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Topics - efaj

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1
Bones / Multiple meshes with the same skeleton
« on: January 08, 2012, 06:41:12 pm »
Do I just handle them separately, or is there a way that would be more optimized?

2
Support / How to clean after changing Rooms/Scenes? [Solved]
« on: January 05, 2012, 10:54:36 am »
So, on my original attempt to do so, I got
Code: [Select]
[ Thu Jan 05 03:46:05 CST 2012 ] - WARNING: There's a problem with the object list not being consistent during rendering. This is often caused by concurrent modification of jPCT objects on a thread different from the rendering thread!
[ Thu Jan 05 03:46:05 CST 2012 ] - ERROR: null
But, only with the OpenGL renderer and if it's the second time I go into the Game room. (the only other room is a title screen that only blits 2d stuff with raft's openglFont and texturePack)

I guess it's related to the way cleaning must be done in between rooms. Is there any example on it?

So far what I do is call world.dispose(); and textureManager.removeandUnload() for every texture I can keep track of after rendering and before creating a new Room object over the previous.

3
Support / Loader.readTextureNamesOBJ(String filename) plz?
« on: December 28, 2011, 12:57:28 pm »
Is it possible to get a function like Loader.readTextureNames3DS(String filename) -or at least for what I guess it does- but for OBJ files? I see the OBJ Loader already prints outs the names to the standard output, so I guess it's not that hard. -though maybe lengthy-

I'm writing a function to load an obj as I want simply and shortly, and with my naming rules to auto load the correct textures before the model.

4
Bones / [SOLVED]exporting Blender>Ogre>Bones
« on: December 27, 2011, 02:11:11 pm »
Exception in thread "main" java.util.NoSuchElementException: tag [-in] not found
   at raft.jpct.bones.util.ComLineArgs.getArg(ComLineArgs.java:97)
   at raft.jpct.bones.util.ComLineArgs.getArg(ComLineArgs.java:115)
   at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:149)

It's not due to Bones, as the exporter (Blender 2.61 to Ogre) is giving my errors already, but I'm curious: What does this error mean? What in particular is missing? (And just in case, which is the file that I should pass to jmeOgre2Bones.sh ? )

5
Bones / Noob into Bones. Collada or Ogre?
« on: December 26, 2011, 02:01:33 am »
So yeah, now I have all my static stuff working and I'm getting into Skeleton animation... for Bones, what's the recommended way to go?
I see it handles both Collada and Ogre (and .bones which I assume are the "native" ones for the lib and will work faster at the cost of harder editing). Which would be better? I see Collada being more commonplace everywhere, being used in PS3 and included in Blender (which I use), while Ogre needs an external plugin (though, it seems is more used in this board and in Bones, also the example is better)

The ninja example seems to be exactly what I need, but I've been looking into Ogre, and it seems harder to edit and work with Blender. Can Collada work like that too?

In general, what's the recomendation to a noob that uses Blender?

6
Support / Mouse for software mode and opengl? [Solved]
« on: December 23, 2011, 08:00:44 am »
The advanced example uses a MouseMapper, but it needs an opengl window. How would I do a mouse mapper for both software mode and opengl? (My idea involves setting the game like the car example: Being able to change between both renderers in midgame)

While I'm at it, looking around the forum I found: reproject2D3DWS, from reading the javadocs, does it mean it allows you to move with the mouse like World of Warcraft, Runescape and other MMORPGs do?

Thanks

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