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Topics - MichaelJPCT

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Support / about maxLights in Config
« on: February 13, 2019, 02:28:30 pm »
i wonder , can maxLights be non power of two, like 33 ?
and can maxLights be different for different Worlds ? some Worlds don't need many lights but some other do.
does it affect performance or memory usage much ? if it doesn't affect much , i would just set it to a large number.

Support / is there such a thing as single channel texture in vram?
« on: January 12, 2019, 07:57:21 am »
i think all textures have 3 or 4 color channels. but sometimes a texture has no color , only greyscale info is needed.
if the texture in vram is stored as single channel, then it occupies 1/4 of memory. isn't it great?

another question, can RTT texture be ETC compressed in vram?

Support / gpu bug ?
« on: January 11, 2019, 04:36:14 am »
my project sometimes has 2 transparent objects(shadows) overlapping but at the same height.
on Powervr 6250 gpu , the objects flicker, like the behavior of Z-fighting. on maliT720, it doesn't happen.
it shouldn't happen because they are transparent, they should co-exist.
what might be the cause of Z-fighting and can it be fixed?

Projects / my project - Vehicle Simulation
« on: December 28, 2018, 06:28:35 pm »
this project uses JPCT-AE.
so far i can only post screenshots.

Support / about the strength of specular light
« on: November 11, 2018, 07:00:01 pm »
Hi Egon,
i found the reflected light color is related to texture color - the light on white object is whiter than that on dark color  objects.
but in reality, some dark colored object can reflect very bright light, such as dark colored glass.
i don't aim for complex graphics so that's not very important by now.
in some engines, there is concept of " material " - not just texture, but how strong do ambient light, diffuse light, specular light affect an object.
would you consider having this in JPCT? or people need to write new shaders if necessary.

Support / about Light Discard Distance
« on: November 06, 2018, 03:28:16 am »
Hi again.
i recently found that discard distance of Light means the distance between Light and origin of an Object3D.
if an object3D(such as a ball) has radius of 10, placed 15 from light, discard distance is 10, then the object is not lit. but in reality the light should lit a part of the object at that distance.
when the light move closer to the object , down to 9.9 unit away, the object is suddenly lit.
would it be better if discard distance takes into account the radius of object3d?
that's just a thought, there may be downside too.

Support / to delete an Object3D
« on: October 28, 2018, 09:03:18 am »
Hi Egon, long time no see. i am still using JPCT for my hobby project , and i'm happy with it so far.
now i need to add/delete Object3D , like a lot. i see dispose() of Light , but no such thing of Object3D. does it mean it's safe to just remove it from World and set the field to null and let JVM do garbage collection?
and for other object types, are they all safe if there is no dispose() method?

Support / variable shadow bias ?
« on: September 26, 2017, 11:43:16 am »
i think of a situation where a bias set for shadow helper doesn't fit - switching from a large scene to a small scene, etc.
so i wish the bias can be changed.
or i recreate the shadow helper, but will this affect the objects which have been receivers?

i want to change some vertices in an object loaded from 3DS or OBJ file, and create another object from these vertex data.
can i do that?

Support / question on shadow size
« on: July 16, 2017, 08:28:31 am »
i used Shadowhelper to cast an object onto a wall, and noticed that when light is far away, the shadow was smaller than the object. is it normal? shouldn't the shadow be at least as large as the caster?

Support / fog color problem on transparent object
« on: July 06, 2017, 02:50:13 pm »
i have a transparent object with the same fog setting as other opaque objects, but when fog is dense ( close to farclip), the output color is not close to fog color. so the transparent object stands out when viewed far away.
 is there a problem with the blending method?

Support / shared VBO ?
« on: June 29, 2017, 09:43:30 am »
say i have several objects which have the same vertex positions and normals and UVs, but the primitives are different. in GL or DX, these objects can use the same VBO.
in JPCT, is it possible?

another question, if in a vertex list, some vertices are not pointed by any primitive, does JPCT remove these vertices?

Support / does JPCT-AE support scissor test?
« on: June 28, 2017, 11:56:51 am »
i didn't notice any related method.

Support / render order of opaque objects?
« on: June 27, 2017, 10:16:56 am »
if several opaque object3d are added to a world in particular order, can i assume they are rendered in that order?

Support / one Light for multiple World?
« on: June 27, 2017, 10:14:28 am »
is it possible to use 1 Light for multiple World? since a Light is just some parameters.

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