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List:       openjdk-openjfx-dev
Subject:    Re: [JavaFX 3D ( | Feature Request)] Setting Texture Nearest-Sampling on PhongMaterial
From:       Nir Lisker <nlisker () gmail ! com>
Date:       2023-08-29 20:21:31
Message-ID: CA+0ynh-g4h6x1t+UdcriPegYPEQypGrC4ipKrLLqUzh3YTZ9hA () mail ! gmail ! com
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I managed to hack my way through the D3D pipeline and set the filters when
the maps are loaded into the material. Took screenshots:
https://imgur.com/YAzkrxP
https://imgur.com/SMlWqTr

I will need to do some more work to wire it properly, but conceptually it
works. We also need to finalize the API and hook up OpenGL. Not sure what
the situation in Metal is.


On Sun, Aug 27, 2023 at 1:15 PM Nir Lisker <nlisker@gmail.com> wrote:

> Thanks for the ideas,
> 
> > Could you subclass Image?  I'm not that well versed with Textures in
> > modern gfx systems, but I do know that a texture is often just a tileable
> > image, so subclassing image seems to be an option.  In other words, if a
> > Texture always satisfies "is-an-image", a subclass seems reasonable.
> > 
> Subclassing Image has the following problems: On the user side, there is
> no indication other than writing in the docs that the image should be of
> that subtype. On our side, it would mean that we need to make an instanceof
> check to see which type of Image was used. I'm mostly concerned with the
> former, "we accept any Image, but you should use this subclass" isn't good
> design IMO.
> 
> Alternatively, perhaps Image and Texture could implement some interface,
> > and the currently public API could change to that interface type.
> > 
> 
> If this is backwards compatible it could also be an option. It has the
> same issues above, but forces the user to make a conscious decision about
> which type is chosen.
> 
> Are mipmapped textures commonly provided as multiple images, or are the
> > smaller images just scaled down versions that could be (pre)calculated from
> > the main texture image?
> 
> 
> Both. You can either give your own set of scaled down images, or have them
> be generated for you by the graphics pipeline. Right now the implementation
> is partially set for mipmaps (there is a flag saying if they should be used
> or not), but at the end they are not used. I didn't review the capabilities
> of all the pipelines there yet.
> 
> 
> > Another option may again be to subclass Image, as a mipmapped texture is
> > mostly just scaled versions of the same image, providing the highest
> > quality image for the normal Image API would be fine, and having extra API
> > in the subclass to get access to pre-scaled mip mapped versions is not
> > unreasonable.
> 
> 
> This is more or less part of the plan I outlined. The "main" image is
> always the largest one. Then I suggested a List<Image> (in whichever class
> ends up holding the texture data) for the downscaled ones.
> 
> A TextureData class or a 'TextureImage extends Image' class (or whatever
> is chosen) would contain something like:
> 
> MinMagFilter minFilter; // enum with NEAREST, LINEAR
> MinMagFilter magFilter; // enum with NEAREST, LINEAR
> MipFilter mipFilter; // enum with NEAREST, LINEAR
> 
> float anisotropyStrength;
> 
> List<Image> mipMaps;
> 
> WrapMode wrapMode; // enum with wrap modes like REPEAT, CLAMP... this
> exists in some form already
> 
> etc.
> 
> 
> On Sun, Aug 27, 2023 at 6:45 AM John Hendrikx <john.hendrikx@gmail.com>
> wrote:
> 
> > Hi Nir,
> > 
> > I added some inline questions/comments for your consideration.
> > 
> > --John
> > On 26/08/2023 00:17, Nir Lisker wrote:
> > 
> > I've done a preliminary study and assessment for changes in regards to
> > textures.
> > 
> > Texture metadata (addressing, filtering, wrapping, blending...) is
> > supported by both OpenGL and D3D in a similar enough way that makes a
> > uniform API possible and not convoluted. This metadata can be added to
> > Texture, or perhaps better, TextureMap.
> > Unfortunately, there is no ideal way of creating the public API because
> > the textures in PhongMaterial are represented as Images. Interestingly,
> > there are comments on the map properties in PhongMaterial that touch on
> > this, "// TODO: 3D - Texture or Image? For Media it might be better to have
> > it as a Texture", but I think that the question didn't get resolved in time
> > and Image stayed.
> > 
> > Because we can't change the type, we have the following options:
> > 1. Duplicate the methods in PhongMaterial that use ObjectProperty<Image>
> > and have a set that uses ObjectProperty<Texture> (or TextureMap) with it
> > taking precedence. I think that this is a bad option as it creates API
> > noise and is confusing to use.
> > 2. Add the metadata to Image and enhance its public API. I don't think
> > that this is a good option either because it will bloat Image with specific
> > data that is not widely used.
> > 
> > Could you subclass Image?  I'm not that well versed with Textures in
> > modern gfx systems, but I do know that a texture is often just a tileable
> > image, so subclassing image seems to be an option.  In other words, if a
> > Texture always satisfies "is-an-image", a subclass seems reasonable.
> > 
> > Alternatively, perhaps Image and Texture could implement some interface,
> > and the currently public API could change to that interface type.
> > 
> > 
> > 3. Create a new Material, placeholder name PhongMaterial2, that uses
> > textures instead. We might want to look at other breaking enhancements for
> > PhongMaterial so we can plan ahead better this time. I think that this is a
> > reasonable option whose eligibility depends on how much we can't update the
> > current PhongMaterial. Mipmaping, which requires a set of images, might be
> > one of them.
> > 
> > Are mipmapped textures commonly provided as multiple images, or are the
> > smaller images just scaled down versions that could be (pre)calculated from
> > the main texture image?
> > 
> > Another option may again be to subclass Image, as a mipmapped texture is
> > mostly just scaled versions of the same image, providing the highest
> > quality image for the normal Image API would be fine, and having extra API
> > in the subclass to get access to pre-scaled mip mapped versions is not
> > unreasonable.
> > 
> > 4. Create a separate set of methods inside PhongMaterial that deal with
> > the texture metadata only. These will be something like
> > `ObjectProperty<TextureData> diffuseTextureDataProperty()` and similarly
> > for the other maps. I think that this option is also reasonable, although
> > it also creates API noise (these only take effect if the maps are used to
> > begin with).
> > 
> > I didn't look deeply into texture aspects outside of the discussed
> > filtering, but I think we should take the opportunity to do so. For
> > filtering, I have the following ideas:
> > 
> > For min/mag filters: an enum with NEAREST (nearest-point/neighbor
> > sampling) and LINEAR ((bi)linear sampling).
> > For mipmap filters: an enum with NEAREST (nearest mipmap level) and
> > LINEAR (linear interpolation between levels). While some APIs have a NONE
> > mode to disable mipmaping, the inexistence of mipmaps can be used as a
> > disabled mode.
> > Even though they use the same constant names, the meaning is different,
> > so I think the enums should be separate.
> > 
> > For mipmaps: a List<Image>. Autogeneration of mipmaps can also be
> > considered.
> > 
> > Anisotropy is supported in D3D via a filter type (ANISOTROPIC) plus a
> > strength factor, and in OpenGL since version 4.6 (which version does JavaFX
> > use?). Metal and Vulkan just use a strength factor to turn it on regardless
> > of the filter. I think that this is a more flexible approach and we could
> > add a single int/double property to control anisotropy.
> > 
> > References:
> > Metal specs [1] (section 2.10)
> > Vulkan specs [2] (Section 16.8.3)
> > D3D docs [3][4][5]
> > OpenGL (external resource) [6][7]
> > 
> > [1]
> > https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
> > [2]
> > https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html
> > [3]
> > https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering
> > [4]
> > https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype
> > [5]
> > https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate
> >  [6] https://learnopengl.com/Getting-started/Textures
> > [7]
> > https://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/
> > 
> > On Sun, Jun 25, 2023 at 9:03 PM Nir Lisker <nlisker@gmail.com> 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 <nlisker@gmail.com>
> > > > *Sent: *Sunday, 25 June 2023 19:49
> > > > *To: *Matija Brown <Matija.Brown@outlook.de>
> > > > *Cc: *Jayathirth Rao Daarapuram Venkatesh Murthy
> > > > <jayathirth.d.v@oracle.com>; Kevin Rushforth
> > > > <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
> > > >  ),
> > > > 
> > > > 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 <Matija.Brown@outlook.de>
> > > > *Sent: *Thursday, 22 June 2023 18:37
> > > > *To: *Jayathirth Rao Daarapuram Venkatesh Murthy
> > > > <jayathirth.d.v@oracle.com>; Nir Lisker <nlisker@gmail.com>; Kevin
> > > > Rushforth <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
> > > > <jayathirth.d.v@oracle.com>
> > > > *Sent: *Thursday, 22 June 2023 06:28
> > > > *To: *Nir Lisker <nlisker@gmail.com>; Kevin Rushforth
> > > > <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
> > > > <jayathirth.d.v@oracle.com>
> > > > *Sent: *Wednesday, 21 June 2023 13:09
> > > > *To: *Nir Lisker <nlisker@gmail.com>; Matija Brown
> > > > <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
> > > >  
> > > > 
> > > > 
> > > > 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>
> > > > <openjfx-dev-retn@openjdk.org> on behalf of Nir Lisker
> > > > <nlisker@gmail.com> <nlisker@gmail.com>
> > > > *Date: *Wednesday, 21 June 2023 at 3:57 PM
> > > > *To: *Matija Brown <Matija.Brown@outlook.de> <Matija.Brown@outlook.de>
> > > > *Cc: *openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
> > > > <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
> > > >  
> > > > [2]
> > > > https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype
> > > >  
> > > > [3]
> > > > https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype
> > > > 
> > > > [4]
> > > > https://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0
> > > >  
> > > > 
> > > > 
> > > > 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 <nlisker@gmail.com>
> > > > *Sent: *Tuesday, 20 June 2023 20:50
> > > > *To: *Matija Brown <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
> > > >  
> > > > 
> > > > 
> > > > 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.
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > 


[Attachment #3 (text/html)]

<div dir="ltr">I managed to hack my way through the D3D pipeline and set the filters \
when the maps are loaded into the material. Took screenshots:<div><a \
href="https://imgur.com/YAzkrxP">https://imgur.com/YAzkrxP</a><br><a \
href="https://imgur.com/SMlWqTr">https://imgur.com/SMlWqTr</a><br><div><span \
style="--darkreader-inline-bgcolor: #25282a;"> </span></div></div><div><br></div>I \
will need to do some more work to wire it properly, but conceptually it works. We \
also need to finalize  the API and hook up OpenGL. Not sure what the situation in \
Metal is.<div><br></div></div><br><div class="gmail_quote"><div dir="ltr" \
class="gmail_attr">On Sun, Aug 27, 2023 at 1:15 PM Nir Lisker &lt;<a \
href="mailto:nlisker@gmail.com">nlisker@gmail.com</a>&gt; 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 dir="ltr"><div>Thanks for the ideas,  \
</div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px \
solid rgb(204,204,204);padding-left:1ex"><p>Could you subclass Image?   I&#39;m not \
that well versed with Textures in modern gfx systems, but I do know that a texture is \
often just a tileable image, so subclassing image seems to be an option.   In other \
words, if a Texture always satisfies &quot;is-an-image&quot;, a subclass seems \
reasonable.</p></blockquote><div>Subclassing Image has the following problems: On the \
user side, there is no indication other than writing in the docs that the image \
should be of that subtype. On our side, it would mean that we need to make an \
instanceof check to see which type of Image was used. I&#39;m mostly concerned with \
the former, &quot;we accept any Image, but you should use this subclass&quot; \
isn&#39;t good design IMO.</div><div><br></div><blockquote class="gmail_quote" \
style="margin:0px 0px 0px 0.8ex;border-left:1px solid \
rgb(204,204,204);padding-left:1ex">Alternatively, perhaps Image and Texture could \
implement some interface, and the currently public API could change to that interface \
type.<br></blockquote><div><br></div><div>If this is backwards compatible it could \
also be an option. It has the same issues above, but forces the user to make a \
conscious decision about which type is chosen.</div><div><br></div><blockquote \
class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid \
rgb(204,204,204);padding-left:1ex">Are mipmapped textures commonly provided as \
multiple images, or are the smaller images just scaled down versions that could be \
(pre)calculated from the main texture image?</blockquote><div><br></div><div>Both. \
You can either give your own set of scaled down images, or have them be generated for \
you by the graphics pipeline. Right now the implementation is partially set for \
mipmaps (there is a flag saying if they should be used or not), but at the end they \
are not used. I didn&#39;t review the capabilities of all the pipelines there \
yet.</div><div>  </div><blockquote class="gmail_quote" style="margin:0px 0px 0px \
0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Another option may \
again be to subclass Image, as a mipmapped texture is mostly just scaled versions of \
the same image, providing the highest quality image for the normal Image API would be \
fine, and having extra API in the subclass to get access to pre-scaled mip mapped \
versions is not unreasonable.</blockquote><div><br></div><div>This is more or less \
part of the plan I outlined. The &quot;main&quot; image is always the largest one. \
Then I suggested a List&lt;Image&gt; (in whichever class ends up holding the texture \
data) for the downscaled ones.</div><div><br></div><div>A TextureData class or a \
&#39;TextureImage extends Image&#39; class (or whatever is chosen) would contain \
something like:</div><div><br></div><div>MinMagFilter minFilter; // enum with \
NEAREST, LINEAR</div><div>MinMagFilter magFilter; // enum with NEAREST, \
LINEAR<br></div><div>MipFilter mipFilter; // enum with NEAREST, \
LINEAR</div><div><br></div><div>float \
anisotropyStrength;</div><div><br></div><div>List&lt;Image&gt; \
mipMaps;</div><div><br></div><div>WrapMode wrapMode; // enum with wrap modes like \
REPEAT, CLAMP... this exists in some form \
already</div><div><br></div><div>etc.</div><br></div><br><div \
class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sun, Aug 27, 2023 at \
6:45 AM John Hendrikx &lt;<a href="mailto:john.hendrikx@gmail.com" \
target="_blank">john.hendrikx@gmail.com</a>&gt; 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>
    <p>Hi Nir,</p>
    <p>I added some inline questions/comments for your consideration.</p>
    <p>--John<br>
    </p>
    <div>On 26/08/2023 00:17, Nir Lisker wrote:<br>
    </div>
    <blockquote type="cite">
      
      <div dir="ltr">I&#39;ve done a preliminary study and assessment  for
        changes in regards to textures.
        <div><br>
        </div>
        <div>Texture metadata (addressing, filtering, wrapping,
          blending...) is supported by both OpenGL and D3D in a similar
          enough way that makes a uniform API possible and not
          convoluted. This metadata can be added to Texture, or perhaps
          better, TextureMap.</div>
        <div>Unfortunately, there is no ideal way of creating the public
          API because the textures in PhongMaterial are represented as
          Images. Interestingly, there are comments on the map
          properties in PhongMaterial that touch on this, &quot;// TODO: 3D -
          Texture or Image? For Media it might be better to have it as a
          Texture&quot;, but I think that the question didn&#39;t get resolved in
          time and Image stayed.</div>
        <div><br>
        </div>
        <div>Because we can&#39;t change the type, we have the following
          options:</div>
        <div>1. Duplicate the methods in PhongMaterial that use
          ObjectProperty&lt;Image&gt; and have a set that uses
          ObjectProperty&lt;Texture&gt; (or TextureMap) with it taking
          precedence. I think that this is a bad option as it creates
          API noise and is  confusing to use.</div>
        <div>2. Add the metadata to Image and enhance its public API. I
          don&#39;t think that this is a good option either because it will
          bloat Image with specific data that is not widely used.</div>
      </div>
    </blockquote>
    <p>Could you subclass Image?   I&#39;m not that well versed with Textures
      in modern gfx systems, but I do know that a texture is often just
      a tileable image, so subclassing image seems to be an option.   In
      other words, if a Texture always satisfies &quot;is-an-image&quot;, a
      subclass seems reasonable.<br>
    </p>
    <p>Alternatively, perhaps Image and Texture could implement some
      interface, and the currently public API could change to that
      interface type.<br>
    </p>
    <p><br>
    </p>
    <blockquote type="cite">
      <div dir="ltr">
        <div>3. Create a new Material, placeholder name PhongMaterial2,
          that uses textures instead. We might want to look at other
          breaking enhancements for PhongMaterial so we can plan ahead
          better this time. I think that this is a reasonable option
          whose eligibility depends on how much we can&#39;t update the
          current PhongMaterial. Mipmaping, which requires a set of
          images, might be one of them.</div>
      </div>
    </blockquote>
    <p>Are mipmapped textures commonly provided as multiple images, or
      are the smaller images just scaled down versions that could be
      (pre)calculated from the main texture image?</p>
    <p>Another option may again be to subclass Image, as a mipmapped
      texture is mostly just scaled versions of the same image,
      providing the highest quality image for the normal Image API would
      be fine, and having extra API in the subclass to get access to
      pre-scaled mip mapped versions is not unreasonable.<br>
    </p>
    <blockquote type="cite">
      <div dir="ltr">
        <div>4. Create a separate set of methods inside PhongMaterial
          that deal with the texture metadata only. These will be
          something like `ObjectProperty&lt;TextureData&gt;
          diffuseTextureDataProperty()` and similarly for the other
          maps. I think that this option is also reasonable, although it
          also creates API noise (these only take effect if the maps are
          used to begin with).</div>
        <div><br>
        </div>
        <div>I didn&#39;t look deeply into texture aspects outside of the
          discussed filtering, but I think we should take the
          opportunity to do so. For filtering, I have the following
          ideas:</div>
        <div><br>
        </div>
        <div>For min/mag filters: an enum with NEAREST
          (nearest-point/neighbor sampling) and LINEAR ((bi)linear
          sampling).<br>
        </div>
        <div>For mipmap filters: an enum with NEAREST (nearest mipmap
          level) and LINEAR (linear interpolation between levels). While
          some APIs have a NONE mode to disable mipmaping, the
          inexistence  of mipmaps can be used as a disabled mode.</div>
        <div>Even though they use the same constant names, the meaning
          is different, so I think the enums should be separate.</div>
        <div><br>
        </div>
        <div>For mipmaps: a List&lt;Image&gt;. Autogeneration  of mipmaps
          can also be considered.</div>
        <div><br>
        </div>
        <div>Anisotropy is supported in D3D via a filter type
          (ANISOTROPIC) plus a strength factor, and in OpenGL since
          version 4.6 (which version does JavaFX use?). Metal and Vulkan
          just use a strength factor to turn it on regardless of the
          filter. I think that this is a more flexible approach and we
          could add a single int/double property to control anisotropy.</div>
        <div><br>
        </div>
        <div>
          <div>References:</div>
          <div>
            <div>Metal specs [1] (section 2.10)</div>
            <div>Vulkan specs [2] (Section 16.8.3)</div>
            <div>D3D docs [3][4][5]</div>
            <div>OpenGL (external resource) [6][7]</div>
          </div>
        </div>
        <div><br>
        </div>
        <div>[1]  <a \
href="https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf" \
target="_blank">https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf</a></div>
  <div>[2]  <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html" \
target="_blank">https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html</a></div>
  <div>[3]  <a href="https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering" \
target="_blank">https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering</a></div>
  <div>[4]  <a href="https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype" \
target="_blank">https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype</a></div>
  <div>[5]  <a href="https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate" \
target="_blank">https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate</a></div>
                
        <div>[6]  <a href="https://learnopengl.com/Getting-started/Textures" \
target="_blank">https://learnopengl.com/Getting-started/Textures</a></div>  <div>[7]  \
<a href="https://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/" \
target="_blank">https://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/</a></div>
  </div>
      <br>
      <div class="gmail_quote">
        <div dir="ltr" class="gmail_attr">On Sun, Jun 25, 2023 at
          9:03 PM Nir Lisker &lt;<a href="mailto:nlisker@gmail.com" \
target="_blank">nlisker@gmail.com</a>&gt;  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 \
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&#39;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
              8:54 PM Matija Brown &lt;<a href="mailto:Matija.Brown@outlook.de" \
target="_blank">Matija.Brown@outlook.de</a>&gt;  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>
                <div lang="en-DE">
                  <div>
                    <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">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">Matija  Brown</a><br>
                        <b>Cc: </b><a href="mailto:jayathirth.d.v@oracle.com" \
target="_blank">Jayathirth  Rao Daarapuram Venkatesh Murthy</a>;
                        <a href="mailto:kevin.rushforth@oracle.com" \
                target="_blank">Kevin
                          Rushforth</a>; <a href="mailto:openjfx-dev@openjdk.org" \
target="_blank">  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&#39;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
                          3:20 PM Matija Brown &lt;<a \
href="mailto:Matija.Brown@outlook.de" target="_blank">Matija.Brown@outlook.de</a>&gt; \
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://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L98" \
target="_blank">https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9 \
452110/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">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">Jayathirth  Rao Daarapuram \
                Venkatesh Murthy</a>;
                                    <a href="mailto:nlisker@gmail.com" \
                target="_blank">Nir Lisker</a>;
                                    <a href="mailto:kevin.rushforth@oracle.com" \
target="_blank">  Kevin Rushforth</a><br>
                                    <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank">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 – 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
                                  – 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 – 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">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">Nir Lisker</a>;
                                    <a href="mailto:kevin.rushforth@oracle.com" \
target="_blank">  Kevin Rushforth</a><br>
                                    <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank">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">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_2886260802899301915m_-7254587722211423081m_-6307084536453969354m_-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 &lt;<a href="mailto:openjfx-dev-retn@openjdk.org" \
target="_blank">openjfx-dev-retn@openjdk.org</a>&gt;  on behalf of Jayathirth Rao
                                        Daarapuram Venkatesh Murthy &lt;<a \
href="mailto:jayathirth.d.v@oracle.com" \
target="_blank">jayathirth.d.v@oracle.com</a>&gt;<br>  <b>Date: </b>Thursday, 22 June
                                        2023 at 9:22 AM<br>
                                        <b>To: </b>Nir Lisker &lt;<a \
                href="mailto:nlisker@gmail.com" \
                target="_blank">nlisker@gmail.com</a>&gt;,
                                        Kevin Rushforth &lt;<a \
href="mailto:kevin.rushforth@oracle.com" \
                target="_blank">kevin.rushforth@oracle.com</a>&gt;<br>
                                        <b>Cc: </b><a \
                href="mailto:openjfx-dev@openjdk.org" \
                target="_blank">openjfx-dev@openjdk.org</a>
                                        &lt;<a href="mailto:openjfx-dev@openjdk.org" \
target="_blank">openjfx-dev@openjdk.org</a>&gt;<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_2886260802899301915m_-7254587722211423081m_-6307084536453969354m_-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
                                            &lt;<a \
href="mailto:openjfx-dev-retn@openjdk.org" \
                target="_blank">openjfx-dev-retn@openjdk.org</a>&gt;
                                            on behalf of Nir Lisker &lt;<a \
href="mailto:nlisker@gmail.com" target="_blank">nlisker@gmail.com</a>&gt;<br>  \
<b>Date: </b>Wednesday, 21  June 2023 at 9:40 PM<br>
                                            <b>To: </b>Kevin Rushforth
                                            &lt;<a \
href="mailto:kevin.rushforth@oracle.com" \
                target="_blank">kevin.rushforth@oracle.com</a>&gt;<br>
                                            <b>Cc: </b><a \
                href="mailto:openjfx-dev@openjdk.org" \
                target="_blank">openjfx-dev@openjdk.org</a>
                                            &lt;<a \
href="mailto:openjfx-dev@openjdk.org" \
target="_blank">openjfx-dev@openjdk.org</a>&gt;<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&#39;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 4:03 PM Kevin
                                              Rushforth &lt;<a \
href="mailto:kevin.rushforth@oracle.com" \
                target="_blank">kevin.rushforth@oracle.com</a>&gt;
                                              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">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">Nir Lisker</a>; <a \
                href="mailto:Matija.Brown@outlook.de" target="_blank">
                                                        Matija Brown</a><br>
                                                      <b>Cc: </b><a \
href="mailto:openjfx-dev@openjdk.org" target="_blank">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://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L221" \
target="_blank"> https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb \
9452110/modules/javafx.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_2886260802899301915m_-7254587722211423081m_-6307084536453969354m_-62053225158224 \
56995m_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">&lt;openjfx-dev-retn@openjdk.org&gt;</a>  on behalf of
                                                          Nir Lisker
                                                          <a \
                href="mailto:nlisker@gmail.com" \
                target="_blank">&lt;nlisker@gmail.com&gt;</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"> \
                &lt;Matija.Brown@outlook.de&gt;</a><br>
                                                          <b>Cc: </b><a \
                href="mailto:openjfx-dev@openjdk.org" \
                target="_blank">openjfx-dev@openjdk.org</a>
                                                          <a \
href="mailto:openjfx-dev@openjdk.org" \
                target="_blank">&lt;openjfx-dev@openjdk.org&gt;</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&#39;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&#39;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&#39;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&#39;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&#39;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
                                                          &quot;well  enough&quot;
                                                          (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://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate" \
target="_blank">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://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype" \
target="_blank">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://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype" \
target="_blank">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://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0" \
target="_blank">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
                                                          12:45 PM
                                                          Matija Brown
                                                          &lt;<a \
                href="mailto:Matija.Brown@outlook.de" \
                target="_blank">Matija.Brown@outlook.de</a>&gt;
                                                          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">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">Matija  Brown</a><br>
                                                          <b>Cc: </b><a \
                href="mailto:openjfx-dev@openjdk.org" \
                target="_blank">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&#39;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">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://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext.cc#L621" \
target="_blank">https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9 \
452110/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
                                                          10:15 PM
                                                          Matija Brown
                                                          &lt;<a \
                href="mailto:Matija.Brown@outlook.de" \
                target="_blank">Matija.Brown@outlook.de</a>&gt;
                                                          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>
      </div>
    </blockquote>
  </div>

</blockquote></div>
</blockquote></div>



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