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Messages - EgonOlsen

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Support / JBuilder - Need Help with jPCT!!!
« on: December 31, 2003, 04:18:41 pm »
Quote from: "Albareth"
Well, the console's output is:
Exception in thread "main" java.lang.NoClassDefFoundError: game

and no, I'm not writing an applet...  It's just the method of loading textures that I borrowed from Bounce...

Have you configured the class to start in the Project Properties (in the Run-Tab)?

I still don't get how you can use Bounce's texture loading method...Bounce does
Code: [Select]
zoom=new Texture(this.getDocumentBase(), "bouncedata/zoom.gif");
That can't work in an Application unless your application extends Applet for whatever reason. Anyway, if this works and your previous approach wasn't, something with the path to your files had been wrong before.

Support / JBuilder - Need Help with jPCT!!!
« on: December 31, 2003, 02:48:39 pm »
BTW: If the way TerrainGL loads its textures doesn't work for you but the way Bounce does it works, you are writing an Applet, don't you? Bounce is applet only. That would explain why you don't get a graphical output when using JBuilder/Netbeans. An Applet can't run as standalone but needs an "applet-container" like the Appletviewer (comes with the JDK) or a browser to run. Maybe using one of these options will solve your problem!?

Support / JBuilder - Need Help with jPCT!!!
« on: December 31, 2003, 02:21:28 pm »
Quote from: "Albareth"
Well, my application runs/compiles in JBuilder (i.e. I get a console), but I don't get the graphical window...  And when I try to run it outside of JBuilder I get a Main Class Not Found error...

Also, the Texture bug was just a problem with the code that you used in TerrainGL...  Java didn't like that method, so I switched it to the Bounce method...  Now it's taking my texture with a width of 1024 and saying that it is an improper size, then it shrinks it down to 256...
What's the console's output (if any...).
About the texture: 1024 is a proper size and shouldn't be rescaled. What may happen anyway is, that the height is not a power of 2, which causes a rescale of the height to 256. Which size is the texture in?

Support / JBuilder - Need Help with jPCT!!!
« on: December 31, 2003, 01:09:48 pm »
Maybe your application (i assume that it is an application, not an applet!?) exits with an exception before the frame opens?
Personally, i use JBuilder to edit and compile my stuff, but i always use the console and some batch-files to start the compiled app. Can't really tell you why i'm doing it this way...maybe i'm just used to it.

BTW: What happened to the problem with the textures?

Bugs / Texture bug
« on: December 30, 2003, 01:30:10 am »
Quote from: "Albareth"
What I mean is that the engine is rejecting my texture if it's size is above 256 pixels in width.  It says that the image is not found, but it is there.
Well, i don't see a reason for this at the moment...can you give me the complete error-message? There are two different file not found-messages. One for a missing file and one for a file that is there, but somehow couldn't be loaded. Which format is the texture in? JPEG? Are you sure that the lower- and/or uppercase match? Windows (if you are using Windows) does some wired conversion from upper- to lowercase when displaying the filename by default.
If all this doesn't help, please send me the an example by mail so that i can see myself. And maybe you can post the code-snippet that loads the texture?

Note to those who may follow: Problem has been solved in another thread. There is no bug in the texture loading code. All is fine  :D

Support / Re: Using the mouse to move the camera
« on: December 29, 2003, 03:45:10 pm »
Quote from: "Albareth"
Hey Egon!

Another Q...  How would you use the mouse to rotate the camera, like if the user holds down the right mouse button and moves the mouse, the camera will rotate; if the user holds down both mouse buttons, the camera zooms; if the user moves the cursor to the sides of the screen, the camera will pan?  Any help would be appreciated...
You should be able to do this by using the rotate- and move- methods for the camera and apply an angle (or offset) to the current position/direction depending on the delta the mouse has moved in the direction in question. In the good old DOS days, i repositioned the mouse pointer in the middle of the screen after getting its position, so that the mouse couldn't move "out of the screen". Don't know if this is possible or even required to be done in Java...i never implemented that kind of camera movement in Java (just because i was to lazy and the keyboard did the job for the things i was doing).

Bugs / Texture bug
« on: December 29, 2003, 03:38:59 pm »
What do you mean by "isn't recognizing?" I tried to reproduce this with 512*512, 1024*1024 and 1024*56 and it worked perfectly. Are you getting a warning of any kind when loading the texture in question? Is the surface white instead of textured?
Are you using OpenGL or software rendering and if software rendering, in which mode (legacy or OpenGL emulation)? If you are using hardware rendering, which graphics card are you using?

Support / Object picking
« on: December 28, 2003, 01:41:54 pm »
Have a look here:
There's a small code-snippet in this thread that shows how to do this.

Support / how to asemble several objects as one
« on: December 21, 2003, 01:10:31 pm »
Quote from: "Albareth"
So the dummy object is a null point, correct?
Kind's an object without any geometry data associated to it.

Support / Re: thanks
« on: December 20, 2003, 04:18:05 pm »
Quote from: "patm1987"
I got a little confused when I was presented with a bunch of files...
As mentioned, most of these files are not required to use jPCT in your own projects. To be precise, only the files in the lib-directory are needed and the lwjgl stuff (the API comes with the Windows version only) only if you want to use OpenGL. But maybe i should think about adding a "how to setup" section to the manual. Problem with this is, that everyone and his mother is using a different OS and/or IDE and it's impossible to cover them all.

Feedback / ODE physics engine
« on: December 20, 2003, 04:11:37 pm »
Physics would be a nice addition, but ODE is written in native C(++). I think that there is a Java binding for it in the works but that's not what i want to use. It's "bad" enough that OpenGL support requires a native binding. However, simple "physics" can already be implemented by using jPCT's collision detection methods. That should be sufficient for a lot of things.

German corner / Tutorials
« on: December 16, 2003, 02:53:54 pm »
Quote from: "Dryyden"
ich nochmal:

funktioniert bump-mapping unter opengl nicht?...bei mir will er das nicht richtig anzeigen...bzw: gar nicht...
Nee, funktioniert dort nicht. Müsste auch irgendwo in den Docs stehen. Liegt eigentlich an Faulheit meinerseits und daran, dass das Bumpmapping moderner Chips und das des Softwarerenderers leicht anders funktionieren. Lass das mit dem Bumpmapping am besten erstmal weg oder beschränke es auf Software. Ich werde an diesem Verhalten in nächster Zeit nichts ändern..hat sich vorher noch niemals jemand drüber beschwert... :wink:

Projects / Strife's Edge: Shadowy Depths
« on: December 14, 2003, 06:38:07 pm »
Maybe you can provide a link or a screen shot?

Support / Set up
« on: December 14, 2003, 02:47:26 am »
If you don't intend to use OpenGL, putting the jpct.jar in the CLASSPATH is all there is to do. To use OpenGL via LWJGL in be honest, i don't know much about this combination... :? I think that setting the library path for the VM using
"-Djava.library.path=" should work if you let it point to the native libraries of LWJGL. Don't forget to include the lwjgl.jar to the CLASSPATH as well. If this doesn't work, maybe you'll get some help about how to setup LWJGL for Linux here:

Hope this helps.

German corner / Tutorials
« on: December 04, 2003, 07:44:51 pm »
Quote from: "Dryyden"
da ist mir noch eine sache aufgefallen (ist lwjgl-typisch)...lwjgl verweigert den dienst, falls es noch ein awt window gibt, während das lwjgl window erstellt wird...wollte das umschalten eigentlich über ein externes fenster realisieren (also über zwei buttons)...muss man also alles menümäßige in dem lwjgl-fenster realisieren...lwjgl ist ja auch mehr eine lösung für spiele...
Nö, eigentlich ist die Koexistenz von AWT-Fenster und LWJGL kein Problem (das Terrain-Beispiel tut dieses z.B.). Du darfst nur das Umschalten nicht in einem anderen Thread als das Rendering machen und das tust du, wenn du es z.B. in einem ActionListener erledigst. Probier mal, bei Knopfdruck nur ein Flag mit dem Umschaltwunsch zu setzen, welches in Render-Thread ausgewertet wird und dann die Umschaltung dort erledigt wird. Das sollte eigentlich funktionieren...(Edit: Das ist übrigens der Grund für die Existenz der switchOptions()-Methode im fps-Beispiel).
Oder du hast eine ATI-Karte mit einem Treiber vor Version 3.6...die mögen das nämlich auch nicht.

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