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Topics - Jamiro

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1
Support / Different light shading with compiled objects
« on: July 21, 2018, 05:38:01 am »
Hello,

As I'm using compiled and non-compiled objects, I came across something that seems weird. The lighting and shading on the same objects are different when they are compiled and when they are not (for Config.lightmul = 1).

So, this basically means that the same lights cast different results on the same objects depending if those objects are compiled or not, is it supposed to be like that?

2
Support / Billboarding Y-Axis fixed Sprite
« on: July 08, 2018, 03:56:57 pm »
Hello,

I know we can change the billboarding matrix of an object, I tried to play around with this but without success, so my question is:

How can I make a matrix to simulate a billboarding effect while keeping its vertical axis fixed, as the example bellow shows in the first case?



can anyone give me an example of what this matrix should be to have the desired effect?

Thanks

3
Support / Float Positioning Blit Images
« on: April 24, 2018, 09:53:24 am »
Hello,

I've been using blit function to emulate a HUD, but it seems it only use integer-based coordinates which can lead to an aliased animation while positionining when the values are decimal, so for example if I have a point in screen that has a coordinate of 1,5x; 10,8y, it would need to be round or truc to its integer value thus leading to rough representation when these values tend to change.

So my question is, is it possible to have a blit with decimal based coordinates? The only solution I've came up so far is using an object in space coordinates and constantly project its coordinates onto a parallel plane to the screen using Interact2D which could reduce performace exponentially much more than using blit. Is there any other good and correct way to do this?

thanks

4
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

5
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

6
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

7
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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