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Feedback / New web layout
« on: November 02, 2005, 08:37:24 pm »
I like the new website's layout. It's a lot easier on the eyes and much more fun to navigate in.
-Raven
-Raven
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java -Djava.library.path=/Users/raven/Dev/3D/JPCT/jpctapi/lib/lwjgl-0.97/ -cp .:/Users/raven/Dev/3D/JPCT/jpctapi/lib/lwjgl-0.97/lwjgl.jar:/Users/raven/Dev/3D/JPCT/jpctapi/lib/jpct/jpct.jar JPCTDemo
Java version is: 1.4.2_09
-> support for BufferedImage
-> using BufferedImage
Software renderer (legacy mode) initialized
Software renderer disposed
Software renderer (OpenGL mode) initialized
108-123 -> using splitted buffer access!
Adding Lightsource: 0
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1517)
at java.lang.Runtime.loadLibrary0(Runtime.java:788)
at java.lang.System.loadLibrary(System.java:834)
at org.lwjgl.Sys.<clinit>(Sys.java:61)
at org.lwjgl.opengl.Display.<clinit>(Display.java:96)
at com.threed.jpct.GLRenderer.init(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at JPCTDemo.switchOptions(JPCTDemo.java:1007)
at JPCTDemo.gameLoop(JPCTDemo.java:909)
at JPCTDemo.<init>(JPCTDemo.java:511)
at JPCTDemo.main(JPCTDemo.java:188)
No, directional lighting is not possible with standard vertex lighting, which is what jPCT is using. There's no way to let other objects block the light either. jPCT is following OpenGL's specs when it comes to lighting.
For a spotlight, it may be possible to fake it by using a transparent object als light cone, but i'm not sure how good that will look...maybe not too good... :wink:
Quote from: "Raven"
3. Can objects emit light? For example, could I create a Flashlight object?
In Paradroidz, the Player-instance includes a light that moves with the player (i.e. i'm setting it's position to the player's one). So no, Object3D can't emit light, but you can move the lights so that it looks like that.
Object3D demon=Loader.loadMD2("md2/demon.md2", 0.3f);
TextureManager.getInstance().addTexture("myTexture", new Texture("md2/ql6.jpg"));
demon.setTexture("myTexture");
demon.setCenter(SimpleVector.ORIGIN);
demon.translate(800, -120, -480);
demon.build();
theWorld.addObject(demon);
float anim = 0f;
demon.animate(anim, 1);
if (anim>1) {
anim=0;
} else {
anim+=0.1f;
}
Exception in thread "main" java.lang.NullPointerException
at JPCTDemo.gameLoop(JPCTDemo.java:838)
at JPCTDemo.<init>(JPCTDemo.java:510)
at JPCTDemo.main(JPCTDemo.java:184)
Loading file md2/demon.md2
File md2/demon.md2 loaded...32540 bytes
Magic number: 844121161
Version: 8
Skin width: 256
Skin height: 256
Frame size: 1120
Number of skins: 1
Number of Vertices: 270
Number of Texture coordinates: 210
Number of triangles: 488
Number of GL-commands: 2508
Number of Frames: 14
Reading Texture coordinates...
Done!
Reading polygonal data...
Done!
Reading keyframes...
Done!
Coverting MD2-format into jPCT-format...
Processing: pigstand...
Processing: pigwalk...
Processing: pigpain...
Processing: pigbite...
Done!