Thanks raft! I always did wanted to know how you did that~
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int off = 0;
for(int i = 0; i < numParticles; i++){
if(i % (gridx) < gridx-1 && i < numParticles-gridx || i == 0){
//System.out.println("i: "+i+" 1");
constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx+1],spacing*rt2,diagstff);
if(i % gridx > 0){
//System.out.println("i: "+i+" 1a");
constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
}
}else if ((i % (gridx) == gridx-1) && (i < (gridx*gridy-(gridx)))){
//System.out.println("i: "+i+" 2");
constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
}else if (i > numParticles-2){
//System.out.println("i: "+i+" 3");
}else{
//System.out.println("i: "+i+" 4");
constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
}
}
QuoteRotates the raw mesh data using the rotation matrix specified for this object.
QuoteSets the object to visible/invisible. Invisible objects won't be processed/rendered at all.That sounds like something you wanted...
QuoteIs faster/possible to make the map into some kind of 3d object itself, dynamically?Are your tiles small pieces of mesh? If so, then I would guess yes. I would assume that you can probably merge them all into one big Object3D map or so after translating the tiles before merging.
QuoteIs it possible to set the framebuffer jpct renders onto transparent, to cut out an extra step?Why do you have to render your avatar onto a secondary framebuffer, set the alpha transparency and then placing that onto the main framebuffer? That sounds really tasking!
QuoteAlso, how on earth could I have several different avatars?Several different avatars? I would guess to have different 3d meshes...
I would think a separate world for each model would work perfectly,
but is it too memory intensive?
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