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Messages - Irony

Pages: 1 2 [3] 4 5 ... 11
31
Support / Re: Is there a way to remove a texture from an object?
« on: November 16, 2014, 11:39:09 pm »
ah, i see. Thanks!

32
Support / Re: Is there a way to remove a texture from an object?
« on: November 16, 2014, 10:19:50 pm »
The same as when no texture is applied.

33
Support / Is there a way to remove a texture from an object?
« on: November 16, 2014, 09:05:06 pm »
See subject :)

34
Support / Re: Restricting the Mouse
« on: November 14, 2014, 08:22:22 pm »
I'd say this is more a general math question rather than something JPCT specific. Maybe you should give Egon a break on this one ;)
http://www.permadi.com/tutorial/raycast/

35
Support / Re: Which comes first: setvertexcontroller or build?
« on: November 10, 2014, 12:46:54 pm »
Yes I meant the one from Primitives. Thanks.

36
Support / Re: Which comes first: setvertexcontroller or build?
« on: November 10, 2014, 11:25:01 am »
One related question: Why does a cube have 10 vertices and not 8?

37
Support / Re: Which comes first: setvertexcontroller or build?
« on: November 09, 2014, 06:31:35 pm »
Works perfectly, thanks!

38
Support / Which comes first: setvertexcontroller or build?
« on: November 09, 2014, 03:50:48 pm »
When I setvertexcontroller before build(), there is a warning about normals. When I set vertexcontroller after build, applyvertexcontroller seems to have no effect.
I have read and experienced some contradicting things about the topic.

Maybe it's important to mention that there is a rotateMesh call in there as well.

39
Projects / Re: Thinking about some RPG..Android version.
« on: September 01, 2014, 04:55:09 pm »
Maybe a good middle ground would be to determine a (presumable) optimal setting but let the user override it.

40
Projects / Re: Thinking about some RPG..Android version.
« on: September 01, 2014, 11:10:49 am »
If there are multiple detail settings, the app should choose one automatically by measuring the speed of the device. Manual setup is PC territory.  ;)

41
Support / Re: Non-uniform scaling
« on: August 19, 2014, 02:51:11 pm »
Thanks, I've already found a snippet somewhere on the forums and use that.

42
Support / Re: Non-uniform scaling
« on: August 19, 2014, 11:12:15 am »
Ok, thanks for giving a definite answer on that one.

43
Final update on this issue: it actually works exactly as it should the way I described. I was just stupid enough to not update the variable holding the distance.

44
Support / Non-uniform scaling
« on: August 15, 2014, 01:41:58 pm »
It would be really convenient to have a non-uniform scale function for Object3D, something like scale(x,y,z). (I know there are ways to achieve that, but not as comfortable.)
Do you have any plans to implement that someday?

45
Projects / Re: Thinking about some RPG..Android version.
« on: August 14, 2014, 11:39:41 pm »
Awesome! Can't wait to see it in motion.

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