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Messages - EgonOlsen

Pages: [1] 2 3 ... 801
1
Support / Re: Cpct?
« on: Today at 08:46:01 am »
I looked into it briefly, I found it like Java with some additional clutter on top, that doesn't really make it any better and it's Microsoft. I have nothing against Microsoft, but the community is strange. Whenever I had to deal with the community of a Microsoft product (the scripting language in Powershell is an example where I had to rely on it, VBA for Access another), it's somehow disappointing...I've noticed a pattern:

  • Java community: You usually get a solution or at least an idea pretty quickly. Sometimes is overly complicated, because Java people tend add layers of libs on top of each other, but you can ignore that most of the time.
  • Javascript community: Similar to Java, actually. Just more unorganized and more focused on the latest hot shit (i.e. not older than 2 weeks).
  • PHP community: You usually get a soution, but it often feels awkward and clunky, just like the language itself.
  • Microsoft community: One question, multiple solutions but none refers to the actual quesiton. But obviously that doesn't matter, because the poster of the question thanks them anyway.

2
Support / Re: Cpct?
« on: September 21, 2019, 02:26:54 pm »
Well, I'm not interested in C# at all. As long as I don't have to use it (and I don't see why that would happen), I won't touch it.

3
Support / Re: Scale X and Y axis
« on: July 23, 2019, 02:20:38 pm »
I think the default shaders are normalizing them again.

4
Support / Re: Scale X and Y axis
« on: July 21, 2019, 02:33:11 pm »
Which version of jPCT (desktop or Android) and which rendering mode are you using?

5
Support / Re: Crash (native)
« on: June 13, 2019, 12:53:23 pm »
I guess you don't have access to the log messages that are printed before this exception?

6
Support / Re: Crash (native)
« on: June 05, 2019, 01:02:09 pm »
Strange. Actually, there has to be some output what the actual GL error is. It might not be part of the actual exception though. If it helps to know this, is another question...

7
Support / Re: Crash (native)
« on: June 03, 2019, 10:12:05 am »
Is that the complete stack trace? I'm somehow missing the top part...

8
Support / Re: Problem with object position
« on: May 16, 2019, 12:03:49 pm »
Object3D has a static method to create a dummy object. Use one of those, attach it as a parent to all the other objects in question, then rotate the dummy.

9
Projects / Re: My new game - LW
« on: April 25, 2019, 11:16:55 am »
Looks nice, a lot like chess. But I guess it's not actual or chess, or is it?

10
Projects / Re: my project - Vehicle Simulation
« on: March 15, 2019, 05:00:29 pm »
The adverts play just fine, but the actual video doesn't. After a lot of spinning an error message pops up that basically says "sorry...". I've tried it with Chrome and Firefox.

11
Projects / MOVED: Screenshots
« on: March 10, 2019, 03:48:06 pm »

12
There's no check, because an object without a texture shouldn't happen. If you create a new object, the dummy texture will be assigned. If you assign another one, then it will be that one. The only case in which this can happen is when you call flush() on the TextureManager but are still rendering the object that uses them. And in that case, a crash is just fine to me because you are not supposed to do that. Are you by any chance doing something like this?

13
Support / Re: Box sides action
« on: March 04, 2019, 12:44:40 pm »

14
Support / Re: Box sides action
« on: February 25, 2019, 11:16:51 am »
In which space? Object space or world space (i.e. before or after rotations have been applied)?

15
Support / Re: Box sides action
« on: February 22, 2019, 08:55:27 am »
Just create a dummy Object3D (http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#createDummyObj()), place it in the center of your box and assign it as parent object to your planes. Then rotate that object instead of the other individual planes.

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