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 - MichaelJPCT

Pages: 1 ... 8 9 [10]
136
Support / Re: techniques for displaying text
« on: December 29, 2015, 07:30:30 am »
can i achieve multipass rendering of the same world (with different camera settings) or sequential rendering of multiple worlds in a specified order?

137
Support / techniques for displaying text
« on: December 28, 2015, 03:38:19 pm »
right now i am looking into text rendering. after some research i found several ways to put text onto screen:
1) texture blitting as the way jpct examples do
2) billboard object3D placed in front of camera
3) using overlay class of jpct
4) make rectangles to hold texture of each character and render these rectangles with ortho projection and depth-test off

i would like to know whether blitting is the fastest method (runtime performance) and whether the 4th method can be done in jpct - i need to manipulate opengl states manually such as calling glDisable, glMatrixMode at a specific time in the rendering process.

138
reproject2d3dws returns a direction vector, not a position in world space. project3d2d requires a position in world space as input.

139
thanks.
import org.lwjgl.opengl.Display works.
but import org.lwjgl.opengl.* has conflict with another "DisplayMode".
import org.lwjgl.opengl should be ideal but it doesn't work. i miss Python, i can write ogl=org.lwjgl.opengl; disp=ogl.Display in it!

140
i like to write something like:
Code: [Select]
import org.lwjgl.opengl;
class { method() { opengl.Display.setTitle("abc"); } }
but no matter what i tried:
import org.lwjgl;
import org.lwjgl.opengl.*
...
jave doens't compile.
do i have to write { org.lwjgl.opengl.Display.method(); } every time?

141
Support / Re: non standard window size and OPENGL renderer?
« on: December 27, 2015, 06:04:25 pm »
it helps. thank you.
right now i use JNA to call FindWindow & SetWindowLong in user32.dll in order to hide the decoration. so far the program seems working correctly.

142
Support / Re: non standard window size and OPENGL renderer?
« on: December 27, 2015, 05:11:50 am »
i tried adding the Canvas to Frame, also disabled software renderer, but still a new GL window showed up, i thought GL should render into the Canvas which was added into Frame.
i use Frame because i don't know how to manipulate the window created by FrameBuffer, for example change the style, size, position. and fullscreen mode is not good during development so i always prefer windowed mode. and java doesn't expose HWND so i can't even use DLL calls to change the window.
could you tell me how to create an opengl window without border and sized 1280x766? in pseudo code?

143
Support / non standard window size and OPENGL renderer?
« on: December 26, 2015, 04:02:52 pm »
hello i just started to try jpct the desktop version. so far i created a non fullscreen window with non standard size , but can't get OPENGL hardward renderer.
another problem is, if i set the window size to a standard size, the OPENGL renderer opens another window that i don't want.
how to setup the window correctly?

my current code is like this:

GraphicsEnvironment e=GraphicsEnvironment.getLocalGraphicsEnvironment();
gDevice=e.getDefaultScreenDevice(); GraphicsConfiguration gc=gDevice.getDefaultConfiguration();
gwin=new Frame(gc); gwin.setUndecorated(true); gwin.setIgnoreRepaint(true); gwin.setResizable(false);
gwin.pack(); Dimension d=new Dimension(1280,766); gwin.setSize(d);
gwin.setVisible(true); gfx=gwin.getGraphics();
gbuf=new FrameBuffer(1280,766,FrameBuffer.SAMPLINGMODE_NORMAL);
gbuf.enableRenderer(IRenderer.RENDERER_OPENGL); gbuf.optimizeBufferAccess();

and in the mainloop:
gbuf.clear(); gbuf.update(); gbuf.display(gfx);

note that i want the window to have no border/title, and sized 1280x766 (766=800-34, the height of taskbar)
in my experience at other 3D engine, non standard window size is achievable.
i am new to java and jpct, so can't find out what's wrong in my code. could someone help me? thanks.

144
Support / Re: for AIDE, where to put the downloaded files?
« on: April 05, 2013, 08:52:00 am »
i found out i need to add this in .classpath file <classpathentry kind="lib" path="xxx/xxx.jar"/>

it can be imported now.

developing on the device is slower but i can do it anywhere anytime, kind of fun.

145
Support / for AIDE, where to put the downloaded files?
« on: April 04, 2013, 05:46:46 pm »
hello. i'm new to java and android.
i'm trying to do some development on android device and AIDE seems good enough for me.
but the wiki of jpct only taught how to install for eclipse. can someone tell me how to install jpct for AIDE? thanks.

Pages: 1 ... 8 9 [10]