Author Topic: Object rotation vs. world axes  (Read 6534 times)

Offline Peter Dym

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Re: Object rotation vs. world axes
« Reply #15 on: April 11, 2012, 09:53:29 pm »
Thank you for the offer to process my plane.
The zip size exceeds 64  kb allowed here for the attachement. So one texture is missing (mig29wave0.png)- you can use any png  256x256 and I will replace it. If you let me know the address where I can send the whole stuff I will do that.
Thanks again.

...and here is the example of my cripled plane and your matrices interpolation :

http://www.youtube.com/watch?v=70yEKR8qfPk

(2 rockets are lunched to the target. If the target is damaged by the first rocket the second one is recalculating the path and turning to the second target)



[attachment deleted by admin]

Offline EgonOlsen

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Re: Object rotation vs. world axes
« Reply #16 on: April 11, 2012, 10:00:34 pm »
Just send it to info@jpct.net

Offline Peter Dym

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Re: Object rotation vs. world axes
« Reply #17 on: June 02, 2012, 05:26:45 pm »
Hi Egon,

this can finally be another project using jPCT-AE. A beta version but already exists and almost all problems are resolved.

http://c-vitae.yolasite.com/airdroid.php


Offline EgonOlsen

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Re: Object rotation vs. world axes
« Reply #18 on: June 02, 2012, 08:25:58 pm »
Looks cool! I'll add the missing projects including this one to the website during the next week..

Offline Peter Dym

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Re: Object rotation vs. world axes
« Reply #19 on: May 29, 2013, 08:54:24 pm »
Hi Egon! I am back to my Airdroid project and want to continue and finish it. I have one problem now which is blocking me a little bit. It is a blit function which does not work like I am expecting. What I need is to have a bitmap with a few pictures and to blit a part of the bitmap to the fb. So I have:

   fb.blit(intArray,bitmapwidth,bitmapheight,0,0, 100,100, partialdx,partialdy, FrameBuffer.TRANSPARENT_BLITTING);


I am expecting that there will be rendered a part of my bitmap started from 0,0, with a width and height =partialdx, partialdy at position 100,100.

But the result is that the whole bitmap is always rendered onto fb. Regardless of partialdx, partialdy.

What I am doing wrong?

Regards,

Peter.

Offline EgonOlsen

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Re: Object rotation vs. world axes
« Reply #20 on: May 29, 2013, 09:12:53 pm »
What I am doing wrong?
Nothing. There was a typo in the Android port of that method that prevented width and height from having any effect. Here's a (maybe, i haven't tested it...) fixed version: http://jpct.de/download/beta/jpct_ae.jar

However, i strongly advise not to use this method if possible...it can be a huge performance bottleneck. If you have to use it, check if you can use http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Config.html#glUseIgnorantBlits in addition.

Offline Peter Dym

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Re: Object rotation vs. world axes
« Reply #21 on: May 31, 2013, 09:19:14 am »
Thanx, "strongly advised" from author means a rule. So I am using a texture now. I just wanted to save one texture and to have a big bitmap with all controls/buttons/icons.