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Messages - kkl

#61
Support / Re: Light position transformation
February 09, 2015, 03:32:08 PM
Strangely, it works correctly when I negate first, and then camera.tranform() it. I tested again using modelViewMatrix * originalLightPosition and it gives the same result. But it's different result when I camera.tranform() first, then negate it. What's going on there exactly? Wonder if I missed anything. 
#62
Support / Re: Light position transformation
February 08, 2015, 04:54:17 PM
Quotethey are in camera space. If you need them in world space, you have to add your own uniform and inject the position that you can obtain from each light into it but with y and z negated
Im using the same light calculation from JPCT default shader. So should the final light position in shader be in camera space or world space? If camera space, we just use Camera.tranform(), else negate y and z for world space?

QuoteBut what do you need them for anyway?
I want certain objects to receive light from different location, while not affecting the rest.
#63
Support / Re: Light position transformation
February 08, 2015, 02:33:12 PM
I thought final light position for shader is in camera space. How do we get it in world space?
#64
Support / Light position transformation
February 08, 2015, 09:19:16 AM
Hi egon,

How do we apply light position final transformation for shader? I tried use Camera.transform the the light position and the final result is incorrect. I need it for uploading custom light position to shader. Thanks n look forward to ur reply.
#65
Support / Re: Check vertex position after import .obj
January 04, 2015, 04:25:49 AM
Ok. Thanks alot egon ; )
#66
Support / Re: Check vertex position after import .obj
January 02, 2015, 03:39:02 PM
Ok, got it ; ) BTW, is the vertex position we see from obj file is the same position in jpct wold coordinates? I tested, and it seems the same. Just wanna confirm with you again.
#67
Support / Check vertex position after import .obj
January 02, 2015, 11:41:39 AM
Hi Egon,

How can we check the final vertex position after importing .obj? I wanted to map it to jpct coordination. 
#68
Tat works like magic! Exactly wat i've been looking for.. but i still hav problem if the camera moves to the edge(i set a position limitation to left and right) and the scroll just stop right away instead of smooth scroll to edge. Do you have any idea to fix tat?
#69
I've never tried physics stuff before. Do you know any good library or tutorial that might helps?
#70
It's easy if the camera moves according to the distance of the scroll, but it would look artificial and the scrolling is not smooth. I kinda stuck at scrolling acceleration and deceleration parts. Does it involve with velocity?
#71
Thanks egon. Seems like it's alot of work to rebuild the desktop version in order to make it compatible to android version. I was thinking making an desktop version editor, so it would be easy to edit the object while looking at the result.
#72
Support / Camera accelerate and decelerate with scroll
December 15, 2014, 02:29:40 AM
Hi,

Has anyone tried camera smooth scrolling before? Something like, the camera accelerates based on velocity and slows down(decelerate) when the touch event stops.
#73
Do you mean we have to use the fixed uniform like gl_ModelViewProjectionMatrix? We don't have to calculate the MVP matrix and pass it shader like android version anymore?
#74
Support / GLSLShader usage same between jpct and jpct-ae?
December 14, 2014, 10:22:52 AM
Hi egon,

R they the same? I tried using the same method from jpct-ae and it does nt work in jpct. Plus, it shows warning like Matrix construction from matrix is not allowed in implicit GLSL version number 110
#75
Support / Re: Get modelViewMatrix from object
November 16, 2014, 03:00:21 PM
It works like magic now! Thanks alot egon