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Messages - Klaudiusz

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31
Support / Re: Disable Ambient Lighting for an Object
« on: September 21, 2007, 03:17:54 pm »
I hope it's just an option because for me it was usefull.

32
Support / Re: Sun light
« on: August 29, 2007, 10:02:08 pm »
I would like to remind this topic.

I have big problems with light when object has dark texture.

Also light value is not added, when additionalColor is white. The same situation is with setAmbientLight method.

For me desired situation is when object which has dark texture and is really near of white light, is also white.

Is this possible to do in hardware mode without RGB_SCALE_4X ?

33
Bugs / Clearing FrameBuffer when setRenderTarget is used
« on: August 29, 2007, 03:47:48 pm »
Hi Egon,

FrameBuffer.clear() method clears the whole FrameBuffer no matter how small texture is used in setRenderTarget.

Little step in the optimalisation process:)

34
Support / Re: How to do this: Cartoon rendering effect
« on: August 28, 2007, 10:48:20 am »
Thanks:) This is fast method for low poly objects.

When Your scene has more poligons and You want to do toon render on the whole framebuffer, better make something like toon pixel shader. Normal algorithm is a little complicated indeed, but drawing the outline should be easy to do (check the nearest pixels in the Z-buffer, if the difference is high - put the black pixel). I don't know, wheater it is possible to do with JPCT +OpenGL on graphics memory, but with software mode drawing the pixels should be fast.

The object has been downloaded from somewhere by e-mule:)

35
Support / How to do this: Cartoon rendering effect
« on: August 23, 2007, 09:55:55 pm »
Hi,

I would like to show You how to do some easy and nice trick like cartoon rendering.

What is cartoon rendering? It's a rendering with black outlines on the edges:




How to do this?

All what we have to do is:

1) Clone the source object
2) Scale a littlebit the cloned object
3) Move the clone a littlebit away of the camera
4) Colorise the cloned object to be black.

That's all. Since now cloned object should be like a shadow. Shoud be translated and rotated together with source object and always should be a littlebit away of the camera.

The executable file and complete source code could be find there:
http://www.jpct.net/others/cartoon.zip


That's all! Hope You like it. Enjoy!

Thanks Egon for the support.


36
News / Re: A new demo...
« on: August 22, 2007, 11:08:09 pm »
I have ATI Radeon x550. With v1.15 seems like everything works fine...:)

37
News / Re: A new demo...
« on: August 22, 2007, 09:13:37 pm »
Haha, works great here on ATI. Well done Egon!

38
Support / Re: How to Open md2 file?
« on: August 09, 2007, 07:01:11 pm »
Please use search option on the forum:)

Have a look into Egon demo,  very short and clear:

http://www.jpct.net/download/tmp/viper.zip

39
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 09, 2007, 11:38:03 am »
Yes indeed with the nevest version:

Code: [Select]
Driver is: idisw2km/2.50.4136.2000 on Intel Intel 915G
FBO not supported or disabled!
OpenGL renderer initialized (using 4 texture stages)

40
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 08, 2007, 07:53:23 pm »
Yes... Now it's fine. Thank you.

41
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 08, 2007, 05:37:09 pm »
I found a reason. Everything is OK when

Code: [Select]
Config.glMipmap=false;
The problem appears everytime when  Config.glMipmap=true;

42
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 08, 2007, 08:22:01 am »
I forgot to mension that the white color is a additional color of the object, so the texture is only cleared by fb.clear(Color.BLACK);

The problematic environment i have on my private computer,  everything looks good on machine in my work, where i'm now:

Code: [Select]
Current mode:1024 x 768 x 32 @75Hz
[ Wed Aug 08 08:09:55 CEST 2007 ] - WARNING: Number of samples (2) not supported
!
Driver is: idisw2km/2.50.4136.2000 on Intel Intel 915G
OpenGL renderer initialized (using 4 texture stages)

I have tryed with many versions of jpct also with the nevest one(1.15 beta).

For now i think it's something wrong with my display() routine. When i remove display() , speed rendering is fast, but ofcorse the texture has been not changed.

I'll make some test routine and i will post it here later.

43
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 07, 2007, 07:34:00 pm »
Hmmm the same code does't not work on:

Code: [Select]
Current mode:1024 x 768 x 32 @70Hz
Driver is: ati2dvag/6.14.10.6542 on ATI Technologies Inc. RADEON X550 x86/MMX/3DNow!/SSE2
OpenGL renderer initialized (using 4 texture stages)

I see just white texture and the speed is very very low.

44
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 07, 2007, 12:34:05 pm »
:)

So simple... thank You:)

45
Support / Re: setRenderTarget() method in OpenGL mode for every frame
« on: August 07, 2007, 11:43:58 am »
Please tell me what i'm doing wrong:

Code: [Select]
 
            fb.clear(Color.BLACK);                 //normal rendering to the screen
            MyScene.renderScene(fb);
            MyScene.draw(fb);
            fb.update();
            display();

            fb.setRenderTarget(texMan.getTexture("MyTexture")); // the same but switching to texture
            fb.clear(Color.BLACK);                                           //operations at the texture...
            MyScene.renderScene(fb);
            MyScene.draw(fb);
            fb.update();
            fb.removeRenderTarget();   //removing the texture target


Maybe not all steps are needed for secound rendering but it gives me no effect. The texture is still the same...

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