Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 9kaywun

Pages: 1 [2]
16
Support / tile system?
« on: August 14, 2012, 01:06:49 pm »
I need to implement a simple tile system into my 3d game client for npc/prop rendering.. I am using Primitives.getPlane(quad, scale) to generate a small region, but I can't figure out how I could go about making an imaginary 96x96 grid with textures rendered over it.
I have already written a method to load map data from a file and would render the scene like so <regionId, tileId, textureId>
I also would like to be able to not have any negative ids for tiles because it over complicates certain functions I intend on integrating server-sided in the future.

17
Support / Re: text above object3d
« on: August 06, 2012, 08:25:19 pm »
Thanks for the replies guys.

Interact2D contains some methods to project an Object3D's center to screen coordinates. That should help with the blitting.

That's cool. I'll get it now.

18
Support / text above object3d
« on: August 06, 2012, 10:06:33 am »
I know about text blitting, but what determines the coordinates I would use to place text above models..?

19
Support / Re: Rendering Textures over 256x256?
« on: June 16, 2012, 10:53:36 am »
Depends on what you use for X and Y...

Disregard the naming, X and Y are size variables and are equal to the dimensions of the chatbox sprite.

20
Support / Rendering Textures over 256x256?
« on: June 16, 2012, 10:30:51 am »
When I render a sprite such as this one: http://troll.ws/i/hOjXrL.png it comes out deformed on the game screen.. How can I render it to be the same size as the actual image?

Code used to render the sprite.. (works fine with sprites under 256x256)
getBuffer().blit(TextureManager.getInstance().getTexture("chatbox"), 0, 0, (int) x, (int) y, X, Y, FrameBuffer.OPAQUE_BLITTING);

Pages: 1 [2]