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Messages - JavaMan

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Support / Re: object3D pick up
« on: April 20, 2009, 02:32:05 pm »
Maybe you are talking about Interact2D. If so, you can use it to select a polygon with mouse coordinates and then get that Object3D's reference.

Support / Re: Is it possible to support JoGL?
« on: April 16, 2009, 12:24:08 am »
Great Egon :D I'm not sure what are the big advantages of JOGL vs LWJGL, but its nice to be able to JOGL instead of LWJGL if I ever need to. Also, JOGL should continue to have support from Sun since it is used, I think, in JavaFX.

Support / Re: jPCT benchmark?
« on: April 10, 2009, 06:15:02 pm »
I guess it has a particle engine, which there isn't many libraries for that. Maybe something JPCT could add in the future?

There is a demo for a particle system on the demos page. Currently it throws an Exception, but it worked before.

Support / Re: jPCT benchmark?
« on: April 09, 2009, 11:28:15 pm »
I was watching the talk on the jME forum earlier today. You've stirred the pot a little Egon. :) Of course, with speed increase like that, how could it not?

I am happy jpct is still faster than jME. With jME1.0 considered outdated, and jME considered a "pre-release" and now some talk of jME3.0. Its a little hard to decide what to use.

News / Re: A Wiki!
« on: April 06, 2009, 12:46:09 am »
Looks really good. I will probably use it in the future.

Support / Re: jPCT benchmark?
« on: April 04, 2009, 02:31:16 am »
That is sweet.

News / Re: First beta of jPCT 1.18 released
« on: April 03, 2009, 12:36:53 am »
Awesome Egon! This is great you got a beta out so soon after announcing the news. I played a little last night, but I will get some real time tomorrow night! I'm so excited. (duh)

Projects / Re: SwingGL - Swing on top of OpenGL
« on: April 01, 2009, 03:48:38 am »
That is so darn cool. To me ultimatly the best gui implementation as of yet.

I've been personally thinking about trying to JPCT image rendered into a JavaFX Stage, that way I could then just layer gui items on top. Though I also like Swing for being more a robust gui still.

Not to go off topic, but I found what you said .jayderyu interesting. I have tried rendering jpct in JavaFX. I tried adding a JPanel to a Scene, but that didn't work. Do you know how to render into a Stage? I think rendering into a java.awt.image.BufferedImage and then creating a javafx.scene.image.Image from that might work, but I would like rendering to a Stage as well.

Also, that is a great idea to render Swing onto GL! FENGUI is a little hard on my eyes, at least the uses I have seen.

Support / Re: jPCT benchmark?
« on: March 30, 2009, 02:01:01 pm »
Is GLSL what is supposed to be used with the new hook? It looks rather complete for a complete Shultz-I no nothing-of the subject, so I wanted to make sure this is what I should learn before plunging in.
The hook doesn't force you to use one way or the other, but GLSL is what should be used nowadays IMHO. So does the "all-green-example" above. You can see the source code of the used shader in it. It's hard coded into the first attribute.

Thanks for the info. I will look into GLSL. :)

Support / Re: jPCT benchmark?
« on: March 29, 2009, 01:13:39 am »
Hi all,
With all this excitement over the new shader hook, it must be something worth looking into. I, um, have no idea what it is. So, I did a search and found this tutorial on the lwjgl wiki site. Is GLSL what is supposed to be used with the new hook? It looks rather complete for a complete Shultz-I no nothing-of the subject, so I wanted to make sure this is what I should learn before plunging in.

Oh, and by the way Egon, I didn't notice (for some reason??) that Beethoven was up to 4300. I'm sitting very far back in my chair so I won't have to replace another keyboard ;)  Great job!

News / Re: Compatibility test for compiled Object3Ds
« on: March 27, 2009, 12:48:35 pm »
You were a bit lucky with the car.exe, because it still has the problem (somewhat relaxed, but it's there). BUT: I finally found the source! It's not in jPCT's code, it's in the demo itself. The demo uses LWJGL to poll the keyboard and to determine the state of the Display. Because the renderer of car.exe is running in another thread, there seems to be a problem when compiling the display lists in one thread while querying the display and/or keyboard in another. The solution is to move that stuff into the methods that the IPaintListerner Interface provides because they will be called in the same thread. This one took me a few days, but if i would just have followed my own advises, i would have noticed this earlier... Wink
Thats great you figured it out!

However, i thank you very much for testing. It really helped me to narrow it down.
Hey, I am glad I was able to help a little for the new feature.  ;)

News / Re: Compatibility test for compiled Object3Ds
« on: March 26, 2009, 10:32:12 pm »
Oh yah! I got to test out the new version of the car.exe and car_nt.exe,  :D they both work just fine! I am getting 134-137fps. Also, the laptop has a Centrino Duo processor and 1GB of ram not 2.

One little note. Sometimes the OpenGL window is just slightly larger than the screen instead of 800*600. In this window though, jpct only renders to what appears to be 800*600 in the bottom left corner of the window.

News / Re: Compatibility test for compiled Object3Ds
« on: March 25, 2009, 11:52:55 pm »
Ok, I downloaded it earlier this morning, but didn't get a chance to try it out. I will re-download the car_nt and the car.exe files and try them out, and let you know what happens.

Until, then I did a search and I found this old topic in the Sun's forums. I didn't read the whole thing( it was rather long), but the issue was over how nio is uses the native os to perform the work:might help.

News / Re: Compatibility test for compiled Object3Ds
« on: March 25, 2009, 01:39:46 pm »
I tried out all the versions. The problem begins with the runme_6000. The strange thing is though that I ran the program with VM 9000. Sometimes that would work, and other times it wouldn't work: I get the error dialog. Also, I get the same random work-doesn't work issue with the runme_6000.

Maybe you have already thought of this, but I noticed that the print out prints the first fps value and then states that all the objects have been compiled. I am wondering if jpct tries to draw the car before it is completely compiled, and sometimes this doesn't work out? Maybe some threading issue, since the problem is so random. Just a thought.

News / Re: Compatibility test for compiled Object3Ds
« on: March 25, 2009, 01:55:54 am »
I tested the new version:

Desktop: Windows Vista Quad Core 2.6Ghz 4GB Ram Ati Radeon HD 2600 XT runme:183-190FPS 

Desktop: WindowsXP SP1 Pentium 4 2.66Ghz no hyper-threading  512MB Ram    NVIDIA GeForce4 MX 440 AGP8X fps:8-15

Laptop:  WindowsXP SP2 Intel Core2 2.00GHz 2.00GB Ram NVIDIA GeForce Go 7950 GTX fps:Won't run

On the laptop it gets all the way until the output starts the fps, but the car doesn't appear. Then I get the WindowsXP this programs has screwed up and do you want to send a report dialog. The previous version ran on the laptop.

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