Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - EgonOlsen

Pages: 1 ... 786 787 [788] 789 790 ... 822
11806
Support / Object3D rotation problem
« on: July 24, 2005, 07:04:19 pm »
Quote from: "Uija"
But now I am strafing all the time ;)
Rotating the Model doesn't help, als it rotates the movement axis too.
I don't quite understand...movement can either be relative to the object's orientation (as you are doing it by using getZAxis() for example) or absolute (for example by 0,0,1 to move 'inside' the screen). What's the actual problem with strafing now?

11807
Projects / Technopolies
« on: July 24, 2005, 06:00:28 pm »
I got this one from time to time...:

Code: [Select]
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at aD.a(Unknown Source)
at aD.paint(Unknown Source)
at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
at java.awt.Container.paint(Unknown Source)
at y.paint(Unknown Source)
at y.update(Unknown Source)
at sun.awt.RepaintArea.updateComponent(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)


It's a show stopper, because it bails out of the AWT event dispatch thread which causes some problems in the AWTGLRenderer.

11808
Support / active rendering with AWTGLRenderer
« on: July 24, 2005, 11:51:47 am »
All modes are reporting 24bit for the zbuffer because that's what Config says by default. LWJGL doesn't report this value any longer since version 0.idontknow, so i had to take it from Config. Try to set it to 16 or even 0 in Config before getting the video modes and see if that helps.

11809
Projects / aptal karga (foolish crow)
« on: July 23, 2005, 02:34:21 pm »
Quote from: "raft"
i've also made some performance tests with AWTGLRenderer. for small worlds it is far more faster than software renderer, but as the world gets bigger the difference gets smaller. strange
Because the processing overhead increases. Are you using octrees? And if you are using the AWTGLRenderer, make sure to enable Config.glVertexArrays is possible. It takes much load off from the command queue of the renderer.

11810
Support / Re: active rendering with AWTGLRenderer
« on: July 23, 2005, 01:46:55 pm »
Quote from: "raft"
and one more thing: although GLCanvasRenderer initializes fine on my box, OpenGL renderer doesnt. it complains about the VideoMode. (i tried all available modes FrameBuffer.getVideoModes(..) returns) lwjgl demos also work fine. i find this strange since  both GLCanvasRenderer and OpenGL renderer uses lwgl

I don't really know about the active rendering stuff...i *think* there isn't a good solution to that but i'm not a SWING guy, so i don't really know much about it.
About the video modes...is this still a Voodoo3 you are using? If it is, you can only do 16bit color depth and z-buffer depth. The difference between the AWTGLRenderer and the normal OpenGL renderer is, that the first one simply uses the desktop settings and the latter has to set it all explicitly. Why this doesn't work on you box...i don't know, but *if* you are talking about the V3 here, it's not wondering me either. Does it work in windowed mode?

11811
Bugs / ArrayIndexOutOfBoundsException in Loader.loadJAW
« on: July 22, 2005, 05:14:13 pm »
ASC is better anyway. However, i've updated the pre-release JAR of 1.07 with a quick fix for the JAW problem. It can be found here: http://www.jpct.net/download/jpct107a2.jar

11812
Bugs / ArrayIndexOutOfBoundsException in Loader.loadJAW
« on: July 22, 2005, 03:32:46 pm »
That's a hard coded, undocumented  limitation in the loader... :oops:
The code of the jaw-loader is around 6 years old and i've never touched it since then. There is a configuration variable for it, but it's not public. I'll try to get this fixed somehow in the next version or at least exit more gracefully than with an ArrayOutOfBounds from deep inside the Loader.
JAW isn't a very good format anyway...
(3DS and ASC have such limitations too, but they are implied by the format specs themselves).

11813
News / New forum version...again...
« on: July 21, 2005, 04:58:34 pm »
...it's @ 2.0.17 now!

11814
Projects / Technopolies
« on: July 21, 2005, 04:18:19 pm »
It works fine now. Even if it wasn't a problem in jPCT, it made me rework some parts of the AWTGLRenderer and discover some bugs. Speaking of bugs: On my machine, the blitted text is gone (happens on some machines  and/or in some resolutions due to some weird zbuffer/clipping plane stuff). Set Config.glFixedBlitting=true and it will appear again. I'll enable this by default in the next release anyway.
About the blinking: There's not much you can do about that, i'm afraid. Sorting is always an issue with transparency. The polygons are sorted by the painter algorithm using their z-midpoint (roughly) but this won't give you correct sorting in all cases. And a zbuffer is pointless for transparent polygons (i had this enabled once and it looked even worse)...so you have to live with that. It's not that bad anyway, IMHO.

Edit: I like the talking bots...add some "personality" to them.

11815
Support / launching problem
« on: July 21, 2005, 10:23:46 am »
Looks fine to me at first glance. Maybe your scene is simply dark now. OpenGL's lighting mode is multiplicative, i.e. an ambient lighting of (0,0,0) will make everything dark. Try to draw a wireframe using world.drawWireframe(...) and see if something happens.
The command queue is a queue that the renderer uses internally because it has to do some tricks to get jPCT rendering into a canvas. Set Config.glVertexArrays=true to minimize the size of that queue.

11816
Support / launching problem
« on: July 21, 2005, 12:13:49 am »
Are you actually using the Canvas that enableGLCanvasRenderer(<int>) returns you? Maybe you are just using the legacy software renderer for output. A small introduction to the different renderers:

When creating a new FrameBuffer, it is in legacy software mode. Legacy mode stinks. Don't use it. To switch to another one, you can do:

buffer.enableRenderer(IRenderer.RENDERER_SOFTWARE);

This will give you a software renderer in OpenGL lighting mode. This is what you want, if you have no hardware support for OpenGL.
To see the results, you usually paint the rendered image into a component using buffer.display(<Graphics>).

To get OpenGL support via hardware, you first have to disable software rendering (or it will continue to be used together with hardware...possible but senseless in almost every case):

buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
buffer.enableRenderer(IRenderer.RENDERER_OPENGL);

You'll get a native LWJGL window (if sizes and color depth are fine). Considering your app, this is most likely not what you want.

And then there is the AWTGLCanvas support. To use it, do:

buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
Canvas c=buffer.enableGLCanvasRenderer(IRenderer.MODE_OPENGL);
<Component>.add(c);
// your gameloop:
//...do your rendering here...
buffer.display(null);
c.repaint();

Edit: If you want to use the AWTGLCanvas, download the latest jar as it fixes some bugs in it: http://www.jpct.net/download/jpct107a2.jar

11817
Support / Re: similar problem
« on: July 20, 2005, 11:52:31 pm »
Quote from: "manumoi"

new KeyMapper(myFrame);
Try to init it with jPCT's canvas instead of the frame or panel.

11818
Support / launching problem
« on: July 20, 2005, 11:44:34 pm »
Seems like you are lauching your app from inside the AWT event dispatch thread...not a good idea, because that will block this thread forever, i.e. you'll get no more key events or repaints of other components. Try something like


Code: [Select]
new Thread() {
   public void run() {
        Test t = new Test(args);
        t.panel3D.start();
   }
}.start();


in the actionPerformed(...) method instead and see if it helps.

Edit: And by the way: buffer.enableGLCanvasRenderer(IRenderer.RENDERER_SOFTWARE);
is not correct. You are supposed to give a mode there, not a renderer. I.e. IRenderer.MODE_OPENGL or (possible, but not advised...don't do it) IRenderer.MODE_LEGACY. But that's not the reason for your problem, as the values of both constants are the same anyway... :wink:

11819
Projects / Technopolies
« on: July 20, 2005, 11:36:17 pm »
I tried to reproduce it in a modified CarTest-example, i.e. changed it to use the AWTGLRenderer, loaded your trees instead of my plants and placed 2K of them on the map. Had fog enabled and the car was emitting light...just like in Technopolies, but it worked just fine. No blinking at all. If this is a jPCT problem, it must be a very strange one.... :?:

11820
Projects / Technopolies
« on: July 20, 2005, 10:23:12 pm »
But at least some translations on transparent objects (i don't know exactly how to detect a tree, so i limited it to transparent objects) are happening from inside a netty-evt-thread:

Code: [Select]
com.threed.jpct.Object3D@b51c29Thread[main,5,main]/(228.44463,627.73645,148.74597)---
com.threed.jpct.Object3D@4bf53eThread[netty-evt-0,5,main]/(383.0,667.0,162.75)---
com.threed.jpct.Object3D@d1e7c2Thread[netty-evt-0,5,main]/(252.60387,475.0233,118.229996)---
com.threed.jpct.Object3D@c68a98Thread[main,5,main]/(237.27441,624.1358,150.66376)---
com.threed.jpct.Object3D@b51404Thread[netty-evt-0,5,main]/(393.0,508.5864,160.44)---
com.threed.jpct.Object3D@354749Thread[netty-evt-0,5,main]/(327.56393,472.576,170.94)---
com.threed.jpct.Object3D@1db484dThread[main,5,main]/(246.53288,620.346,144.48578)---
com.threed.jpct.Object3D@bf1d3bThread[netty-evt-0,5,main]/(406.24905,725.4451,121.59)---
com.threed.jpct.Object3D@cc0e01Thread[netty-evt-0,5,main]/(289.96194,466.99997,161.49)---
com.threed.jpct.Object3D@ab7165Thread[main,5,main]/(256.31824,616.3402,138.6347)---
com.threed.jpct.Object3D@19a37aThread[netty-evt-0,5,main]/(410.00003,613.0,150.78)---
com.threed.jpct.Object3D@13bdd36Thread[main,5,main]/(265.8971,612.4185,136.0576)---
com.threed.jpct.Object3D@1381960Thread[main,5,main]/(275.305,608.56665,135.85318)---
com.threed.jpct.Object3D@9fa8fThread[netty-evt-0,5,main]/(432.49133,679.6593,150.15001)---


Or maybe it's a problem with the quadtree somehow? I also managed to get a "blinking house" once or twice.

Pages: 1 ... 786 787 [788] 789 790 ... 822