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Messages - MichaelJPCT

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1
Support / Re: Changing world and all objects
« on: November 09, 2017, 03:05:14 am »
glsurfaceview has a rendermode: WHEN_DIRTY. use this mode and request render every frame.
or put all operations in OnDrawFrame() method.

2
Support / Re: 3D object from 2D drawing
« on: November 07, 2017, 02:59:39 am »
these all can be done. but much maths calculation is involved, if you don't know how to calculate distance between points, you should find someone who is good in maths, geometry, computer graphics, java programming to do this. it takes a lot to do the work, you can't learn all these in a few weeks.

3
Support / Re: variable shadow bias ?
« on: November 06, 2017, 05:37:13 pm »
sorry i can't connect to google server. is it Naroth the RPG game ?
i tested Naroth. in the game the visual range is not large and FOV doesn't change. so in a sense it's like an indoor game.
think of a flight simulation with visual range of 20km and FOV angle range of 1 to 90 degree, the scene in view can be very large(many objects and large terrain area) or very small(need high detail of objects). the 2 extreme situations make things more complicated.
such as shadow mapping, the shadow texture can't be big enough while at the same time detailed enough. so a simple shadow mapping technique doesn't work.
i don't aim for complex graphics, i'm just telling example that some situations are difficult to handle.

4
Support / Re: variable shadow bias ?
« on: November 06, 2017, 05:44:51 am »
Hi thanks. i don't need it, for now.
but this is something that an engine user can't(or very difficult to) get around if the situation is met, while at engine level it is easy(technically speaking) to do.
i wish JPCT engine can handle most situations (some problems can be solved by tricks without too much trouble) , but some features would require much effort from you, those are not what i would ask for , such as ortho camera.
if some features can be easily achieved from engine level, then having them would make JPCT engine better - less limitation, wider use.

i have a feeling that JPCT engine was designed and tested mostly for small scene, like indoor scene. while i mostly do open world scene. so i encounter (or fore-see) some situations that are difficult to solve, shadow bias is an example.
but i like JPCT most, and my main hobby project is made with JPCT (mostly physics simulation , with simple graphics)


5
Support / variable shadow bias ?
« on: September 26, 2017, 11:43:16 am »
i think of a situation where a bias set for shadow helper doesn't fit - switching from a large scene to a small scene, etc.
so i wish the bias can be changed.
or i recreate the shadow helper, but will this affect the objects which have been receivers?

6
Support / Re: how to lazyload
« on: August 20, 2017, 07:50:36 pm »
i think of another question:
is a Texture fully loaded from storage when Texture is constructed or when Texture is added to TextureManager? or it's not fully loaded from storage until it's requested for render?
i mean , when a Texture is constructed, it can be just a description of the image , but without loading the actual image texels.

7
Support / Re: multi object in one sigle file.
« on: August 05, 2017, 03:31:19 am »
you can call setCenter or setRotationPivot on an Object3D

8
the reason i want that is: my coordinate system is different from JPCT system, so an object loaded from 3DS has wrong orientation and wrong lighting.
a way to solve this is i switch vectors of the vertices.
or i have to find other ways.
ps: my coord system is forward-left-up.

9
i want to change some vertices in an object loaded from 3DS or OBJ file, and create another object from these vertex data.
can i do that?

10
Feedback / Re: Naroth
« on: July 19, 2017, 03:10:24 am »
can the game be downloaded somewhere else except from google server? i can't download the game.
although i am not an RPG gamer, i would love to see a complete game made with JPCT engine and by the author of JPCT engine :D

11
Support / Re: question on shadow size
« on: July 18, 2017, 02:43:16 am »
i found out i must call both setFOV and setYFOV to have the correct size of shadow.

12
Support / Re: question on shadow size
« on: July 17, 2017, 02:46:16 pm »
i found that the horizontal size of the shadow is correct, but the vertical size is smaller. the wall is smaller in vertical dimension, so it seems the receiver should be square or the shadow would be deformed. is that so?

13
Support / Re: question on shadow size
« on: July 17, 2017, 02:37:49 pm »
here is a screenshot

14
Support / question on shadow size
« on: July 16, 2017, 08:28:31 am »
i used Shadowhelper to cast an object onto a wall, and noticed that when light is far away, the shadow was smaller than the object. is it normal? shouldn't the shadow be at least as large as the caster?

15
Support / Re: fog color problem on transparent object
« on: July 13, 2017, 03:18:00 am »
the opaque objects (such as the green part) are covered by fog correctly, the beach is not.
i'll look into the shaders.

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