Try to disable backface culling by using the setCulling()-method in Object3D. Do the objects show then? This is of course not a good solution, just a quick test if vertex ordering is really your problem.
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Show posts MenuQuote from: "Uija"Works great!Creating an octree takes it's time...it's already quite optimized. Creating triangle strips isn't...but it may be usefull on the terrain depending on how you are creating it. Google for "triangle strips" to see what they actually are and build your terrain accordingly. jPCT will recognize it and so there should be no need to call createTriangleStrips anymore.
Just the OcTrees take forever and the "createTriangleStrips" you are using in the FPS example.
What exactly does it? and is it important for Terrains?
Quote from: "Uija"THIS is how it looks like.i think you linked to the wrong picture. Is this the correct one: http://uija.net/images/error_rotation.jpg?
QuoteI hope you understand better nowWell...uhmm...no... :?:
Quote from: "Uija"But now I am strafing all the timeI 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?
Rotating the Model doesn't help, als it rotates the movement axis too.
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)
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. strangeBecause 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.
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 lwglI 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.
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