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Topics - pitt

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Support / need triangle strip data
« on: May 30, 2006, 12:22:02 pm »
I would like the triangle strip data.
Enable it for me please... Thank you. :D

Support / manually draw a face
« on: May 25, 2006, 05:12:15 pm »
Hi egon,

    Correct this code for me please.
    manually draw the face by a given Object3D and the polyid.
    PolygonManager poly=obj.getPolygonManager();
    SimpleVector p=poly.getTransformedVertex(polyid,2);

    This code goes wrong when I rotate the Y axis of the Camera.
Other axes work properly, I guess.  I need to manually draw some faces cause they are not listed in VisList. But, they can be seen.

Thank you.

Support / request some new functions
« on: May 03, 2006, 10:57:38 am »
Hi, Egon. I need your help to continue my project.

- Could you enable the rest of PixelFormat args please.

PixelFormat(int bpp, int alpha, int depth, int stencil, int samples, int num_aux_buffers, int accum_bpp, int accum_alpha, boolean stereo)
You might add more variables in Config Ex. Config.glStencilBpp

- just draw a specific face by objid,polyid retrieved from VisList

World.draw(FrameBuffer buffer,int objid,int polyid)

These should be enough to make real time shadow in my project.

Thank you very much.

Bugs / checkCollision
« on: April 19, 2006, 05:35:18 pm »
Object3D obj=Primitives.getPlane(1,500);
int p1=world.checkCollision(new SimpleVector(0,0,-100),new SimpleVector(0,0,1),200f);
SimpleVector p2=world.checkCollisionSpherical(new SimpleVector(0,0,-100),new SimpleVector(0,0,200),10f);
SimpleVector p3=world.checkCollisionEllipsoid(new SimpleVector(0,0,-100),new SimpleVector(1f,1f,1f),1);


?? Something wrong

Support / stencil & accumulation buffer
« on: April 17, 2006, 02:43:38 pm »
To create real time shadow, depth of field, motion-blur and other effects, those buffers need to be enabled.

I would like to access to some internal variables in your engine to create those effects. Or any other ideas?

Support / How could I pickPolygon behind some transparent faces?
« on: March 23, 2006, 04:27:32 am »

     I want to pick the terrain face. But, what if there are some transparent faces like smoke over that terrain face. How could I pickPolygon behind that transparent faces? If i disable the mouse selectable of those transparent faces, pickPolygon'll return null not the terrain face behind them. I try to use reproject2D3D with z by adding more z to avoid that transparent faces. But, I don't know how much z to set to avoid them cause my terrain is not flat. For example, i give z=0 then call pickPolygon and check that the returned face is the terrain face. If not, I add more z for reproject2D3D then call pickPolygon again until I get null or the terrain face. Sometimes, it miss the terrain face! I think it's not good that pickPolygon has to be called again and again as well. Any other way?
Thank you.

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