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Messages - octav_ro

Pages: [1]
1
Support / Re: jpct-ae noob question
« on: August 16, 2012, 12:59:17 pm »
removing the shadow plane from the model somehow worked, but as you can see in the attached screenshot, the shadow plane appears only when a model is stacked over another, and correctly projects the "shadow", however it doesn't appear otherwise. Can you help with this issue?

[attachment deleted by admin]

2
Support / Re: jpct-ae noob question
« on: August 14, 2012, 03:09:32 pm »
the problem is that there are hundreds of already made models, anyway will try splitting them and see how it goes.

3
Support / Re: jpct-ae noob question
« on: August 14, 2012, 09:49:04 am »
is there any chance the soft shadows can be implemented at runtime, is there any example or code around that can generate soft shadows ?

4
Support / Re: jpct-ae noob question
« on: August 12, 2012, 06:29:56 am »
i guess i can use open gl 2.0 but what changes i need to do, are you aware of a list with devices that support 2.0?


5
Support / Re: jpct-ae noob question
« on: August 11, 2012, 07:27:17 am »
this is the code, i stripped what was not related

Code: [Select]

public class MyRenderer implements GLSurfaceView.Renderer, IRenderHook
{
              //this method as an object3d to the world
public void addModel()
{

InputStream is = null;
try {
Texture t = new Texture(prod.getTexture(getContext()), true);
man.addTexture(String.valueOf(prod.getId()), t);
is = getModel(getContext(), prod);
Object3D model = Loader.loadSerializedObject(is);
model.setTexture(String.valueOf(prod.getId()));
model.build();
model.setRenderHook(this);
model.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
model.strip();
m_world.addObject(model);
} catch (IOException e) {
e.printStackTrace();
} finally {
if (is != null) {
is.close();
}
}
}



private GL10 m_gl;

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
m_gl = gl;
}



@Override
public void afterRendering(int arg0) {
m_gl.glColorMask(true, true, true, true);

}

@Override
public void beforeRendering(int arg0) {
m_gl.glColorMask(true, true, true, false);

}

@Override
public void onDispose() {
// TODO Auto-generated method stub

}

@Override
public boolean repeatRendering() {
// TODO Auto-generated method stub
return false;
}

@Override
public void setCurrentObject3D(Object3D arg0) {
// TODO Auto-generated method stub

}

@Override
public void setTransparency(float arg0) {
// TODO Auto-generated method stub

}
}



6
Support / Re: jpct-ae noob question
« on: August 10, 2012, 06:35:53 pm »
adding the hook causes another problem without fixing the previous, if i cant help with more details or more code let me know, im not sure what is wrong here and for sure i can't figure out for myself.

ty very much for your time.

[attachment deleted by admin]

7
Support / Re: jpct-ae noob question
« on: August 10, 2012, 04:18:35 pm »
im using 1.x

8
Support / Re: jpct-ae noob question
« on: August 10, 2012, 03:12:21 pm »
tx for your responses, but removing blending makes things even worse, so if i remove:

//gl.glEnable(GL10.GL_BLEND);
//gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);

i get the stuff attached, the objects create holes inside other object.

the shadow plane is part of the mesh and cant be separated there are hundreds of models like it, so modifying transparency will cause a the whole object to loose transparency so i cant use setTransparency on the whole object.

[attachment deleted by admin]

9
Support / Re: jpct-ae noob question
« on: August 10, 2012, 02:07:47 pm »
i would do it without gl commands if i knew how, anyway the only gl commands i have are these:

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
      gl.glEnable(GL10.GL_DITHER);
      gl.glEnable(GL10.GL_BLEND);
      gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
      Config.glIgnoreNearPlane = false;
      gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
      gl.glClearColor(m_backColor.getRed(), m_backColor.getGreen(), m_backColor.getBlue(), m_backColor.getAlpha());
      gl.glColorMask(true, true, true, true);
      gl.glDisable(GL10.GL_CULL_FACE);
      gl.glDisable(GL10.GL_DEPTH_TEST);
      gl.glDepthMask(true);
   }

i use jpct to load, place and move objects around, set up the world, lights and camera + all the rendering, the only gl direct stuff is over there.

10
Support / Re: jpct-ae noob question
« on: August 10, 2012, 01:34:34 pm »
yes is a plane, with transparent texture, i have used

gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);

probably im doing smth wrong but because of my limited knowledge i donno where to look.

11
Support / Re: jpct-ae noob question
« on: August 10, 2012, 12:20:30 pm »
see attached

[attachment deleted by admin]

12
Support / Re: jpct-ae noob question
« on: August 10, 2012, 11:49:44 am »
i have some baked shadows that do not  appear correct when the objects are stacked one over another, this could be solved by rendering the objects above first.

13
Support / jpct-ae noob question
« on: August 10, 2012, 10:26:10 am »
hi, i am very new to 3d and jpct, can you tell me how do i change the default render order for my scene objects ?

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