Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jamiro

Pages: [1] 2
1
Support / Re: Float Positioning Blit Images
« on: May 03, 2018, 10:07:48 am »
Is it also possible ATM to rotate any blit image? If I wanted to add any HUD element that uses rotation around any given pivot, like a 2D sprite, is there any way to do it? If not so, is it possible to add it in a near future?

2
Support / Re: Float Positioning Blit Images
« on: April 26, 2018, 11:27:08 am »
Do you think it is possible to add this change or is there any other way I can obtain this result?

3
Support / Re: Float Positioning Blit Images
« on: April 25, 2018, 04:50:45 am »
Ok, so there's a reason why it can't, but...

Couldn't it be done using a simple condition inside the blit method that checks if it's using Software or Hardware and depending on which context is being used it switched to either an integer blit or float blit (while changing only the outside parameters to be of Float type thus keeping retrocompatibility)?

I'm currently making progress bars and 2D-point indicators. When the progress bar increases or decreases the effect is too sharp when its changing by small units, so it its not as smooth as if I were to use a space sprite. It also happens when using dots on a grid, if I change a dot a very small increment in position it will not have a smooth change, it will be moving as if it were painted like a bitmap raster, instead of a smooth raster.

like the example below illustrates a change of position of a sprite's pixel:

1- integer positioning mode:


2- float positioning mode:


is it possible to update the blit method to satisfy both rendering modes while keeping it's legacy?
If so it would give a more accurate way of making smoother animated UI components.

4
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

5
Support / Re: Problem with animation model
« on: January 29, 2018, 07:37:25 am »
I've only tried to tweak this values because I read your comment on the compile which said that low values of Batch size could lead to missing poligons, which was kinda the case.

Currently, I'm running this in:

- OS:    Win 8.1 / 64x
- MEM: 12 GB ram
- GPU:  Geforce 840m
- Driver:333.02
- CPU:  i7-4510U 2.00GHz
- java:  1.7.0_10

I will try on a different one just to be sure, but this change did the trick.

6
Support / Re: Problem with animation model
« on: January 28, 2018, 08:59:48 am »
Kinda Solved it.

Ok, so it seems that this occurs only on compiled mode, so I managed to use the compile options to set a bigger value for "bathSize",  for around 10.000, and it did the trick, but, now I have another problem. It seems that low values lead to that, how should I know which graphics cards can withstand such value?

is that correlated to the animation object itself by any way?

and BTW, what does .compile(true) do? Does it hava a predefined BatchSize value or uses the Config one?

Thanks

7
Support / Re: Problem with animation model
« on: January 27, 2018, 07:53:15 am »
Nope, not using any kind of transparency whatsoever. Just a plain, compiled, one-layered textured model.
And it only happens once in a while, and not throughout all the animation.

8
Support / Re: Problem with animation model
« on: January 25, 2018, 09:37:53 pm »
Have you or anyone here ever experienced it before? If not, can you give me any kind of idea, based on your experience where to look at or debug this? Mainly because the animation is a black box, and I can't look at it.

9
Support / Re: Problem with animation model
« on: January 25, 2018, 09:34:03 pm »
Yeah they are, I thought they could be artifacts but they are just spaces between each other vertices. And no, everything is being processed in the same thread.

10
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

11
Support / Re: Render Scene to Texture - Questions/Possibility
« on: January 21, 2018, 11:04:11 pm »
Awesome, thanks

12
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

13
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

14
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 18, 2018, 06:04:35 pm »
Great, thanks

15
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 18, 2018, 12:01:03 pm »
Ok, so perhaps I understood this wrongly:

using this:
Config.maxPolysVisible = 100000;

allows me to render a compiled object with 2.106.598 polygons, yielding only a visibile group of around 5.000.

I thought that this list was the same for uncompiled objects. The thing was that this object ineeded to be uncompiled due to the need for changing vertex and uv data at runtime, and I was also using the DrawWireframe feature that doensn't work with compiled objects as well.

PS: So when using compiled objects, how can I know the limit for them, which limit should I use (is there any ratio)? Or they aren't even validated by that property?

Regards and thank you

Pages: [1] 2