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Messages - nima.sh23

Pages: [1] 2 3
1
Support / Re: Could not load perfectly elements
« on: October 28, 2015, 04:12:54 pm »
They will disappear when I move the camera. Clipping Planes set to 1.0f, 10000.0f.
I used 3d studio max Wall object to create plan walls and also these Walls rarely appear correctly.

2
Support / Re: Could not load perfectly elements
« on: October 27, 2015, 11:23:33 am »
thanks. but there is only 89 objects in this frame.
Let me explain in more details.
This scene was created by 3d studio max 2013 and the unit setup has set to millimeter (I know it does not matter). its a real size floor plan. Basically the whole scene was created in minimum number of polygons due to decreasing the file size and finally exported to 3ds file type. The textures was set through a my self made process which I call it scene parser. It may looks silly but this was the only way to load a such big scene. I have to mention  that I looked over JPCT deserializer and JPCT blend and others. But none of them solved my problem.
My steps to load such scenes are:
1. Export the scene objects and materials properties to XML format.
2. Export scene to 3ds or obj file format.
3. Load 3d file with JPCT.
4. Load and parse scene XML file with scene parser in order to set textures

Here we are. that's all I need.
thank you

3
Support / Could not load perfectly elements
« on: October 25, 2015, 12:46:40 pm »
I'm trying to load some elements (one scene) in JPCT, every elements are loaded on the my world but when I move my camera some elements(like bed on the first photo and on the second photo floor texture doesn't loaded) could not load perfectly, I changed clipping plan, but unfortunately doesn't different.
How can I fix this problem?

4
Support / Re: Static collision render
« on: October 20, 2015, 08:30:27 am »
Thanks for answer.
The gpu is Adreno 302

5
Support / Static collision render
« on: October 19, 2015, 06:10:43 pm »
Is there a way to fix rendering problem which is shown on picture?

6
Support / Jpct unit setup
« on: October 14, 2015, 09:20:26 am »
Is there a way to setup world units?
for example change length unit to millimeter.

7
Support / Re: write shader
« on: October 07, 2015, 04:30:31 pm »
Thanks man.

8
Support / Re: write shader
« on: October 07, 2015, 02:02:47 pm »
Yes, It export for me, but I for each material, I mean, I have 3 materials and 3 vertex and fragment5 files.

9
Support / write shader
« on: October 07, 2015, 11:07:52 am »
I try to use texture splatting, I create a 3d file on blender, set textures and materials on object, export 3d object and shader( by GLSL ), for each material I have shader.
Is it wrong way for use shader on jpct?
How can I write shader for my 3d object?

10
Support / Re: Projection Matrix jpct+Vuforia
« on: September 26, 2015, 08:28:37 am »
Sorry for my bad English.
Thanks for your helps.

11
Support / Re: Projection Matrix jpct+Vuforia
« on: September 23, 2015, 04:07:34 pm »
Finally I found it
world.setClippingPlanes(10.0f, 50000.0f);
Thanks a lot.

12
Support / Re: Projection Matrix jpct+Vuforia
« on: September 23, 2015, 02:31:51 pm »
yes, I want to know which values and where to set them.

13
Support / Re: Projection Matrix jpct+Vuforia
« on: September 23, 2015, 08:45:18 am »
Maybe my question was wrong.
In OpenGL when I want draw a 3D model I use of projection matrix(get camera calibration and use of Tool.getProjectionGL(camCalib, nearPlan, farPlan) for set near plan and far plan) but in JPCT-AE,I can't do that.
I get camera calibration and use of getProjectionGL for get projection matrix and then get array indexes  like below link for use of focal length and size in the
float fovyRadians = (float) (2 * Math.atan(0.5f * size.getData()[1] / focalLength.getData()[1]));
float fovRadians = (float) (2 * Math.atan(0.5f * size.getData()[0] / focalLength.getData()[0]));
formula,but It's wrong.
when I set fov and fovy to camera and also my pattern is very large jpct can't draw 3D model I should set a near plan and far plan on camera.
How can I do that?
Sorry for bad English

      

14
Support / Re: Projection Matrix jpct+Vuforia
« on: September 21, 2015, 03:35:56 pm »
In simple terms,I want set Vuforia projection matrix to jpct.
on the another topic you told "The projection matrix is implicitly created by the engine based on the current fov settings and the far and near clipping plane. There's no way to set it directly from the outside.".

15
Support / Projection Matrix jpct+Vuforia
« on: September 21, 2015, 10:18:19 am »
I using Jpct-AE and Vuforia for make AR application.
For render 2D and Video I don't have any problem but for render 3D file (using Jpct-AE) I have a problem with Projection Matrix.
I know Jpct doesn't set projection matrix:
http://www.jpct.net/forum2/index.php/topic,2368.msg17437.html#msg17437
But I need a solution for solve this.
In Open GL I can use of projection Matrix but in jpct I don't know how can I use...!!!
In this words point of this:
 "The projection matrix is implicitly created by the engine based on the current fov settings and the far and near clipping plane."
How can I use of "Fov" for solve that.
In this link say good thing about this but I really don't understand about that:
http://paulbourke.net/miscellaneous/lens/
Thanks

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