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Messages - MichaelJPCT

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31
Projects / Re: my project - Vehicle Simulation
« on: January 18, 2021, 07:12:43 pm »
hope you like these

 

32
Support / Re: can the blend mode of blitting be subtractive?
« on: November 30, 2020, 10:25:46 pm »
it's not about looking good. it should be used only in special case.
when several operations are organized in different ways, different effects are achieved. having more options is always better. one would not know its use until he encounters the case.

33
Support / can the blend mode of blitting be subtractive?
« on: November 30, 2020, 02:37:53 pm »
this is not absolutely necessary, but it may provide more flexibility.

34
Projects / Re: my project - Vehicle Simulation
« on: November 24, 2020, 12:03:02 pm »
i think i will make it releasable in the next year. but not through google or other app stores.

35
Projects / Re: my project - Vehicle Simulation
« on: November 21, 2020, 04:49:38 pm »
cockpit MFD rendered with RTT techniques

36
Support / using depth buffer as a texture of another object3d, possible?
« on: November 19, 2020, 07:57:11 am »
i don't mean using it in shadow mapping, but in other situations.
although i haven't found a use of this , but i think it has special use.

37
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 16, 2020, 12:34:49 pm »
thanks.
i.have multiple rtt textures , but their sizes (some) are different. your way can still save some ram though.
if the pointed vram space is only 1x1 in size, that would be great.

38
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 15, 2020, 07:34:11 pm »
Hi Egon,
i have another question: if a RTT target texture is rendered with depth test off, can the DepthBuffer of this texture be deleted? saving vram is the main concern.

39
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 13, 2020, 07:36:05 pm »
ha, i found the reason.
blitting must have enabled depth test, while the following RTT operation requires depth test off.
i can fix it now.

40
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 12, 2020, 07:59:37 pm »
Hi Egon,
i found a problem caused by blitting into texture - a following render-to-texture (another texture) operation doesn't work.
tested on powerVR6250 and mali450.
i don't know why blitting would affect rendering into another texture, i tried fb.flush() and sync() before setRenderTarget(the other tex), not helping. any ideas?
if i use object3d/overlay to replace blitting, i expect lots of draw calls or complicated programming.

41
Support / Re: Render a plane seen from the side as line?
« on: November 11, 2020, 04:33:24 pm »
can you pre-create (before  runtime) a 3d model which looks like wireframe of desktop GL?

42
Support / switching shape from time to time, new Object3d or setMesh?
« on: November 11, 2020, 04:12:13 pm »
Hi Egon,
i want some 3d models in main World to be rendered also in another World, and the models in the other World need to be switched from time to time, assuming the meshes are all in GPU, how to switch models?
create new Object3d or call Object3d.setMesh ?
an object3d needs some initialization before rendering, i guess setMesh would be quicker?

43
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 10, 2020, 02:34:18 am »
i don't mean something need to be fixed/changed.
i'm just saying, i might have found the way to guarantee the blit result is correct.
after setRenderTarget(tex), we either only do blit or do blit after rendering any World.
if we only do blit, we use scaling, if we blit after calling World.renderScene, we use position offset. both lead to correct blit result.
i can miss other conditions, but in the 2 situations i tested, i got correct results.
you can test in your RPG game, if you add emptyWorld.renderScene(fb) just before blitting the quest book, you can see the blit result becomes different. if you add a position offset and remove scaling, you can see the blit result become correct again - if i am right.

44
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 06, 2020, 08:03:32 am »
i don't want to copy my code here because my code is scattered in places and there are a lot of dependencies.
but the environment is this: fb size 1920x1080 , tex size 1024x512 , tex has several regions and each has borders to avoid clearing other regions , setvirtualdimensions(1024,512) is called once for the tex before calling setRenderTarget.
i tested removeing rendering of object3d, found that simply resetting the fov (emptyworld.renderscene) can lead to the situation of needing offset but not scaling. which means World.renderScene() changes the situation. test result is consistant.

45
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 05, 2020, 10:02:06 am »
hi, i encounter a situation that blitting is not fixed by scaling but by offsetting position.
offset size = (fb.width-tex.width)/2 , (fb.height-tex.height)/2 .
the situation is this: setVirtualDimensions(tex size),  render some object3d , then blit.
also ,if camera fov is very small, i must reset fov to a normal one (calling emptyWorld.renderscene) before blitting or blit result is inaccurate.
i think blitting after rendering object3d is different from pure blitting (into texture).

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