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Messages - EgonOlsen

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1
Support / Re: Crash (native)
« on: June 13, 2019, 12:53:23 pm »
I guess you don't have access to the log messages that are printed before this exception?

2
Support / Re: Crash (native)
« on: June 05, 2019, 01:02:09 pm »
Strange. Actually, there has to be some output what the actual GL error is. It might not be part of the actual exception though. If it helps to know this, is another question...

3
Support / Re: Crash (native)
« on: June 03, 2019, 10:12:05 am »
Is that the complete stack trace? I'm somehow missing the top part...

4
Support / Re: Problem with object position
« on: May 16, 2019, 12:03:49 pm »
Object3D has a static method to create a dummy object. Use one of those, attach it as a parent to all the other objects in question, then rotate the dummy.

5
Projects / Re: My new game - LW
« on: April 25, 2019, 11:16:55 am »
Looks nice, a lot like chess. But I guess it's not actual or chess, or is it?

6
Projects / Re: my project - Vehicle Simulation
« on: March 15, 2019, 05:00:29 pm »
The adverts play just fine, but the actual video doesn't. After a lot of spinning an error message pops up that basically says "sorry...". I've tried it with Chrome and Firefox.

7
Projects / MOVED: Screenshots
« on: March 10, 2019, 03:48:06 pm »

8
There's no check, because an object without a texture shouldn't happen. If you create a new object, the dummy texture will be assigned. If you assign another one, then it will be that one. The only case in which this can happen is when you call flush() on the TextureManager but are still rendering the object that uses them. And in that case, a crash is just fine to me because you are not supposed to do that. Are you by any chance doing something like this?

9
Support / Re: Box sides action
« on: March 04, 2019, 12:44:40 pm »

10
Support / Re: Box sides action
« on: February 25, 2019, 11:16:51 am »
In which space? Object space or world space (i.e. before or after rotations have been applied)?

11
Support / Re: Box sides action
« on: February 22, 2019, 08:55:27 am »
Just create a dummy Object3D (http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#createDummyObj()), place it in the center of your box and assign it as parent object to your planes. Then rotate that object instead of the other individual planes.

12
Support / Re: Box sides action
« on: February 18, 2019, 08:29:38 am »
I'm not sure what you expect as a result? You'll get a polygon ID, a number. There's no general rule which number represents which polygon. It depends on the object and it might require a little bit or trial and error to find out.

13
Support / Re: about the strength of specular light
« on: February 15, 2019, 04:08:30 pm »
It's a bit hacky, but you could try to add an http://www.jpct.net/jpct-ae/doc/com/threed/jpct/IRenderHook.html implementation to your objects and set the Config values in the beforeRendering implementation. That should actually work...I guess...

14
Support / Re: about the strength of specular light
« on: February 14, 2019, 03:39:06 pm »
I don't remember that exactly. I guess, because I actually didn't consider this to be important at all. IIRC, it wasn't supported properly on a lot of older devices anyway, so I'm not even sure how well jPCT-AE handles this setting. Maybe we should take a step back: What exactly are you trying to achieve?

15
Support / Re: Relationship TextureManager with multiple objects
« on: February 13, 2019, 03:20:46 pm »
There are several ways to do this. Your way, a custom shader or, which is what I would try first, changing the texture on the object and not in the manager. That's a cheap operation for single textured objects.

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