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Topics - AGP

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Bones / Parsing SkinClipSequence
« on: May 04, 2018, 10:51:28 pm »
Since EasyOgreExporter exports all clips into a single animation, I'm forced to write a parser. How, then, might I split a SkinClipSequence of one SkinClip into a SkinClipSequence of two or more?

Support / Now this looks like a Java 10 Thing
« on: April 29, 2018, 11:45:19 pm »
I was working a while ago on this fire particle system. I don't remember the rendering getting clipped like this.

Code: [Select]
this.setSize(buffer.getOutputWidth(), buffer.getOutputHeight());
this.add(canvas, BorderLayout.CENTER);
     skyBox.render(theWorld, buffer);
     if (!doShadows()) {

Support / Java 10 Serialization
« on: April 25, 2018, 08:42:07 pm »
I think that you have to update the serialization stuff for Java 10. Would you?

Support / Documentation Error
« on: March 20, 2018, 09:40:16 pm »
The docs for Object3D state:

public Object3D(float[] coordinates,
                float[] normals,
                float[] uvs,
                int[] indices,
                int textureId)
uvs - the texture coordinates [u1,v1,u2,v2,...]

When in fact it seems to read ws too (thus being u1, v1, w1, u2, v2, w2...).

Support / Environment Mapping with Software
« on: February 06, 2018, 06:40:35 pm »
One of my ships is shiny. I have a vague memory of talking to you about environment mapping with the software renderer. I fully expected that the environment map would not work with the software renderer, but my expectation was that the diffuse map would be completely replaced by the environment map and that the environment map would be treated as diffuse. This is not so. Ambient map acts like the ambient map but the diffuse channel disappears. To that end, I tried writing the following method. But obviously, the result is that the ambient map is just colored by the diffuse. My question, then, is since the environment mapping is already performing as expected, would it be possible to just make the diffuse channel work with it?

Code: [Select]
     private void combineAmbientAndDiffuse() {
Texture tex = TextureManager.getInstance().getTexture("EnvironmentMap");
tex.add(TextureManager.getInstance().getTexture("Starfighter.png"), .5f);

Support / Drawing a Graphic on a Separate Thread
« on: February 01, 2018, 03:35:33 am »
Hardware renderer in (lwjgl's frame) fullscreen throws a RuntimeException ("No OpenGL context found in the current thread."). I created a WorldProcessor with two threads as well as tried it the lwjgl way (GLContext.useContext()). Neither worked.

Support / Interact2D
« on: January 16, 2018, 08:38:03 pm »
I'm trying to make a little level editor. Right now, all it will do is to allow you to position some enemies by clicking on the 3d map. I'm not very interested in the y coordinate, because they will place themselves relative to the floor's height). But the following code always places the enemiies in the same (marked) spot:

Code: [Select]
     public void mouseClicked(MouseEvent e) {
Point p = e.getPoint();
SimpleVector p3d = Interact2D.reproject2D3DWS(camera, buffer, p.x, p.y);
System.out.println("p3d: "+p3d);
p3d.y = -2000f;
objects[numberOfObjects++] = Primitives.getCube(100f);

Support / Does TextureManager Operate on a Parallel Thread?
« on: January 12, 2018, 05:45:37 pm »
If so, how do I wait for it? My app is failing to find a texture after it's been added to the TextureManager.

Support / rotateMesh Bug
« on: January 10, 2018, 03:16:28 pm »
The following code doesn't crash with Object3D.rotateY(...) but crashes with a NullPointerException on Object3D.rotateMesh().

Code: [Select]
if (ship instanceof Blah) {

Support / Too Bright With Software Renderer
« on: December 20, 2017, 06:52:49 am »
I even wrote the following (where "amount" refers to color intensity for all three colors):

Code: [Select]
int amount = 15;
float attenuation = 3.6f, dist = 1f;
theWorld.setAmbientLight(25, 25, 25);//-20
if (b.usesRenderer(IRenderer.RENDERER_OPENGL)) {
theWorld.setAmbientLight(125, 125, 125);//-20
     amount = 55;
     attenuation = 3600f;
     dist = 10f;
else Config.lightMul = 1;

Support / Loader.loadOBJ Problem
« on: October 31, 2017, 08:33:08 pm »
Code: [Select]
System.out.println("\n\n\nWarcraft.loadObject: "+fileName +" Is the mtl null? "+(mtlFile==null));
System.out.println("Is loadOBJ(fileName, mtlFile) null? "+(Loader.loadOBJ(fileName, mtlFile, .5f)==null));

Warcraft.loadObject: buildings\castle_construction0.obj Is the mtl null? false
Exception in thread "main" java.lang.NullPointerException
        at java.util.Hashtable.put(Unknown Source)
        at com.threed.jpct.Loader.loadOBJ(
        at com.threed.jpct.Loader.loadOBJ(
        at Warcraft.loadObject(
        at Worker.moveTowardsDest(
        at Warcraft.loop(
        at Warcraft.<init>(
        at Warcraft.main(

I've opened the file in Blender and it loads just fine.

Support / Fog Of War Transparency With Software
« on: October 12, 2017, 03:02:14 am »
I''m writing a strategy game and can't seem to properly paint a transparent PNG on my fog (so that its edges are rounded). The logic for the texture placement is sound and has been tested. But all I get is solid black.

Code: [Select]
if (!TextureManager.getInstance().containsTexture("fog-top")) {
     TextureManager.getInstance().addTexture("fog-top", new Texture("Assets"+File.separator+"fog-top.png", true));
     TextureManager.getInstance().addTexture("fog-left", new Texture("Assets"+File.separator+"fog-left.png", true));
     TextureManager.getInstance().addTexture("fog-right", new Texture("Assets"+File.separator+"fog-right.png", true));
     TextureManager.getInstance().addTexture("fog-bottom", new Texture("Assets"+File.separator+"fog-bottom.png", true));

Support / ERROR: Texture '--*--BlittingWrapper_internal--*--' not found!
« on: October 04, 2017, 03:30:02 am »
Is this a jpct error? If so, what is it? I'm using the software renderer here.

Support / Polyline.setLineLength?
« on: September 23, 2017, 01:12:44 am »
I'm writing the following for my son (sorry about the captured frame-rate). The thing about Polyline.update(...) is that it's expensive to always create a new array (I suppose that I could store it, then edit it but that's quirky), and it's inconvenient. Also, the following is the code that increases the length of my laser (deltaTime*10f breaks the numbers by being making them too large):

Code: [Select]
SimpleVector pos = bridge.getTransformedCenter();
pos.y -= 160f;
SimpleVector forward = bridge.getZAxis();
laserLength *= (1f+(deltaTime*6f));
laser.update(new SimpleVector[]{pos, pos.calcAdd(new SimpleVector(forward.x*laserLength, forward.y*laserLength, forward.z*laserLength))});

Support / LWJGL 3+
« on: September 19, 2017, 06:09:52 am »
I've found no AWTGLCanvas in my brief exploration of its docs. I have, however, found this:
Code: [Select] It's kind of funny the notion of someone going, "do you know what Java needs? Malloc. I miss malloc." LOL

Anyway, is there any chance that you might implement your own AWTGLCanvas from that? At some point, you have to recognize the need to update (either to the newer LWJGL or otherwise to jOGL or a third--to me unknown--wrapper). Right?

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