Quote from: "rolz"I see the thread is way too old, but can you please add support for these features, at least for hardware renderer ?Hardware only support for multi texturing? I'll see if it fits somehow into jPCT...
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Show posts MenuQuote from: "rolz"I see the thread is way too old, but can you please add support for these features, at least for hardware renderer ?Hardware only support for multi texturing? I'll see if it fits somehow into jPCT...
Quote from: "rolz"Are you using an octree on the terrain? calcMinDistance may benefit from it (apart from the rendering itself).
-improved performance for precise Z coordinate calculation on ground.
( adjustable by game.disable.fast.placement parameter in techno properties)
Changedobject3d.calcMinDistance(v1, v2)
(2000ms)
toobject3d.calcMinDistance(v1, v2, n)
(500ms)
still it is not as efficient as accessing avg heights data (<10ms)
Quote from: "General is back"wenn das der gute Huuck noch mitbekommen würde.... :wink:Tja, der ist nun im Ruhestand: http://englischlehrer.de/about/impressum.php...actually...
Quote from: "Melssj5"Why wont you change that feature on jpct?Because it will break all existing code and doesn't really gain you anything except for giving you the gut feeling that it's somehow "better" that way. One thing i really hate about non-commercial software (may it be open source or not) is when the API constantly changes without adding new functionality, i.e. when the only reason for a change is to make the developers of the API feel better.
Quote from: "the unbeatable"...vielleicht solltest du lieber bisserl Act of War üben, statt deine ganze HP ins Englische zu übersetzen ;-)Bleibt zu klären, was auf lange Sicht erfolgversprechender ist...
Quote from: "manumoi"I suppose there is a way to redefine this limit but I wasn t able to find it.Set Config.maxLights to a higher value before instantiating a World.
How to do that?
Quote from: "Melssj 5"maybe the lights should have its own methods to do their stuff, I dont know.Yes, i agree. The current implementation for the lights turned out to be rather unintuitive. The basic idea was to keep Lights as lightweight as possible but that isn't really an issue when looking back at them now. Anyway, i won't change this in jPCT. But it's very easy to write your own wrapper class for the lights. That's what i did in Paradroidz too. All you have to do is to store the World and a light's id in each instance of this "MyLights"-class and map methods like MyLights.setPosition() to the corresponding World-methods. Not an ideal solution but at least more OOish as the current implementation.
Quote from: "rolz"Happy birthday to me :!:Well...then...: HAPPY BIRTHDAY TO YOU! :mrgreen:
Quote from: "Anonymous"it would be nice though if you could create an applet using the software-based renderer, but have an optional download to plugin a hardware-based renderer, so the the same software runs in either way.I don't quite understand...you can already do that!
Quote from: "rolz"- Transparent objets were flickering (grass, trees) , like on one frame object A was in front of object B, and on the other - object B was in front of A.Basically, the inconsistent overlapping is impossible to avoid when using painters algorithm based on z-sorting...and that's what jPCT has to do to ensure an (almost) correct order. setSortOffset() may help if used right. But for overlapping trees, it will get quite difficult, i think. The method is in because i needed it for Paradroidz to avoid an overlapping problem between the fog of war and the energy pods.
It appears that it is possible to control which object had to be displayed in the front by manually setting Object3d.setSortOffset() for such objects.
java.lang.ArrayIndexOutOfBoundsException: 1517
at aS.a_(Unknown Source)
at bk.b(Unknown Source)
at bk.d(Unknown Source)
at techno.client.world3d.Client3D.run(Unknown Source)
at techno.client.world3d.Client3D.main(Unknown Source)
java.lang.NullPointerException
at O.a_(Unknown Source)
at bk.b(Unknown Source)
at bk.d(Unknown Source)
at techno.client.world3d.Client3D.run(Unknown Source)
at techno.client.world3d.Client3D.main(Unknown Source)
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