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Topics - Jamiro

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1
Support / Problem with animation model
« on: January 25, 2018, 08:19:30 pm »
Hello,

I've been playing around with the vertex animation in the models, and I've noticed a non deterministic problem with it as shown below:



and more detailed:



this happens sometimes in the middle of the animation and only for 1 frame, it's a random behaviour, and I can't figur what is causing it. Could it be any kind of synchronization issue between the animation calculation and the rearragement of the vertices? Compatibility isuses? I can't find out what it could be.

Regards,
Jamiro

2
Support / Render Scene to Texture - Questions/Possibility
« on: January 20, 2018, 05:56:36 pm »
Hello once again,

I've read about this particular possibility and I've tried it in the past but without any success. So I' will try it again this time until it works, so, my render loop is defined this way:

Code: [Select]
   while(run){
      //-- START RENDER WORLD --//
      BUFFER.clear(back_Color);
      BUFFER.setPaintListenerState(false);
     
      *1*
     
      WORLD.renderScene(BUFFER);
      WORLD.draw(BUFFER);
      //-- END RENDER WORLD --//
     
      draw2DElements(BLIT_OBJECTS, BUFFER);
     
      *2*
     
      BUFFER.setPaintListenerState(true);
      BUFFER.update();
      BUFFER.displayGLOnly();
      canvas.repaint();
     
      *3*
     
      Thread.sleep(delay);
   }

So my questions are these:

  • Can I use the same FrameBuffer to render the scene to the canvas and to a texture? If so, how? and where? at position 1, 2 or 3 in the code or other?

  • Can I use different FrameBuffers to render to texture as well? if so, what you suggest is better, using the same world or one world per framebuffer?

  • If I want to change this texture on the go, what is the best technique to do so, and the fastest way? using shaders ou can it be done by AWT graphics way?

  • And lastly, can I render it to a bitmap or any other image format in order to be saved as a file?


regards,
Jamiro

3
Support / Mesh normals access
« on: January 19, 2018, 05:42:40 am »
Hello,

I have another question about this structure, which is the possibility to access the normals of a mesh, how can this be done? Can I change the normal of an arbitrary vertex? If so, how?

regards,
Jamiro

4
Support / Memory consumption with Config.maxPolysVisible
« on: January 16, 2018, 04:20:20 am »
Hello,

I've come to the conclusion that using Config.maxPolysVisible can use too much memory.
I've searched for options to ingore this property but I don't think there is any.

Is there any possibility to discard this validation thus using only a small Visibility List which would take up fewer memory usage?

PS: Curently I'm using a value like 1000000, but I would need to use more since it is a single enclosed scene, my hardware could take more but not the Heap memory, which is already maxed.

regards,
Jamiro

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