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Topics - AGP

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Bones / getRoot().getTransformedCenter() is Weird
« on: July 15, 2014, 10:27:10 pm »
As you translate a model by its root, its transformed center values don't look right even as the model moves the right way. I believe that that is a bug. Is it?

Support / Another Problem With That Iron Patriot
« on: July 08, 2014, 11:26:10 pm »
getTransformedCenter() is in front and underneath it, instead of in the center. There's no triangle whatsoever outside of the model (I have checked), and even calcCenter() doesn't help with that.

Between you and your soccer team, Germany is in great favor with me today. : -)

Support / How to Get Full Resolution
« on: June 24, 2014, 12:18:16 pm »
Even though I'm running my app on my Galaxy S4 (which should have a 1920x1080 resolution), onSurfaceChanged is giving me a 320x522 resolution, which does not look too great. Is there a way to tell mGLView to run at the device's full resolution? Is, perhaps, the S4 not full HD for 3D graphics (I doubt it)?

Support / Compile() Darkens My Ground Plane
« on: June 24, 2014, 05:14:00 am »
If I call compile() on any object in my game the ground becomes darker and stops matching the sky box. How come? And setAdditionalColor(Color.white) makes the ground blend into the sky box again, but destroys my shadows.

Support / Software Transparency Isn't Working
« on: May 24, 2014, 08:08:13 am »
Software transparency isn't working. I haven't tested the hardware in this case, but I am loading the Texture with the alpha boolean. It's not the legacy renderer, either. Have a look at the black rectangles for the crowds.

Code: [Select]
class Crowd {
     private Object3D[] planes;
     private Object3D pivot;
     public Crowd(World theWorld) {
planes = Loader.loadOBJ("Crowd.obj", "Crowd.mtl", 2f);
pivot = Object3D.createDummyObj();
for (int i = 0; i < planes.length; i++) {
     public void setChildOf(Object3D parent) {

Support / Software Renderer Precision
« on: May 19, 2014, 10:18:01 am »
I assume, without having tried it, that this problem wouldn't happen with the OpenGL renderer (it doesn't in Unity). Is there a way to increase the software renderer's precision when rendering these field lines (that obviously aren't textured, but modeled).

Bones / OgreMax
« on: May 11, 2014, 07:02:25 am »
Either the developer of OgreMax really doesn't like me (can't think of any reason for that) or I have cause for concern that OgreMax might not be getting updated. If that happens, could you, raft, be persuaded to support another 3ds Max-exportable format?

Support / Collision Trouble
« on: May 04, 2014, 02:02:12 am »
I'm trying to have my character collide against walls without getting stuck or ever going through them. The following code is problematic. My question is broad, I know, but maybe I'm doing something wrong...

Code: [Select]
     private SimpleVector collide(SimpleVector directionToHead) {
SimpleVector direction = hero.get(0).checkForCollisionEllipsoid(directionToHead, new SimpleVector(.15f, 2f, .15f), 5);//.5f, 2f, .5f), 5
if (directionToHead.x != direction.x || directionToHead.z != direction.z) {
     collidedThisFrame = true;
     float multiplier = -2f;
     if (currentAnimation == WALKS)
multiplier = -3.5f;
     direction.x = multiplier*directionToHead.x;
     direction.z = multiplier*directionToHead.z;
else collidedThisFrame = false;
return direction;

I'm writing a simple particle system, but World.renderScene(FB) is crashing with an ArrayIndexOutOfBoundsException. The following is my console.

C:\MyPrograms\3D\Algorithms\ParticleSystems\Flames>java -classpath jpct.jar;. MyFrame
Java version is: 1.7.0_51
-> support for BufferedImage
Version helper for 1.5+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Loading Texture...Flames.jpg
New WorldProcessor created using 1 thread(s) and granularity of 1!
Creating new world processor buffer for thread main
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: -1
        at com.threed.jpct.Object3D.render(
        at com.threed.jpct.WorldProcessor.processInternal(
        at com.threed.jpct.WorldProcessor.process(
        at com.threed.jpct.World.renderScene(
        at MyFrame.loop(
        at MyFrame.<init>(
        at MyFrame.main(
Terminate batch job (Y/N)?

By the way, if I don't call    camera.moveCamera(Camera.CAMERA_MOVEOUT, 2f), it doesn't crash (but I still don't see anything).

Support / How do I do Object3D.rotate(SimpleVector)
« on: March 27, 2014, 03:40:47 am »
Surely, the equivalent (I'm porting code from the old irrlicht engine) isn't:
Code: [Select]

Is it?

Feedback / Feature Requests
« on: March 22, 2014, 10:34:08 pm »
You could have a message board just for feature requests. :- )

Anyway, here are mine: cube-mapping and update for newer shader grammar (lines like layout (location = 0) in vec3 VertexPosition don't currently compile).

When I rotateMesh() and clearRotation() of a plane acquired by Primitives.getPlane(40, 1), my vertex shader doesn't work in the proper axis. If I leave the rotation in its matrix, it works fine. That has to be considered a bug, right?

Only some of my computers produce this error (a laptop with both an NVidia graphics chip and an Intel one and a desktop using onboard graphics), but when I get this the screen starts blinking and the game doesn't run. This is for the hardware renderer. I'm using lwjgl 2.9.1, for whatever it's worth.

Support / When does getTransformedCenter() not work?
« on: February 11, 2014, 06:19:43 pm »
In that same town whose parts are its children, which gets rotated and translated into place, so are the waterfall particles its children. At the end of the waterfall loop, I try to reposition each particle at their origin. But with each new spin of the loop they get farther and farther away from each other. The following is the simple method that should put each individual particle in its origin, but doesn't.

Code: [Select]
     public void returnToOrigin() {
SimpleVector position = this.getTransformedCenter();
this.translate(initialPosition.x-position.x, initialPosition.y-position.y, initialPosition.z-position.z);

Support / Per-Polygon Transparency
« on: February 06, 2014, 07:21:37 pm »
I'm exporting a little particle waterfall splash from 3ds max as a sequence of OBJs. Each OBJ has several triangles with different values for visibility. I have two problems: the first, naturally, is to export these values per-polygon (a simple MaxScript should produce a companion text file describing their visibilty), and the second, of course, is to apply these visibilities per-polygon in jpct (lest I have to have an Object3D per polygon, which seems bizarre memory-wasteful). Is this possible?

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