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Topics - EgonOlsen

Pages: 1 [2] 3 4 ... 27
16
Support / MOVED: Loader.loadOBJ is too slow
« on: April 21, 2016, 05:21:45 pm »

17
Support / MOVED: Change imago to white and black
« on: April 18, 2016, 04:48:18 pm »

18
Support / MOVED: Object3D Screenshot
« on: April 15, 2016, 01:50:12 pm »

19
Projects / MOVED: Open Source Game: MulaKong
« on: April 13, 2016, 05:20:44 pm »

20
Support / MOVED: Overlaping bones Animation
« on: March 29, 2016, 05:57:01 pm »

21
Support / MOVED: EGL_BAD_SURFACE after some orientation changes
« on: March 05, 2016, 03:19:01 pm »

22
Projects / Next jPCT-AE version...
« on: February 21, 2016, 10:49:17 pm »
Because my game Naroth is more or less done by now, my next project is simply the next version of jPCT-AE. I'm working on one feature in particular that I always postponed...porting the ShadowHelper stuff from jPCT to jPCT-AE to add easy to use shadow support to jPCT-AE. I have something working already:

 

It still misses some stuff that I would like to add and it does really strange things to the shaders to inject shadow support into an arbitrary shader, but it seems to work...somehow...

23
Support / Looking for a GPU...
« on: February 10, 2016, 09:14:47 am »
...is anybody out there with a device with PowerVR SGX544 GPU? There seems to be a problem with one of Naroth's shaders on this device, but I don't know what it is and I don't have access to such a device. My only PowerVR based device uses a SGX540, and that one works just fine...

HELP!

24
Projects / Naroth - 3D open world RPG
« on: February 06, 2016, 10:54:01 am »

25
Support / MOVED: Animation benchmarks
« on: January 27, 2016, 05:37:41 pm »

26
Bugs / MOVED: jPCT-AE calcNormals() mutli threading exception
« on: December 23, 2015, 12:15:09 am »

28
Support / MOVED: [ resolving ] picking of Object3D
« on: December 02, 2015, 12:42:18 pm »

29
Support / MOVED: Object3D color not being read in shader
« on: November 19, 2015, 09:31:09 pm »

30
News / Version 1.30 has been released!
« on: November 19, 2015, 08:26:44 pm »
Get it from the download page: http://www.jpct.net/download.html


Changes of the desktop version:
  • Fixed Object3D.setAdditionalColor() to allow for null values.
  • Fixed a spelling issue in ExtendedPrimitives.
  • Added support for a normals array to the bulk constructor of Object3D.
  • Fixed VertexAttributess.update() with an index>0.
  • Improved accuracy for ray-polygon-collision to handle smaller scenes better.
  • Added better debug logging for texture handling.
  • Fixed a memory leak when unloading textures in a threaded renderer.
  • Added a new variant of the transform()-method to Camera.
  • Fixed World.getBounds() to handle negative max values correctly.
  • Increased performance of FrameBuffer.getPixels().
  • Added the option to set a shader for blitting.
  • Added an option to preWarm only parts of the TextureManager's content.
  • Added an option to shift the frustum in y-direction.
  • Improved the 3ds loader to handle empty chunks better.



Changes of the Android version:
  • Fixed Object3D.setAdditionalColor() to be able to take null values.
  • Fixed a spelling issue in ExtendedPrimitives.
  • Added support for a normals array to the bulk constructor of Object3D.
  • Fixed VertexAttributes.update() with an index>0.
  • Improved accuracy for ray-polygon-collision to handle smaller scenes better.
  • Added an option to Config to ignore GL errors (Config.glIgnoreErrors).
  • Moved compile() from GLSLShader to FrameBuffer, because it needs a reference to the current GL content to make the shader survive a context change, which GLSLShader itself doesn't have.
  • Removed some obsolete stuff from Config.
  • Added a new variant of the transform()-method to Camera.
  • Fixed a bug in scissor calculation when rendering into a texture.
  • Improved render performance for objects that are sharing compiled data by sorting them differently.
  • Fixed World.getBounds() to handle negative max values correctly.
  • Increased performance of FrameBuffer.getPixels().
  • Added the option to set a shader for blitting.
  • Fixed an issue with environment mapping (albeit not fully supported anyway...).
  • Added an option to preWarm only parts of the TextureManager's content.
  • Added an option to de-virtualize a virtualized texture.
  • Added on option to shift the frustum in y-direction.
  • Improved the 3ds loader to handle empty chunks better.

As always: Have fun!  ;)

Pages: 1 [2] 3 4 ... 27