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Messages - EgonOlsen

Pages: 1 ... 783 784 [785] 786 787 ... 794
11761
Support / Re: 2 questions
« on: September 28, 2003, 11:59:56 am »
Quote
1) Does the openGL render works with Linux and other operating systems?


It should. There are binaries of LWJGL for Linux or you have to compile it yourself. Have a look at the LWJGL homepage at  http://www.lwjgl.org I never tried it though because i don't have a system running Linux (just FreeBSD... :wink: ).

Quote
2) Is there a set-method to change the samplingmode?
You mean switching between under-/over- and normal sampling without constructing a new FrameBuffer? No, there isn't because each change of the used mode actually requires the construction of a new FrameBuffer (because the backbuffer as well as some minor things are different everytime). Encapsulating this in a innocently looking setXXXX()-method doesn't express this well enough IMO. I promise to have a second look at this decision though.

11762
Bugs / jpct 0.94 bug
« on: September 27, 2003, 05:28:58 pm »
VERSION is final static, so if you compile your application against 0.92 (for example) and are simply replacing the jpct.jar with a newer version without doing a recompile, your application will still say "0.92". That's bad...i'll deprecate VERSION in 0.95 and offer a getVersion()-method instead.
You are right about the JAW-problem. I'll fix it in 0.95.

Thanks for the feedback.

11763
Support / Jaw
« on: September 27, 2003, 02:14:58 pm »
You can't. All that's supported is to add texture names behind each triangle definition but that's close to being useless. Support for JAW in jPCT is a relic and unless you are looking for a dead simple format to read a bunch of untextured triangles, it's NOT the format of choice. ASC and/or 3DS should be much better and if size is not an issue, maybe the XML-format is an option too.
Hope this helps.

Edit: I've uploaded all the meshes i have in JAW-format...http://www.jpct.net/download/jaw.zip

11764
Support / problems problems...
« on: September 25, 2003, 10:51:42 pm »
Quote from: "koroljov"
I guess I would better use some sorting algorithm to sort the triangles in the z-order.
Yes. Polygon sorting and drawing front to back is good for software engines (only a limited number of polys to sort, but highly fillrate limited). jPCT is doing this too. In addition, it uses some "tricks" to skip the drawing of hidden spans and to avoid zbuffer-reads in some situations.

11765
Support / Wireframe
« on: September 25, 2003, 10:47:55 pm »
0.94 is out (see the News-section for more details).

11766
Support / map to 3ds
« on: September 25, 2003, 10:46:47 pm »
0.94 of the API has been released and it includes the sources for the fps-demo. Collision detection still isn't 100% perfect though.

11767
News / Version 0.94 has been released!
« on: September 25, 2003, 10:44:55 pm »
I decided to release it today, albeit i haven't managed to include all the things i wanted to. Anyway, there always another version... :wink:

Changes can be found here: http://www.jpct.net/changes.html

In addition, i added a small chapter about optimizations to the manual and a new example is in that shows how to do something first person shooter like with jPCT.

Have fun!

11768
Support / 3ds Loading
« on: September 25, 2003, 09:15:50 pm »
The 3ds-loader will return you an array of Object3Ds. Just iterate through them like so:
Code: [Select]
 
      Object3D[] levelParts=Loader.load3DS("3ds/ql.3ds", 10f);

      for (int i=0; i<levelParts.length; i++) {
         Object3D part=levelParts[i];

         // You may do some other stuff to "part" here (build an octree for it...whatever).

         theWorld.addObject(part);
      }

      ...theWorld.buildAllObjects();


The loader will ask the TextureManager for textures that are named like the textures in the 3DS-material list. For example "hurgel.jpg" if a material uses this texture. If no texture named "hurgel.jpg" can be found in the TextureManager, a new one is created (bright white). You may replace it on your own after loading the object or (and that's the way prefer it) you load them before loading the 3ds-object, because that way, the TextureManager already has them and there's no need to create these replacement textures instead.
The new example i'm working on will include a sample of how to do it. 0.94 (to be released within hours...) will support merging too, so that you may merge all your "part"s to one Object3D...can be helpfull sometimes...
Hope this helps.

Edit: 0.94 is out. It includes the "fps"-example that loads 3ds.

11769
Support / map to 3ds
« on: September 25, 2003, 08:16:08 am »
The display mode selection of this demo is very basic to keep the code simple, so i just barks when it can't find one instead of trying another one.  Maybe your cards can't do the requested 800*600*16*24 in OpenGL for whatever reason. Or try fullscreen with "refresh=0" instead. Which card are you using?
I've uploaded a new version that should be a bit faster and supports some more command line switches.
Anyway, here's an overview of the switches it supports:

-fullscreen
-mipmap
-trilinear
-16bit
-width=xxx
-heigth=yyy
-refresh=rrr
-zbuffer=zzz

I hope it's possible to find a mode that works by combining those switches.

I'm still working on the sources...the collision detection is driving me nuts... :?

11770
Support / map to 3ds
« on: September 24, 2003, 04:00:43 pm »
That's a normal behaviour for the Java version you were using (1.1.4). I assume that you started the demo using the "run_jview.bat" which will use the Microsoft-VM to run the demo. OpenGL via LWJGL requires 1.4.0 or higher to work. Try to run the "run_java.bat" instead and it should work if you have 1.4+ installed and LWJGL likes your graphics card. :wink:.

11771
Support / Wireframe
« on: September 24, 2003, 12:34:18 am »
Ok, i've added support for a wireframe mode for both, software- and GL-renderer. It will be included in the next release (0.94) which isn't too far away if everythings goes as planned (maybe in a week, maybe tomorrow...who knows...).

11772
Support / Wireframe
« on: September 23, 2003, 06:28:43 pm »
I'll see what i can do...i'll keep you informed!

11773
Support / Wireframe
« on: September 23, 2003, 12:27:46 am »
Your idea with the VertexController is something i came up with too, but it would require a complete construction of a transformation matrix for EVERY VERTEX if the method to do the projection would be as simple as project3D2D(SimpleVector...). Another option would be to transform a whole bunch of vertices with one call but this isn't cheap nor very elegant either. That, and the VertexController doesn't give you information about how the vertices are connected. So you are ending up with a soup of projected vertices but you wouldn't know how to connect them to form triangles.
To make you understand why there is no wireframe support in jPCT: There is no line-algorithm in jPCT...simply because you don't need one for the things jPCT is doing. However, there is one in Java, but i can't use it because it can't be used on a MemoryImageSource and therefor i would break 1.1 compatibility if i would use it. Another point is, that the OpenGL wireframe mode draws something like textured and lit outlines of the polygons and not just simple "white lines". To emulate this behaviour in software, i would have to use the texturemapper with a kind of degenerated triangles...i tried this once, but it didn't work too well on flat edges.
As you can see, there are some problems with wireframe... :wink:
How important is wireframe mode for your project  :?:

Edit: Would it be sufficient to draw the whole scene in wireframe or are you talking about "wireframing" certain objects only?

11774
Support / Re: conversion
« on: September 22, 2003, 07:15:11 pm »
Quote from: "Barrah Switzer"
So how did you convert the Quake3 map??   deep exploration or some other way??
There's a converter for Q3 to VRML, which i used to convert the geometry. I unzipped the textures from the *.pk3 and converted them with Deep Exploration into JPGs. I then loaded the VRML-file of the level into DE (with the textures in the same dir so that it could use them). I then exported it into *.rh (don't know what exactly this is), because it can include the textures into the file and replaces the names with "levelname"x...Finally, i loaded this file and exported it to 3DS-format (including the textures). Why the *rh-step you may ask...well, 3DS can only store 12 chars for naming a material's texture but DE doesn't export the textures that way, i.e. you'll end up with a 3DS-file with a material pointing to "blahblah_is_" but the actual filename is still "blahblah_is_a_great_thing.jpg"...to save me from renaming bazillions of files by hand or writing a program to do this, i added the *.rh step... :wink:

11775
Support / Re: Conversion
« on: September 22, 2003, 06:53:32 pm »
Quote from: "Barrah Switzer"
it's called 3d exploration, it's about 2 years old.  I downloaded it from some guys web page.   I found out later that it has become 'Deep Exploration' .   Which is a commercial product.    I don't know if the version I have is a freeware/shareware, a crack or what.   I haven't tried it yet, but I will in the next couple of days.  I'll let you know how it works.
Deep Exploration can load Half-Life maps?  :shock:
I know that it can load Half-Life models but i'm unsure about the map-format itself...
Too bad that i don't have any Half-Life maps ATM to try that, because i do own Deep Exploration (but only 2.0...3.0 is current). It's a GREAT tool...i just love it.

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