Wednesday, 21 June 2023 13:09
> *To: *Nir Lisker <mailto:nlisker@gmail.com>; Matija
> Brown <mailto:Matija.Brown@outlook.de>
> *Cc: *openjfx-dev@openjdk.org
> *Subject: *Re: [JavaFX 3D ( | Feature Request)]
> Setting Texture Nearest-Sampling on PhongMaterial
>
> In OpenGL we set GL_LINEAR by default at :
> https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L221
> <https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b6 \
> 21d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Te \
> xture.java*L221__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlyhROI9$>
>
> And Metal supports only two types of Min/Max filters :
> Nearest(default) and Linear. So even if D3D supports
> multiple types we might be limited to support only
> these 2 filters for all platforms.
>
> Thanks,
>
> Jay
>
> *From: *openjfx-dev <openjfx-dev-retn@openjdk.org>
> <mailto:openjfx-dev-retn@openjdk.org> on behalf of Nir
> Lisker <nlisker@gmail.com> <mailto:nlisker@gmail.com>
> *Date: *Wednesday, 21 June 2023 at 3:57 PM
> *To: *Matija Brown <Matija.Brown@outlook.de>
> <mailto:Matija.Brown@outlook.de>
> *Cc: *openjfx-dev@openjdk.org
> <openjfx-dev@openjdk.org> <mailto:openjfx-dev@openjdk.org>
> *Subject: *Re: [JavaFX 3D ( | Feature Request)]
> Setting Texture Nearest-Sampling on PhongMaterial
>
> First of all, please excuse directly e-mailing you
> earlier today. Working with mailing lists is quite
> new for me and apparently I forgot to add
>
> the mailing list to cc.
>
> I didn't get any private email, so you seem to be
> doing better than you thought with the mailing list :)
>
> With the OpenGL-side I do have some experience.
> Concerning the D3D-side of things it would
> probably mean convincing
>
> Somebody that it is a good idea to finally apply
> the suggested change.
>
> There would be some API change required of course.
> As a basic concept it would probably be sensible
> to add this as a parameter to the PhonMaterial-class.
>
> Alternatively it might make sense to add a
> “Texture” class that is used a a DiffuseMap in the
> PhonMaterial. But that seems slightly overkill.
>
> Where to put the new methods in the Java side is not
> the concerning part, it's how to create methods that
> match all the pipelines. In D3D, the method for
> setting the filter is detailed in [1], and its
> possible parameters in [2][3][4]. So suppose that I'm
> looking at the list of available filter types there:
>
> D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR,
> D3DTEXF_ANISOTROPIC, D3DTEXF_PYRAMIDALQUAD,
> D3DTEXF_GAUSSIANQUAD, D3DTEXF_CONVOLUTIONMONO,
>
> if OpenGL supports a somewhat different set of
> filters, we will have some clashes in the Java API side.
>
> Generally, we would like to give as much flexibility
> to the user as possible, but need to be careful
> with platform-specific functionality. We could round
> *some* corners. For example, I think that if we have
> an enum for the filter types above that is a union of
> the ones available in the different pipelines, and if
> a few are supported by only one of the pipelines, we
> could note it in the docs and get away with it
> (something similar to a conditional feature). However,
> if the whole native pipeline setup for texture
> filtering is different, which means a different set of
> Java API methods per pipeline, then that's too much.
>
> All this means is that to continue we need to figure
> out what the API for each pipeline looks like, what's
> the most functionality we can have for each pipeline,
> and then how we can unite them into a single Java API
> with the hopes of being able to reconcile the
> differences "well enough" (whatever that will mean).
>
> [1]
> https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate
> <https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/api/d3 \
> d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqrrki48a$>
>
> [2]
> https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype
> <https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3 \
> d9/d3dtexturefiltertype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlZ23fLp$>
>
> [3]
> https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype
> <https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3 \
> d9/d3dsamplerstatetype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnU4vml3$>
>
> [4]
> https://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0
> <https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3 \
> d9/vertex-textures-in-vs-3-0__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqn_dBel4$>
>
> On Wed, Jun 21, 2023 at 12:45 PM Matija Brown
> <Matija.Brown@outlook.de> wrote:
>
> First of all, please excuse directly e-mailing you
> earlier today. Working with mailing lists is quite
> new for me and apparently I forgot to add
>
> the mailing list to cc.
>
> With the OpenGL-side I do have some experience.
> Concerning the D3D-side of things it would
> probably mean convincing
>
> Somebody that it is a good idea to finally apply
> the suggested change.
>
> There would be some API change required of course.
> As a basic concept it would probably be sensible
> to add this as a parameter to the PhonMaterial-class.
>
> Alternatively it might make sense to add a
> “Texture” class that is used a a DiffuseMap in the
> PhonMaterial. But that seems slightly overkill.
>
> As I am not very well acquainted with current
> design principles of this library, these things
> should lie in more experience contributors hands.
>
> *From: *Nir Lisker <mailto:nlisker@gmail.com>
> *Sent: *Tuesday, 20 June 2023 20:50
> *To: *Matija Brown <mailto:Matija.Brown@outlook.de>
> *Cc: *openjfx-dev@openjdk.org
> *Subject: *Re: [JavaFX 3D ( | Feature Request)]
> Setting Texture Nearest-Sampling on PhongMaterial
>
> Which leads to the question; Does there, in
> JavaFX exist something comparable to setting
> the texture-sampler to NEAREST
>
> instead of LINEAR sampling?
>
> There is no API to set the texture filter. If you
> would like to contribute and add it, I can help.
> It needs to be compatible with both Direct3D and
> OpenGL (not sure how the work on Metal is going),
> so this can be a challenge.
>
> For the D3D side, see this issue in JBS [1]. The
> relevant code is at [2]. I didn't look at the
> OpenGL side.
>
> - Nir
>
> [1] https://bugs.openjdk.org/browse/JDK-8092272
>
> [2]
> https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext.cc#L621
> <https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b6 \
> 21d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext. \
> cc*L621__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqpek3psH$>
>
> On Mon, Jun 19, 2023 at 10:15 PM Matija Brown
> <Matija.Brown@outlook.de> wrote:
>
> On my never ending journey of building a
> Minecraft-clone in every graphics-framework
> available,
>
> I have come across JavaFX for the next attempt.
>
> However a minor inconvenience has crossed my
> path in the process:
>
> Using the (very well developed!) 2D-Graphics
> displaying pixel-art style images is no
> trouble whatsoever.
>
> Simply rendering it to a canvas and disabling
> smoothing does the job just fine.
> Unfortunately, I have been
>
> unable to figure out how to achieve a similar
> thing using the 3D-Graphics engine and the
> PhongMaterial that comes with it.
>
> Which leads to the question; Does there, in
> JavaFX exist something comparable to setting
> the texture-sampler to NEAREST
>
> instead of LINEAR sampling?
>
> Unfortunately the latest information I could
> find online was from about 2013 and much has
> (probably)
>
> changed since then. Thus the question is being
> posed once again.
>
> I whish to excuse myself for probably
> repeating a fairly common question,
>
> Kind regards,
> Matija Brown.
>
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Yes, but likely not until after the jfx21 fork.<br>
<br>
-- Kevin<br>
<br>
<br>
<div class="moz-cite-prefix">On 6/25/2023 11:03 AM, Nir Lisker
wrote:<br>
</div>
<blockquote type="cite" \
cite="mid:CA+0ynh8d02_u___uFvpxx7iB3HCogbe_-xVqtn39E5o3LOZ7yg@mail.gmail.com">
<div dir="ltr">Perhaps Jay and Kevin can weigh in on this.
<div><br>
</div>
<div>By the way, I see that the com.sun.prism.Texture interface
already defines get/setLinearFiltering methods that specify if
the filtering is not linear then it uses a nearest neighbor
algorithm. It's not used by the 3D side it seems.</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Sun, Jun 25, 2023 at
8:54â¯PM Matija Brown <<a href="mailto:Matija.Brown@outlook.de" \
moz-do-not-send="true" class="moz-txt-link-freetext">Matija.Brown@outlook.de</a>> \
wrote:<br> </div>
<blockquote class="gmail_quote" style="margin:0px 0px 0px
0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<div class="msg-6205322515822456995">
<div style="overflow-wrap: break-word;" lang="en-DE">
<div class="m_-6205322515822456995WordSection1">
<p class="MsoNormal">This is a good point you're
bringing up Nir!</p>
<p class="MsoNormal"> </p>
<p class="MsoNormal">I'm really not sure on that. On the
one hand your interpretation seems the most sensible,
but on the other hand I can't see any use case of
NEAREST filtering in specular or self-illumination
maps.</p>
<p class="MsoNormal">However giving more options is also
always good, and the same way there aren't really many
places (that I'm aware of) one would have NEAREST
filtered diffuse maps and use any of the others at
all.</p>
<p class="MsoNormal"> </p>
<p class="MsoNormal">TLDL: Would work excellently your
way API wise, but I'm not certain if it makes sense
use-case wise.</p>
<p class="MsoNormal"> </p>
<p class="MsoNormal">Thanks,</p>
<p class="MsoNormal">Matija.</p>
<p class="MsoNormal"> </p>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid \
rgb(225,225,225);padding:3pt 0cm 0cm">
<p class="MsoNormal" style="border:none;padding:0cm"><b>From:
</b><a href="mailto:nlisker@gmail.com" target="_blank" \
moz-do-not-send="true">Nir Lisker</a><br> <b>Sent: </b>Sunday, 25 June 2023 \
19:49<br>
<b>To: </b><a href="mailto:Matija.Brown@outlook.de" \
target="_blank" moz-do-not-send="true">Matija Brown</a><br>
<b>Cc: </b><a href="mailto:jayathirth.d.v@oracle.com" \
target="_blank" moz-do-not-send="true">Jayathirth Rao Daarapuram Venkatesh \
Murthy</a>;
<a href="mailto:kevin.rushforth@oracle.com" target="_blank" \
moz-do-not-send="true">Kevin
Rushforth</a>; <a href="mailto:openjfx-dev@openjdk.org" \
target="_blank" moz-do-not-send="true" class="moz-txt-link-freetext"> \
openjfx-dev@openjdk.org</a><br> <b>Subject: </b>Re: [JavaFX 3D ( | Feature
Request)] Setting Texture Nearest-Sampling on
PhongMaterial</p>
</div>
<p class="MsoNormal"> </p>
<div>
<p class="MsoNormal">I think that the first question
to answer is whether the filtering method is applied
to all maps/textures of the material (diffuse,
specular, self-illumination) or to each
individually. I would imagine that the former makes
more sense. If that's the case, the texture
filtering parameter will be just one more property
in PhongMaterial (perhaps in the Material supertype
if it also makes sense for other possible materials
- that can be figured out later in any case).</p>
</div>
<p class="MsoNormal"> </p>
<div>
<div>
<p class="MsoNormal">On Sun, Jun 25, 2023 at 3:20â¯PM
Matija Brown <<a href="mailto:Matija.Brown@outlook.de" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">Matija.Brown@outlook.de</a>> wrote:</p>
</div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid \
rgb(204,204,204);padding:0cm 0cm 0cm 6pt;margin-left:4.8pt;margin-right:0cm">
<div>
<div>
<div>
<p class="MsoNormal"><span lang="en-DE">Unfortunately
it took a little longer (got busy), but
have just had a quick look at the</span></p>
<p class="MsoNormal"><span lang="en-DE">OpenGL
side of things.</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">The
ES2Texture class appears to handle
everything there. There are two
create-Methods, but the other</span></p>
<p class="MsoNormal"><span lang="en-DE">one is
responsible for MediaFrame stuff and it
doesn't really? make sense to have
non-linear filtering there?</span></p>
<p class="MsoNormal"><span lang="en-DE">What's
your opinion?</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">The
create method seems to parse in all
texture parameters simply as arguments (<a \
href="https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1 \
b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Te \
xture.java*L98__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnXCkwAc$" \
target="_blank" moz-do-not-send="true">https://github.com/openjdk/jfx/blob/0d9dcf38275 \
528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L98</a>),</span></p>
<p class="MsoNormal"><span lang="en-DE">it
would probably be best to just add the
filtering in there as well.</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">API-wise
it's probably best to have a Texture or
DiffuseMap class that the PhongMaterial
uses and stores metadata about the Image.</span></p>
<p class="MsoNormal"><span lang="en-DE">However
this might be slightly overkill
considering there is only this one single
parameter we're trying to add,</span></p>
<p class="MsoNormal"><span lang="en-DE">thus
maybe just a flag in PhongMaterial would
suffice?</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">Have a
nice day,</span></p>
<p class="MsoNormal"><span lang="en-DE">Matija.</span></p>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid \
rgb(225,225,225);padding:3pt 0cm 0cm">
<p class="MsoNormal"><b><span lang="en-DE">From:
</span></b><span lang="en-DE"><a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true">Matija \
Brown</a><br> <b>Sent: </b>Thursday, 22 June 2023
18:37<br>
<b>To: </b><a href="mailto:jayathirth.d.v@oracle.com" \
target="_blank" moz-do-not-send="true">Jayathirth Rao Daarapuram Venkatesh \
Murthy</a>;
<a href="mailto:nlisker@gmail.com" target="_blank" \
moz-do-not-send="true">Nir
Lisker</a>; <a \
href="mailto:kevin.rushforth@oracle.com" target="_blank" moz-do-not-send="true"> \
Kevin Rushforth</a><br> <b>Cc: </b><a href="mailto:openjfx-dev@openjdk.org" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a><br> <b>Subject: </b>RE: \
[JavaFX 3D ( | Feature Request)] Setting Texture
Nearest-Sampling on PhongMaterial</span></p>
</div>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">I'll
do the OpenGL â have done quite a bit with
Vulkan and GL in the past so there's no
problem there.</span></p>
<p class="MsoNormal"><span lang="en-DE">Certainly
usefull if you would do some reviewing â
if you finish the Metal texture maps
someone will surely find</span></p>
<p class="MsoNormal"><span lang="en-DE">themselves
to expand it with sampling.</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">Tomorrow
I'll give a short summary on what would be
to do for OpenGL, as we have that for D3D
already.</span></p>
<p class="MsoNormal"><span lang="en-DE">Then
do a little example probably â doesn't
really seem too much work to me?</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="en-DE">Thanks,</span></p>
<p class="MsoNormal"><span lang="en-DE">Matija.</span></p>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid \
rgb(225,225,225);padding:3pt 0cm 0cm">
<p class="MsoNormal"><b><span lang="en-DE">From:
</span></b><span lang="en-DE"><a \
href="mailto:jayathirth.d.v@oracle.com" target="_blank" \
moz-do-not-send="true">Jayathirth Rao Daarapuram Venkatesh Murthy</a><br>
<b>Sent: </b>Thursday, 22 June 2023
06:28<br>
<b>To: </b><a href="mailto:nlisker@gmail.com" \
target="_blank" moz-do-not-send="true">Nir
Lisker</a>; <a \
href="mailto:kevin.rushforth@oracle.com" target="_blank" moz-do-not-send="true"> \
Kevin Rushforth</a><br> <b>Cc: </b><a href="mailto:openjfx-dev@openjdk.org" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a><br> <b>Subject: </b>Re: \
[JavaFX 3D ( | Feature Request)] Setting Texture
Nearest-Sampling on PhongMaterial</span></p>
</div>
<p class="MsoNormal"><span lang="en-DE"> </span></p>
<p class="MsoNormal"><span lang="EN-IN">Correcting
myself:</span><span lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN">Currently
I am working on Metal implementation of
Texture maps in JavaFX 3D :
<a href="https://bugs.openjdk.org/browse/JDK-8310109" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">https://bugs.openjdk.org/browse/JDK-8310109</a> and \
not on adding nearest sampling(which
last mail can imply).</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN">Thanks,</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN">Jay</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<div \
id="m_-6205322515822456995m_376544303615863523mail-editor-reference-message-container">
<div>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid \
rgb(181,196,223);padding:3pt 0cm 0cm">
<p class="MsoNormal" \
style="margin-bottom:12pt"><b><span style="font-size:12pt;color:black" \
lang="EN-IN">From: </span></b><span style="font-size:12pt;color:black" \
lang="EN-IN">openjfx-dev <<a href="mailto:openjfx-dev-retn@openjdk.org" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev-retn@openjdk.org</a>> on behalf of \
Jayathirth Rao Daarapuram Venkatesh Murthy <<a \
href="mailto:jayathirth.d.v@oracle.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">jayathirth.d.v@oracle.com</a>><br> <b>Date: \
</b>Thursday, 22 June 2023 at 9:22 AM<br>
<b>To: </b>Nir Lisker <<a \
href="mailto:nlisker@gmail.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">nlisker@gmail.com</a>>, Kevin Rushforth <<a \
href="mailto:kevin.rushforth@oracle.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">kevin.rushforth@oracle.com</a>><br> <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a> <<a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a>><br> <b>Subject: \
</b>Re: [JavaFX 3D ( | Feature Request)] Setting Texture
Nearest-Sampling on PhongMaterial</span><span \
lang="en-DE"></span></p> </div>
<p class="MsoNormal"><span lang="EN-IN">Currently
I am working on Metal implementation
of the same and has no bandwidth to
work on additional OpenGL thing.</span><span \
lang="en-DE"></span></p> <p class="MsoNormal"><span lang="EN-IN">But
I can help in reviewing the code if we
come up with addition of nearest
filtering.</span><span lang="en-DE"></span></p>
<p class="MsoNormal"><span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal"><span \
lang="EN-IN">Thanks,</span><span lang="en-DE"></span></p>
<p class="MsoNormal"><span lang="EN-IN">Jay</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<div \
id="m_-6205322515822456995m_376544303615863523mail-editor-reference-message-container">
<div>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid \
rgb(181,196,223);padding:3pt 0cm 0cm">
<p class="MsoNormal" \
style="margin-bottom:12pt"><b><span style="font-size:12pt;color:black" \
lang="EN-IN">From: </span></b><span style="font-size:12pt;color:black" \
lang="EN-IN">openjfx-dev <<a href="mailto:openjfx-dev-retn@openjdk.org" \
target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev-retn@openjdk.org</a>> on behalf of Nir \
Lisker <<a href="mailto:nlisker@gmail.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">nlisker@gmail.com</a>><br> <b>Date: </b>Wednesday, \
21 June 2023 at 9:40 PM<br>
<b>To: </b>Kevin Rushforth <<a \
href="mailto:kevin.rushforth@oracle.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">kevin.rushforth@oracle.com</a>><br> <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a> <<a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a>><br> <b>Subject: \
</b>Re: [JavaFX 3D ( | Feature Request)] Setting
Texture Nearest-Sampling on
PhongMaterial</span><span \
lang="en-DE"></span></p> </div>
<div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid \
rgb(204,204,204);padding:0cm 0cm 0cm 6pt;margin:5pt 0cm 5pt
4.8pt">
<p class="MsoNormal" style="margin-left:9.6pt">
<span lang="EN-IN">If I remember
correctly, in OpenGL you parse
the texture filter when the
texture is being created,
while in DirectX as it is
bound</span><span lang="en-DE"></span></p>
<p class="MsoNormal" style="margin-left:9.6pt">
<span lang="EN-IN">to the
sampler (it is a sampler state
after all) it would have to be
set before every render call.
However it shouldn't make any</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" style="margin-left:9.6pt">
<span lang="EN-IN">API
difference really, as we can
just have a field somewhere
and the parse it along when
needed.</span><span \
lang="en-DE"></span></p> </blockquote>
<p class="MsoNormal"><span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> <div>
<p class="MsoNormal"><span lang="EN-IN">Yes, \
the JBS ticket mentions this
difference as well.</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal"><span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal"><span lang="EN-IN">Since \
Kevin approved this feature and the
API seems to converge nicely
between the pipelines, we can
start the work. I'm somewhat
busy with other tasks as of
late, but I will try to
formulate an API. Matija or
Jay, if one of you can start
investigating the changes to
the OpenGL pipeline we could
create a branch in the sandbox
repo and work there.</span><span \
lang="en-DE"></span></p> </div>
</div>
<p class="MsoNormal"><span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> <div>
<div>
<p class="MsoNormal"><span lang="EN-IN">On Wed, \
Jun 21, 2023 at 4:03â¯PM Kevin
Rushforth <<a \
href="mailto:kevin.rushforth@oracle.com" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">kevin.rushforth@oracle.com</a>>
wrote:</span><span lang="en-DE"></span></p>
</div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid \
rgb(204,204,204);padding:0cm 0cm 0cm 6pt;margin:5pt 0cm 5pt
4.8pt">
<div>
<p class="MsoNormal" \
style="margin-bottom:12pt;margin-left:9.6pt"> <span lang="EN-IN">My
preference would be to add
support only for Linear and
Nearest in any case.<br>
<br>
-- Kevin</span><span \
lang="en-DE"></span></p> <div>
<p class="MsoNormal" \
style="margin-left:9.6pt"> <span lang="EN-IN">On
6/21/2023 4:48 AM, Matija
Brown wrote:</span><span \
lang="en-DE"></span></p> </div>
<blockquote \
style="margin-top:5pt;margin-bottom:5pt"> <div>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">As
Jayathrith said, in
OpenGL as well as Metal
only NEAREST and LINEAR
filters are available.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">There
might be a way of
getting around it by
implementing some own
algorithm for OpenGL and
Metal but that seem
slightly</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">over
the top. So either one
would have to keep the
options limited to the
two supported everywhere</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">or go
with the "conditional"
features.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">Having
had a look at DirectX
the APIs seem not to
differ too much.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">If I
remember correctly, in
OpenGL you parse the
texture filter when the
texture is being
created, while in
DirectX as it is bound</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">to the
sampler (it is a sampler
state after all) it
would have to be set
before every render
call. However it
shouldn't make any</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">API
difference really, as we
can just have a field
somewhere and the parse
it along when needed.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Cheers,</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Matija.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid
rgb(225,225,225);padding:3pt
0cm 0cm">
<p class="MsoNormal" \
style="margin-left:81.6pt">
<b><span lang="EN-IN">From:
</span></b><span lang="EN-IN"><a \
href="mailto:jayathirth.d.v@oracle.com" target="_blank" \
moz-do-not-send="true">Jayathirth Rao Daarapuram
Venkatesh Murthy</a><br>
<b>Sent: </b>Wednesday,
21 June 2023 13:09<br>
<b>To: </b><a \
href="mailto:nlisker@gmail.com" target="_blank" \
moz-do-not-send="true">Nir
Lisker</a>; <a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true"> Matija \
Brown</a><br> <b>Cc: </b><a href="mailto:openjfx-dev@openjdk.org" target="_blank" \
moz-do-not-send="true" class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a><br> \
<b>Subject: </b>Re: [JavaFX 3D ( | Feature
Request)] Setting
Texture
Nearest-Sampling on
PhongMaterial</span><span \
lang="en-DE"></span></p> </div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">In
OpenGL we set GL_LINEAR
by default at : <a \
href="https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1 \
b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Te \
xture.java*L221__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlyhROI9$" \
target="_blank" moz-do-not-send="true"> \
https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/j \
avafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L221</a></span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">And
Metal supports only two
types of Min/Max filters
: Nearest(default) and
Linear. So even if D3D
supports multiple types
we might be limited to
support only these 2
filters for all
platforms.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Thanks,</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Jay</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<div \
id="m_-6205322515822456995m_376544303615863523m_4252637545766470404mail-editor-reference-message-container">
<div>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid
rgb(181,196,223);padding:3pt
0cm 0cm">
<p class="MsoNormal" \
style="margin-bottom:12pt;margin-left:81.6pt">
<b><span \
style="font-size:12pt;color:black" lang="EN-IN">From:
</span></b><span \
style="font-size:12pt;color:black" lang="EN-IN">openjfx-dev <a \
href="mailto:openjfx-dev-retn@openjdk.org" target="_blank" \
moz-do-not-send="true"><openjfx-dev-retn@openjdk.org></a> on behalf of Nir
Lisker
<a \
href="mailto:nlisker@gmail.com" target="_blank" \
moz-do-not-send="true"><nlisker@gmail.com></a><br>
<b>Date: </b>Wednesday,
21 June 2023 at
3:57 PM<br>
<b>To: </b>Matija
Brown <a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true"> \
<Matija.Brown@outlook.de></a><br> <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a> <a \
href="mailto:openjfx-dev@openjdk.org" target="_blank" \
moz-do-not-send="true"><openjfx-dev@openjdk.org></a><br> <b>Subject: </b>Re:
[JavaFX 3D ( |
Feature Request)]
Setting Texture
Nearest-Sampling
on PhongMaterial</span><span \
lang="en-DE"></span></p> </div>
<div>
<div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid
rgb(204,204,204);padding:0cm
0cm 0cm
6pt;margin:5pt 0cm
5pt 4.8pt">
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-GB">First
of all, please
excuse
directly
e-mailing you
earlier today.
Working with
mailing lists
is quite new
for me and
apparently I
forgot to add</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-GB">the
mailing list
to cc.</span><span \
lang="en-DE"></span></p> </blockquote>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">I
didn't get any
private email,
so you seem to
be doing
better than
you thought
with the
mailing list
:)</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid
rgb(204,204,204);padding:0cm
0cm 0cm
6pt;margin:5pt 0cm
5pt 4.8pt">
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">With
the
OpenGL-side I
do have some
experience.
Concerning the
D3D-side of
things it
would probably
mean
convincing</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">Somebody
that it is a
good idea to
finally apply
the suggested
change.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">There
would be some
API change
required of
course. As a
basic concept
it would
probably be
sensible to
add this as a
parameter to
the
\
PhonMaterial-class.</span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN">Alternatively it might make
sense to add a
"Texture"
class that is
used a a
DiffuseMap in
the
PhonMaterial.
But that seems
slightly
overkill.</span><span \
lang="en-DE"></span></p> </blockquote>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Where
to put the new
methods in the
Java side is
not the
concerning part,
it's how to
create methods
that match all
the pipelines.
In D3D, the
method for
setting the
filter is
detailed in
[1], and its
possible
parameters in
[2][3][4]. So
suppose that
I'm looking at
the list of
available
filter types
there:</span><span \
lang="en-DE"></span></p> </div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN">D3DTEXF_NONE, D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_ANISOTROPIC, D3DTEXF_PYRAMIDALQUAD, D3DTEXF_GAUSSIANQUAD,
\
D3DTEXF_CONVOLUTIONMONO,</span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">if
OpenGL supports
a somewhat
different set of
filters, we will
have some
clashes in the
Java API side.</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">Generally,
we would like to
give as much
flexibility to
the user as
possible, but
need to be
careful
with platform-specific
functionality.
We could round
*some* corners.
For example, I
think that if we
have an enum for
the filter types
above that is a
union of the
ones available
in the different
pipelines, and
if a few are
supported by
only one of the
pipelines, we
could note it in
the docs and get
away with it
(something
similar to a
conditional
feature).
However, if the
whole native
pipeline setup
for texture
filtering is
different, which
means a
different set of
Java API methods
per pipeline,
then that's too
much.</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">All
this means is
that to continue
we need to
figure out what
the API for each
pipeline looks
like, what's the
most
functionality we
can have for
each pipeline,
and then how we
can unite them
into a single
Java API with
the hopes of
being able to
reconcile the
differences
"well enough"
(whatever that
will mean).</span><span \
lang="en-DE"></span></p> <div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">[1] <a \
href="https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/api/ \
d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqrrki48a$" \
target="_blank" moz-do-not-send="true">https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate</a></span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">[2] <a \
href="https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/dire \
ct3d9/d3dtexturefiltertype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlZ23fLp$" \
target="_blank" moz-do-not-send="true">https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype</a></span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">[3] <a \
href="https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/dire \
ct3d9/d3dsamplerstatetype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnU4vml3$" \
target="_blank" moz-do-not-send="true">https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype</a></span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt"> <span lang="EN-IN">[4] <a \
href="https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/dire \
ct3d9/vertex-textures-in-vs-3-0__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqn_dBel4$" \
target="_blank" moz-do-not-send="true">https://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0</a></span><span \
lang="en-DE"></span></p> </div>
</div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<div>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span lang="EN-IN">On
Wed, Jun 21,
2023 at 12:45â¯PM
Matija Brown
<<a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">Matija.Brown@outlook.de</a>>
wrote:</span><span \
lang="en-DE"></span></p> </div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid
rgb(204,204,204);padding:0cm
0cm 0cm
6pt;margin:5pt 0cm
5pt 4.8pt">
<div>
<div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-GB">First
of all, please
excuse
directly
e-mailing you
earlier today.
Working with
mailing lists
is quite new
for me and
apparently I
forgot to add</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-GB">the
mailing list
to cc.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-GB"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">With
the
OpenGL-side I
do have some
experience.
Concerning the
D3D-side of
things it
would probably
mean
convincing</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">Somebody
that it is a
good idea to
finally apply
the suggested
change.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">There
would be some
API change
required of
course. As a
basic concept
it would
probably be
sensible to
add this as a
parameter to
the
\
PhonMaterial-class.</span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN">Alternatively it might make
sense to add a
"Texture"
class that is
used a a
DiffuseMap in
the
PhonMaterial.
But that seems
slightly
overkill.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">As
I am not very
well
acquainted
with current
design
principles of
this library,
these things
should lie in
more
experience
contributors
hands.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<div \
style="border-right:none;border-bottom:none;border-left:none;border-top:1pt solid
\
rgb(225,225,225);padding:3pt 0cm 0cm">
<p class="MsoNormal" \
style="margin-left:96pt">
<b><span lang="EN-IN">From:
</span></b><span \
lang="EN-IN"><a href="mailto:nlisker@gmail.com" target="_blank" \
moz-do-not-send="true">Nir Lisker</a><br>
<b>Sent: </b>Tuesday,
20 June 2023
20:50<br>
<b>To: </b><a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true">Matija \
Brown</a><br> <b>Cc: </b><a href="mailto:openjfx-dev@openjdk.org" target="_blank" \
moz-do-not-send="true" \
class="moz-txt-link-freetext">openjfx-dev@openjdk.org</a><br>
<b>Subject: </b>Re:
[JavaFX 3D ( |
Feature
Request)]
Setting
Texture
Nearest-Sampling
on
PhongMaterial</span><span \
lang="en-DE"></span></p> </div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> <div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid
\
rgb(204,204,204);padding:0cm 0cm 0cm
6pt;margin:5pt
0cm 5pt 4.8pt">
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">Which
leads to the
question; Does
there, in
JavaFX exist
something
comparable to
setting the
texture-sampler
to NEAREST</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">instead
of LINEAR
sampling?</span><span \
lang="en-DE"></span></p> </blockquote>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">There
is no API to
set the
texture
filter. If you
would like to
contribute and
add it, I can
help. It needs
to be
compatible
with both
Direct3D and
OpenGL (not
sure how the
work on Metal
is going), so
this can be a
challenge.</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">For
the D3D side,
see this issue
in JBS [1].
The relevant
code is at
[2]. I didn't
look at the
OpenGL side.</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">-
Nir</span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt"> <span lang="EN-IN">[1] <a \
href="https://bugs.openjdk.org/browse/JDK-8092272" target="_blank" \
moz-do-not-send="true" \
class="moz-txt-link-freetext">https://bugs.openjdk.org/browse/JDK-8092272</a> </span><span \
lang="en-DE"></span></p> </div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt"> <span lang="EN-IN">[2] <a \
href="https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1 \
b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext. \
cc*L621__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqpek3psH$" \
target="_blank" moz-do-not-send="true">https://github.com/openjdk/jfx/blob/0d9dcf38275 \
528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext.cc#L621</a></span><span \
lang="en-DE"></span></p> </div>
</div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> <div>
<div>
<p class="MsoNormal" \
style="margin-left:96pt">
<span lang="EN-IN">On
Mon, Jun 19,
2023 at
10:15â¯PM
Matija Brown
<<a \
href="mailto:Matija.Brown@outlook.de" target="_blank" moz-do-not-send="true" \
class="moz-txt-link-freetext">Matija.Brown@outlook.de</a>>
wrote:</span><span \
lang="en-DE"></span></p> </div>
<blockquote \
style="border-top:none;border-right:none;border-bottom:none;border-left:1pt solid
\
rgb(204,204,204);padding:0cm 0cm 0cm
6pt;margin:5pt
0cm 5pt 4.8pt">
<div>
<div>
<div>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">On
my never
ending journey
of building a
Minecraft-clone in every graphics-framework available,</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">I
have come
across JavaFX
for the next
attempt.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">However
a minor
inconvenience
has crossed my
path in the
process:</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">Using
the (very well
developed!)
2D-Graphics
displaying
pixel-art
style images
is no trouble
whatsoever.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">Simply
rendering it
to a canvas
and disabling
smoothing does
the job just
fine.
Unfortunately,
I have been</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">unable
to figure out
how to achieve
a similar
thing using
the
3D-Graphics
engine and the
PhongMaterial
that comes
with it.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">Which
leads to the
question; Does
there, in
JavaFX exist
something
comparable to
setting the
texture-sampler
to NEAREST</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">instead
of LINEAR
sampling?</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN">Unfortunately the latest
information I
could find
online was
from about
2013 and much
has (probably)</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">changed
since then.
Thus the
question is
being posed
once again.</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span lang="EN-IN">I
whish to
excuse myself
for probably
repeating a
fairly common
question,</span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:110.4pt">
<span \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
</div>
</div>
</blockquote>
</div>
<p class="MsoNormal" \
style="margin-left:100.8pt">
<span lang="EN-IN">Kind
regards,<br>
Matija Brown.</span><span \
lang="en-DE"></span></p> </div>
</div>
</div>
</blockquote>
</div>
</div>
</div>
<p class="MsoNormal" \
style="margin-left:86.4pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal" \
style="margin-left:81.6pt">
<span style="font-size:10pt" \
lang="EN-IN"> </span><span lang="en-DE"></span></p> </div>
</blockquote>
</div>
</blockquote>
</div>
</div>
</div>
</div>
</div>
<p class="MsoNormal" \
style="margin-bottom:5pt;margin-left:4.8pt">
<span lang="EN-IN"> </span><span \
lang="en-DE"></span></p>
<p class="MsoNormal"><span style="font-size:10pt" \
lang="en-DE"> </span><span lang="en-DE"></span></p> </div>
</div>
</div>
</blockquote>
</div>
<p class="MsoNormal" style="margin-left:4.8pt">
<span lang="en-DE"> </span></p>
<p class="MsoNormal"> </p>
</div>
</div>
</div>
</blockquote>
</div>
</blockquote>
<br>
</body>
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