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Messages - EgonOlsen

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1
Support / Re: Loader.loadOBJ Problem
« on: November 23, 2017, 07:57:25 am »
Can you post the content of the mtl-file? Looks like as if there's no actual material definition in there or it's done in a way that I've never encountered before.

2
Bugs / Re: macos cannot load native libraries
« on: November 20, 2017, 08:15:03 am »
To be honest, I've no clue about MacOS. Here's a thread that deals with a same error message, with some solution in the last entry: https://stackoverflow.com/questions/24283770/java-lang-nosuchmethoderror-getpointer

I'm not sure, if this applies here though. But it has to be something with your jar/native locations, I assume. I've no idea what LWJGL does here, jPCT itself doesn't do anything with native libraries, as it relies on LWJGL to handle that.

3
Support / Re: OpenGLES 3.0+
« on: November 16, 2017, 04:37:23 pm »
No, not at all.

4
Support / Re: OpenGLES 3.0+
« on: November 14, 2017, 06:27:49 pm »
You should be able to use the GL 2.0 renderer in a 3.0 context. After all, you create the context, not jPCT-AE. Then again, I'm not sure what it would be worth to do that.

5
Support / Re: Changing world and all objects
« on: November 09, 2017, 10:09:33 am »
How do I do that ?
Currently I'm making sure I don't render anything, but is that enough or do I have to do something else when I'm adding new objects ?
If it crashes when adding new objects, you are rendering something. Can you simply synchronize both code blocks on the same object?

6
Support / Re: Animate Camera zoom out
« on: November 08, 2017, 03:01:19 pm »
Not sure what your actual question is? How to set the camera to a point in space?

7
Support / Re: Changing world and all objects
« on: November 08, 2017, 03:00:25 pm »
You have to stop all jPCT related things (i.e. rendering and processing) while loading. Anything else will cause troubles.

8
Support / Re: 3D object from 2D drawing
« on: November 08, 2017, 02:59:17 pm »
Yes, as mentioned above, it's certainly possible. But you have triangulate your mesh somehow.

9
Support / Re: Making a model move by code(user input)
« on: November 07, 2017, 08:58:40 am »
It's better suited in the Bones section then. As you've already opened a thread there, I'll close this one.

10
News / Forum upgraded to 2.0.14
« on: November 07, 2017, 08:06:35 am »
...

11
This thread contains some example code btw (for desktop jPCT, but the idea still applies): http://www.jpct.net/forum2/index.php/topic,2413.0.html

12
Support / Re: Making a model move by code(user input)
« on: November 07, 2017, 07:44:51 am »
I'm not sure what a joint is meant to be in this context. Joints of a skeleton?

13
Support / Re: 3D object from 2D drawing
« on: November 07, 2017, 07:44:04 am »
If you have the shape in 2d defined by the end points, you need some sort for triangulation algorithm to convert it into 2d triangles (i.e. in a plane). Once you have that, you can extend it in 3d pretty easily. There are several triangulation algos out there, just google for it. It also depends on your objects. It's getting more complex, if your objects can be convex as well (your example is concav).

14
You can use this for example: http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Interact2D.html#reproject2D3DWS(com.threed.jpct.Camera, com.threed.jpct.FrameBuffer, int, int, float)

I'm not sure if it does exactly what you want, because you are talking about z=0 in world space here!? However, this method takes z in camera space (which is actually natural, because that's the space into which your taps are going). Just remember that z=0 in camera space isn't a bright idea, so use 1 for 10 or whatever fits you instead.

15
Support / Re: variable shadow bias ?
« on: November 06, 2017, 10:50:01 am »
I'll add it.

Quote
i have a feeling that JPCT engine was designed and tested mostly for small scene, like indoor scene.
Not really. Most Android development that I did with it was this: https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg. And while not being Skyrim, it's still quite open and worldy.

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