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Messages - MichaelJPCT

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1
Support / Re: how to select uniform in renderhook
« on: January 15, 2020, 06:31:57 am »
thanks, i think these ways can all work.

2
Support / how to select uniform in renderhook
« on: January 13, 2020, 07:39:23 am »
Hi Egon,
if multiple objects share a shader, i must set a renderhook to apply a uniform to an object. the question is ,how to select the correct uniform to an object?
i have an array of objects and an array of uniforms.
i need an ID for each object right?
currently i use object3d.set/get transparency like an id to select uniforms. it works, but i dont think this is the formal way.
i see object3d.getid, but this id is different from the id in my array. should i map these 2 types of id's? is it the formal way to select uniforms?

thanks for your support.

3
Feedback / Re: jPCT Still Going
« on: December 07, 2019, 08:06:09 pm »
i am still using jpct-ae for my personal project, and i don't intend to switch to other engines. because it's convenient to use - i write code and test run on an android device, no need for PC most of the time.

4
Support / Re: Scale X and Y axis
« on: July 21, 2019, 06:04:24 pm »
i tested it on jpct-ae only,  openglES 2.0

5
Support / Re: Scale X and Y axis
« on: July 19, 2019, 06:57:34 pm »
Apart from that: We are talking about Android/jPCT-AE here? In that case, you can't do it this way unless some more setup work which might not be worth it. There's another way, though. You can tweak the rotation matrix directly. This has some drawbacks as well, in particular it might increase a light source's brightness on the scaled object when it shouldn't and it doesn't work well together with the build-in scale methods. Anyway, this is how it works:

Code: [Select]
Matrix scale=new Matrix();
scale.set(0, 0, 2); // 0,0 for x-axis scaling, 1,1 for y, 2,2 for z
obj.getRotationMatrix().matMul(scale);

If you otherwise don't change the rotation matrix, you only have to apply this once. If you set it to a new anyway in each frame (or even sometimes), you have to apply this afterwards. Also keep in mind that scaling is cumulative. That means that doing this by 2 and then by 3 will result in a scaling of 6.

hi Egon, i read this thread and remember that i used to tried lengthening the normal vector to change lighting effect (over bright effect ? :) ) , i did that when meshes were created from vertex info, such as multiplying the normal by 5. but the lighting didnt change at all, seems like the normal vector is normalized when rendering.
can this behavior of normalizing the normal vector be canceled?
i was just exploring possibilities.

6
Projects / Re: my project - Vehicle Simulation
« on: March 16, 2019, 08:29:49 am »
it's disappointing that after you watch the ad, the video doesnt load :(
and i am sorry to say , i havent been able to find another video hosting website which i can connect to, such as youtube , vimeo...
even file sharing sites(except those in China) dont work here.
just forget about it for now.

7
Projects / Re: my project - Vehicle Simulation
« on: March 15, 2019, 08:07:29 am »
i recorded a video to showcase one of the aircrafts - a modified EC135 helicopter. the graphics are rendered with JPCT-AE engine.
beware, before the video starts there may be advertisements.
http://v.youku.com/v_show/id_XNDA5Nzk3OTk2OA==.html?sharekey=b0446aa90b21491de4a3149b28d9d6f57

8
Support / Re: about the strength of specular light
« on: February 16, 2019, 07:22:07 pm »
yes , it works

9
Support / Re: about the strength of specular light
« on: February 15, 2019, 06:37:43 pm »
i will try it, thanks

10
Support / Re: about the strength of specular light
« on: February 14, 2019, 06:40:17 pm »
here is a work in progress model as example of specular light


11
Support / Re: about the strength of specular light
« on: February 14, 2019, 06:03:01 pm »
about the outcome of this setting, i did some test on powerVR 6250 gpu and could see the difference it makes.
in some cases, the specular looks quite nice. i use 50 setting and metal does look like metal on my simulated aircrafts, especially in moving images.

12
Support / Re: about the strength of specular light
« on: February 14, 2019, 05:49:58 pm »
i dont think it is very important either.
but, since full support of material is not easy to do, IF changing specPow is much easier, then it can let the users have more options without too much trouble.
changing specpow ( without other elements of material ) still has some use, such as seperating glass (sharper reflection) and plastic.
if a user have one more option, he will think of more ideas.
i agree that a developer should put efforts on essential elements and neglect unimportant elements, though.

13
Support / Re: about the strength of specular light
« on: February 13, 2019, 06:08:35 pm »
so why not  have a Object3D.setSpecPow() method ?
then each object can have different specpow.

14
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.

15
Support / Re: about the strength of specular light
« on: February 13, 2019, 02:21:02 pm »
i think of Config.specPow , can specPow be variable at runtime ?

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