BTW: Here's a good posting about the current state of MMORPGs...he has some good points IMHO. Albeit it's quite long, it's worth a read: http://www.gamedev.net/community/forums/topic.asp?topic_id=361091
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Show posts MenuQuote from: "Eyleath"The textures each have a name in the 3DS file. When loading the file, jPCT is looking for a texture with that name in the TextureManager and assigns this to the polygon in question. If it can't find the name, it creates a new (plain white) one with that name that can be replaced later. When loading the 3DS in jPCT, you should see the textures' names in the log messages.
I have a question about the fps demo that we can find on the web site, did you do the 3d? how did you link in your 3d software the texture with the object. Because you just add the folder with the texture but after, jpct knows which texture to take for any object...how..
Quote from: "Melssj5"No, it's for sure not due to that. Sounds more like you are not calling build() or at least recreateTextureCoords() after assigning the texture. Two screen shots for comparision would be helpful.
I only can Imagine that is due to the 24 bpp instead of the 32bpp.
for example it shows only a color that seems to move when using textures that I took with a diigtal camera.
Quote from: "meinfilter"I supposed there was going to be a performance problem about the distant stars background, but I wonder if it could be mitigated somehow, like drawing them like points instead of using a texture, for example (and perhaps not drawing many many stars). By the way, is there a way to draw points instead of polygons? Would it be faster if there was one? To apply a texture on the sphere would be the wiser approach?Drawing points would still require a zbuffer read/compare. Maybe the best (or at least a reasonable) solution is to use actual objects placed on a sphere instead of the textured sphere. They can be stars, distant galaxies etc...that way, you are saving fillrate and are getting a higher flexibility. At least until you insist on hundreds of stars in the background, which i think you don't.
Quote from: "Uija"Is there a way to serialize OcTrees?Octree implements java.io.Serializable, so you should be able to serialize it using Java's standard serialization methods.
Quote from: "Uija"Another thing: My "Map" contains currently 40x40x2 Triangles. when I build a octree with it, I get a stackoverflow. isnt it meant to be used on big objects?There are situations, where the subdivision of an object fails and the recursion never ends...i can't remember exactly when this happens, but there should be a thread about it IIRC. To prevent this, you may create the octree with a maxDepth (5 or 10 or whatever) by using the corresponding constructor. What's your setting for maxPoly for that tree (shouldn't be lower than 100 IMHO)?
Quote from: "Uija"Driver problem? Which card/driver version are you using? Can you provide me with a test case for that?
funny thing is: this only happens on my notebook (ATI) and not on my MainPC (NVidia)
Object3D newAnimObj=oldAnimObj.cloneObject();
newAnimObj.setMesh(newAnimObj.getMesh().cloneMesh(true));
Quote from: "Raven"Actually, I've been wondering about the same thing. I've pondered as far as using char ASCII values and having a texture with characters at corresponding 'cutout' points similar to the jPCT FPS demo's frames-per-second blitting. Seems tedious, however.It depends on your needs. If the text doesn't change much, you can render it into a texture and use that. If it changes often, you are better off with the method the fps-example is using. That's because creating a new texture every frame may still be possible when using the software renderer, because there is not much overhead involved when creating a new texture (or modifying an existing one via the ITextureEffect interface), but when using the hardware renderer, performance will suffer very much if you are doing that.
Can anyone point out a better, general way of blitting Strings?
Quote from: "meinfilter"Then a skybox or -sphere should be sufficient. But that eats up your fill rate for the software renderer. Are you planning to use soft- or hardware rendering?
About drawing distant stars: they are just for decoration; the camera can move around, but I would set a limited volume in which it can do it, so these distant stars would remain always distant.
Quote from: "meinfilter"I guess that you'll generate them once and use them from there on? Then you are fine to draw an image using standard Java2d stuff and upload that as a texture. If the text changes a lot, you should compose your texts from various texture parts instead (see below).
Something like using the Java API to draw the characters on an image and then applying the image as a texture on the billboarded quad would be the right approach?
Quote from: "meinfilter"Possible IMO, but the way i'm thinking of requires some work to do it. Are these stars actually reachable or just for decoration?
- Drawing distant stars as points (maybe on some huge sphere that contains the whole scene) that must rotate as the scene does.
Quote from: "meinfilter"Possible . You could use a billboarded quad (will grow/shrink depending on the distance, text may be hard to read if too small) or blitted text (will always have the same size, always be readable but doesn't take overlapping into account). It depends on your needs which way is better.
- Drawing each planet's name under it (so I need a way to draw characters that are always looking at the camera, whatever its position).
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