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Support / Adding clothing, weapons, shields to 3d model.
« on: December 12, 2006, 10:50:06 pm »
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);
}
}
Rotates the raw mesh data using the rotation matrix specified for this object.
Sets the object to visible/invisible. Invisible objects won't be processed/rendered at all.That sounds like something you wanted...
Is faster/possible to make the map into some kind of 3d object itself, dynamically?
Is it possible to set the framebuffer jpct renders onto transparent, to cut out an extra step?
Also, how on earth could I have several different avatars?
I would think a separate world for each model would work perfectly,
but is it too memory intensive?