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Messages - AGP

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61
Support / Re: Ambient Mapping with Software
« on: February 07, 2018, 12:16:18 pm »
Yes, sorry.

62
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);
     }

63
Support / Re: Drawing a Graphic on a Separate Thread
« on: February 06, 2018, 06:36:09 pm »
That makes sense, thanks.

64
Support / Re: Drawing a Graphic on a Separate Thread
« on: February 02, 2018, 09:35:50 pm »
So, do you have a response?

65
Support / Re: Drawing a Graphic on a Separate Thread
« on: February 01, 2018, 05:34:44 pm »
It's a pre-splash graphic that's meant to run while the game is loading. Load time is as much as 20 seconds and I don't want a black or even just a static screen for that long.

66
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.

67
Support / Re: Problem with animation model
« on: January 27, 2018, 06:29:26 am »
Any chance they're texture transparencies and the problem is a UV problem (perhaps caused by your animation)?

68
Support / Re: Interact2D
« on: January 20, 2018, 06:26:31 am »
I went with the mouse-follow demo and ray-cast. It's working but, academically, I'd still like to know how to make use of the method which takes the camera z value.

69
Support / Re: Interact2D
« on: January 19, 2018, 06:52:08 pm »
So how do I get the plane's z in cameraspace?

70
Support / Re: Interact2D
« on: January 18, 2018, 09:47:20 pm »
I don't need the height in wordspace. Only the x and the z.

71
Support / Re: Interact2D
« on: January 17, 2018, 09:29:51 pm »
I have x and y in screen coordinates, so about which z are you talking? And could you show me a snippet?

72
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:
https://www.dropbox.com/s/r73iukqn0wdtcjs/LE.jpg?dl=0

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);
objects[numberOfObjects-1].build();
objects[numberOfObjects-1].translate(p3d);
theWorld.addObject(objects[numberOfObjects-1]);
     }

73
Support / Re: Does TextureManager Operate on a Parallel Thread?
« on: January 13, 2018, 06:41:15 am »
It did because the loader and the texture weren't in the same directory. I fixed it by getting the absolute path. Would it be possible to add a line identifying the fact that the problem is coming from trying to load the texture, rather than when loading the model?

74
Support / Re: Does TextureManager Operate on a Parallel Thread?
« on: January 12, 2018, 06:17:19 pm »
It's not the model loader that's failing, it's the TextureManager. Any chance you could improve the error message here, to indicate that it's the TextureManager that's failing to add the texture?

75
Support / Re: Does TextureManager Operate on a Parallel Thread?
« on: January 12, 2018, 05:57:40 pm »
I have loadModels() method whose first line is loadTextures(). But the loader fails at finding the texture even before loadTextures prints its name. What gives?

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