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Messages - Mr.Marbles

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Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: September 29, 2010, 10:37:55 pm »
Just hit another issue, I can't get my static, non-animated, collada models to load with Bones. They work fine in Ardor3D. Seems like Bones needs to have an AnimatedGroup in order to load the model in the World. Is this the only way to get a Collada import into jPCT?

Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: September 29, 2010, 10:35:35 pm »
please try the flipped version below:

Thanks for the fix, seems to work fine.

Bones / Re: Ogre scene loading
« on: September 29, 2010, 04:40:59 pm »
please have a look at the posts below:,1490.0.html

So it appears Ardor3D Collada loader is programmatically flipping the textures when the models are loaded. I noticed that in the jPCT Seymour example you use:

Code: [Select]
ColladaImporter colladaImporter = new ColladaImporter().loadTextures(false);
Texture texture = new Texture("./samples/data/seymour/seymour_flipped.png");
TextureManager.getInstance().addTexture("seymour", texture);

for (Animated3D o : skinnedGroup) {

And in the Ardor3D example the textures are loaded automatically by the ColladaImporter:

Code: [Select]
final ColladaImporter colladaImporter = new ColladaImporter();

// Load the collada scene
final ColladaStorage storage = colladaImporter.load(source);

So maybe we could avoid the manual texture flipping if Bones ColladaImporter would use the built-in texture flipping of Ardor3D. Just a guess  :-\

Bones / Re: Ogre scene loading
« on: September 29, 2010, 04:23:46 pm »
seymour's original texture is in TGA format and Ardor flips TGA textures vertically while loading. so i assumed flipped one is correct and later forgot the matter. what is the format of your textures? how did you export your models? you said you were using JME loader, possibly it shares same loader code with Ardor and maybe flipping your textures too.

My textures are in jpg format. I used jME for Ogre models and Ardor3D for Collada models. In both cases I never needed to flip the textures, but I did need to flip them to have them work with your Bones lib. This seemed strange to me since Bones is using the Ardor3D Collada loader (although it's probably an older version).

I'll take a look at the links you posted. Thanks.

Bones / Re: Ogre scene loading
« on: September 29, 2010, 12:28:55 am »
... porting them from an existing loader wont be that hard, why not create another project yourself ;)

If I have time I will definitely look into that.

I have another question, about the Collada loader. I was scratching my head trying to figure out why all my previously working textures didn't map properly until I compared your Seymour texture to the original one in Ardor3D. Also the "_flipped.png" in the texture name hinted something as well  :) I'm just curious as to why the textures need to be vertically flipped from their original positions in order to get them to load properly.

Bones / Ogre scene loading
« on: September 28, 2010, 12:24:38 am »
Raft, thanks for the great ports of the Ogre & Collada loaders!

I've actually been using the Ogre loader for some time in jME and I had all my meshes organized into scene files which was supported by the loader. I noticed your API doesn't support scenes. Do you have any intentions on supporting them?

Feedback / Re: RSS?
« on: May 25, 2007, 04:41:36 pm »

Feedback / Re: RSS?
« on: May 25, 2007, 04:15:27 pm »
Quote from: EgonOlsen
The new forum should offer an RSS-feed "out of the box".
Is the RSS feed still available? I haven't seen any RSS icons anywhere on the site.
Quote from: EgonOlsen
This link is broken.

Support / Re: Shinnyness
« on: May 23, 2007, 05:34:46 pm »
You can also turn lighting off and use textures instead.

Support / Re: Shinnyness
« on: May 23, 2007, 03:09:32 pm »
You can try this:
Code: [Select]
If this doesn't work you may need to apply a material with specular lighting to your 3D model via a modeling program (e.g. 3D Max, blender, etc.). Unfortunately, I don't believe jPCT supports the creation of material objects that can be applied to your object through the code.

Support / Re: jPCT benchmark?
« on: May 14, 2007, 03:41:10 pm »
Quote from: Melssj5
And compared to OGRE 3D?
This isn't really a fair comparison since OGRE 3D is written in C++
Quote from: Melssj5
OGRE has shadows implementations
I believe most of the Java engines support some for of shadows as well.

Support / Re: jPCT benchmark?
« on: May 11, 2007, 04:20:32 am »
Quote from: EgonOlsen
Sadly, i can't see for myself because i'm unable to start any of them...Webstart bombs out with an error message...
Unfortunately, the benchmarks won't launch with Java 1.6.x. It only supports Java 1.5.x. This may be the problem.

In any case, the graphs show the information quite well. It's too bad the jPCT benchmark is not in working order. How tough is it to get that Quake level loaded? I may take a shot at it  :)

Support / Re: jPCT benchmark?
« on: May 10, 2007, 10:31:14 pm »
Quote from: EgonOlsen
I once did a comparision based on a quake3-level-benchmark-application that someone ported to Xith, jME and Java3D.

Do you still have the jPCT benchmark available? I just came across this blog which revisited that Quake 3 benchmark using jME, Xith3D, and Java3D. It was done not too long ago, last october:

You can actually download the benchmarks and run them on your own system. If the jPCT Quake 3 benchmark is still available I'd like to run it just for comparison purposes  ;)

Support / Re: Got Bloom?
« on: May 07, 2007, 04:07:42 pm »
Bloom is already available in jPCT. Here's a demo which shows this feature:

press "b" to toggle bloom on/off

Support / Re: Gamepad?
« on: May 06, 2007, 06:25:09 am »

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