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Messages - MichaelJPCT

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31
Support / Re: is result of setboundingbox permanent?
« on: June 11, 2017, 06:56:29 am »
i tried, smaller value has no effect either.

32
Support / Re: is result of setboundingbox permanent?
« on: June 09, 2017, 04:54:28 pm »
i tried calling getBoundingBox immediately after setBoundingBox, the value i got was the small, original one, not the larger one i set.
but the javadoc says getBoundingBox triggers a recalculation, so getBoundingBox  should output the original value, right?

33
Support / Re: is result of setboundingbox permanent?
« on: June 09, 2017, 11:15:46 am »
i called setBoundingBox with larger values, then called getMesh().getBoundingBox(). i got the small , original values.
and i am sure my program doesn't change the BB after i call setBoundingBox.

34
Support / Re: is result of setboundingbox permanent?
« on: June 08, 2017, 08:52:41 am »
how to obtain the BB? i don't see getBoundingBox() method.

35
Support / Re: is result of setboundingbox permanent?
« on: June 07, 2017, 09:20:31 am »
i am sure setboundingbox is called after build().
after i create the object3d, i call getMesh().compress() -> build() -> strip(), can these affect the result?

36
Support / Re: is result of setboundingbox permanent?
« on: June 06, 2017, 08:57:58 am »
my shader modifies vertex position so that the model look larger than the actual Mesh defined.
but the bound box is as large as the defined Mesh.
so if a small portion of the modified model should be visible but the defined Mesh is out of view, the model is not rendered.
so i want to enlarge the bound box to be the same as the modified model.
but it didn't work - the model is still not rendered if the defined Mesh is out of view.

37
Support / Re: is result of setboundingbox permanent?
« on: June 06, 2017, 06:55:12 am »
i tried setboundingbox at runtime, after build(), but i didn't see any effect - the bound box was still small.

38
Support / Re: shared shader but unshared uniform parameter?
« on: June 06, 2017, 06:50:56 am »
i found that it's not too much trouble.

39
Support / shared shader but unshared uniform parameter?
« on: June 05, 2017, 08:31:36 am »
http://www.jpct.net/forum2/index.php/topic,3965.msg27866.html#msg27866

i search the forum and found the above thread and maybe it's the same question as i have.
i hope to use 1 shader instance for multiple objects but their uniform parameters are different.
is the solution in the above thread the only solution?
is it more troublesome than using 1 shader for each object? is it worth the trouble?

40
Support / is result of setboundingbox permanent?
« on: June 05, 2017, 07:31:54 am »
i want to enlarge a bound box as the shader for the object3d enlarges the object.
after i setboundingbox, is there anything in the engine that may reverse the bound box back to the smaller one?
i ask this question because another engine would recalculate the bound box automatically.

41
Support / Re: How to do "Fog" in particular axis?
« on: June 05, 2017, 06:55:14 am »
i guess it is called "layered fog". it requires shader and quite much calculation.
but somtimes you can do fake fog - use a transparent plane with foggy texture.

42
Support / Re: render same Object3D in multiple worlds?
« on: May 21, 2017, 05:50:05 pm »
never mind this. i would use multiple Object3D with the same Mesh for my purpose.

43
Support / render same Object3D in multiple worlds?
« on: May 21, 2017, 07:10:31 am »
the doc says Object3d should be added to 1 world only.
i wonder if an Object3d is added to 2 worlds and render them, what will happen, - only for rendering purpose.
1 of the World is used for shadow.
because the Object3d should be isolated in shadow World by my design, so i have to use another World, or i must call setVisibility many times.

44
Support / Re: add/reduce texture stages at runtime?
« on: May 21, 2017, 06:46:55 am »
i think using shader is a good way, thanks.

45
Support / add/reduce texture stages at runtime?
« on: May 19, 2017, 06:20:06 am »
i have a terrain with 3 tex stages, each with different UV scaling. it was created with textureInfo/polygonManager technique.
i found tex stages affect render speed - the more stages the slower, on a powerVR 544 gpu.
i wonder if i could reduce/add a tex stage(a noise tex in my case) depending on camera distance.
is there a way to do so?

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