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Topics - iagofg

#1
Hello,

I'm wish to know which is the best way to dispose the unused Object3D that is no more necesary on the scene.

Also, I wish to know how should I proceed to minimize the memory usage when I have several instances of one Object3D in the scene, with different animation positions, translations and rotations.

Thank you!!
#2
Support / ITextureEffect sugestion
November 15, 2011, 12:43:48 AM
Hello,

This is a sugestion... I don't know where to drop it... As you know I was working in a dynamic texture plasma generator to use within the jPCT engine... I was optimizing my code a little so I finally make the code to work only per-pixel, so only one array is needed (no dest/source).

So here goes the sugestion:

in ITextureEffect why there is two arrays: dest and source in the apply method... at least in my case I only need one array... if I receive apply(int[] pixels) that would be enought... and possibly would be more efficient. Isn't??

As the engine should not break compatibility API signatures, I have other sugestion: you can put a flag somewhere to make ITextureEffect.apply(int[] pixels, int[] pixels); use the same array or ITextureEffect.apply(int[] pixels, null); use one array only maybe in Texture.applyEffect or in Texture.setEffect
#3
Hello,

I want to mirror an animated object in the axis X, but it is there no scale(x,y,z) (with three parameters) function.

I saw I can change the rotation matrix so I'll try that way, but I'd like to ask anyway because the object is animated so I don't know if there is some better-way to do it :D

If I understood ok the rotation matrix is applied to the object and then the transformation one... is this correct?

Thx a lot!

P.D.: Soon we will post the project information :D
#4
Feedback / jPCT access to underlying OpenGL
July 15, 2011, 02:03:32 AM
I really like jPCT. In fact seems to suit most of my needings, but...

Did you have think in adding functions to get/set OpenGL (or other) internal ids or handlers and access to the underlying OpenGL (or other) calls?

In that way we could call native OpenGL if it is really needed to make an effect. In that way if the engine lacks of a feature, while it is not embeded in the mainstream projects can still going on using workarounds.

Of course I've to say that I've seen that jpct interfaces can make a lot, but for sure are limited on some cases. On most cases using natives should be discouraged, but on some cases it can be a last chance until the engine is updated :D (use on your own risk xDDD).

Don't you think so?

In fact is possible on some casses that you could add the native calls as improvements directly to the engine chain later if we send you back :)
#5
Support / Procedural textures
July 13, 2011, 08:57:55 PM
I'm trying to make procedural textures. Can I made it in jPCT-AE?