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Messages - AGP

Pages: [1] 2 3 ... 101
1
Support / Re: Fog Of War Transparency With Software
« on: October 16, 2017, 10:21:38 pm »
They are set to 0.

3
Support / Re: Fog Of War Transparency With Software
« on: October 13, 2017, 10:19:38 pm »
No, those are the edges of the fog of war. The fog is black, naturally.

5
Support / Re: Fog Of War Transparency With Software
« on: October 12, 2017, 07:41:14 pm »
The textures are right. I set transparency to 0.

6
Support / Fog Of War Transparency With Software
« on: October 12, 2017, 03:02:14 am »
I''m writing a strategy game and can't seem to properly paint a transparent PNG on my fog (so that its edges are rounded). The logic for the texture placement is sound and has been tested. But all I get is solid black.

Code: [Select]
if (!TextureManager.getInstance().containsTexture("fog-top")) {
     TextureManager.getInstance().addTexture("fog-top", new Texture("Assets"+File.separator+"fog-top.png", true));
     TextureManager.getInstance().addTexture("fog-left", new Texture("Assets"+File.separator+"fog-left.png", true));
     TextureManager.getInstance().addTexture("fog-right", new Texture("Assets"+File.separator+"fog-right.png", true));
     TextureManager.getInstance().addTexture("fog-bottom", new Texture("Assets"+File.separator+"fog-bottom.png", true));
}

7
Code: [Select]
     private void loop() {
....
     buffer.clear(java.awt.Color.black);
     theWorld.renderScene(buffer);
     theWorld.draw(buffer);
     buffer.displayGLOnly();
     canvas.repaint();
     Thread.yield();
}
buffer.dispose();//CAUSES THE PROBLEM
this.dispose();
buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
System.exit(0);

8
Same thread as the gameloop and just before Frame.dispose().

9
No. Do you know what I'm almost certain to be one of the causes? FrameBuffer.dispose().

10
I've tried replicating it during the game. Invariably, I will get it as I close it. Often during, but I can't seem to  cause it to happen while running. But whenever I close, there it is.

11
Support / ERROR: Texture '--*--BlittingWrapper_internal--*--' not found!
« on: October 04, 2017, 03:30:02 am »
Is this a jpct error? If so, what is it? I'm using the software renderer here.

12
Support / Re: Polyline.setLineLength?
« on: September 23, 2017, 09:12:54 pm »
That's true. What about a getPoints() method so at least we don't have to hold the array ourselves.

And the lwjgl thing? Obviously, 2.9x won't work forever so there has to be a plan forward lest jpct's hardware renderer die. I'm just asking you what your plan is.

13
Support / Polyline.setLineLength?
« on: September 23, 2017, 01:12:44 am »
I'm writing the following for my son (sorry about the captured frame-rate). The thing about Polyline.update(...) is that it's expensive to always create a new array (I suppose that I could store it, then edit it but that's quirky), and it's inconvenient. Also, the following is the code that increases the length of my laser (deltaTime*10f breaks the numbers by being making them too large):

Code: [Select]
SimpleVector pos = bridge.getTransformedCenter();
pos.y -= 160f;
SimpleVector forward = bridge.getZAxis();
laserLength *= (1f+(deltaTime*6f));
laser.update(new SimpleVector[]{pos, pos.calcAdd(new SimpleVector(forward.x*laserLength, forward.y*laserLength, forward.z*laserLength))});

https://www.youtube.com/watch?v=ui6R1ZDcEqI

14
Support / LWJGL 3+
« on: September 19, 2017, 06:09:52 am »
I've found no AWTGLCanvas in my brief exploration of its docs. I have, however, found this:
Code: [Select]
https://javadoc.lwjgl.org/org/lwjgl/system/jawt/JAWT.html It's kind of funny the notion of someone going, "do you know what Java needs? Malloc. I miss malloc." LOL

Anyway, is there any chance that you might implement your own AWTGLCanvas from that? At some point, you have to recognize the need to update (either to the newer LWJGL or otherwise to jOGL or a third--to me unknown--wrapper). Right?

15
Bones / Re: Scale Problem?
« on: September 19, 2017, 06:02:45 am »
I assume you mean that only the post-animateSkin values don't have vertices. Raft, any clue as to how animateSkin could destroy the model's vertices?

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