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Messages - 9kaywun

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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.

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.

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..?

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.

Support / Rendering Textures over 256x256?
« on: June 16, 2012, 10:30:51 am »
When I render a sprite such as this one: 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]