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Projects / Technopolies
« on: July 20, 2005, 09:09:39 pm »Quote from: "rolz"
nice to see you backI was never gone. :wink:
for 4 type of terrains ( dirt, rocks, grass and sand), and 10 levels of transitions 62 textures were generated. I used 64x64 images for tile textures.
So that means around 1MB of textures...that's not much, i thought it would require more.
I noticed some jPCT/AWTGLRenderer related problems in your client and i spent some time today to get rid of them. I've uploaded a new version that includes this fixes here:
http://www.jpct.net/download/jpct107a2.jar
Changes are:
Fixed a threading issue in the AWTGLRenderer when changing the FOV. Added the option to blit into the backbuffer. This is a fix for a problem that occures when one tries to blit into the background of a over-/undersampled framebuffer. Added on option to modify sorting order of the VisList. Can be helpfull in case of sorting issues with transparent objects. Added on option to Loader to disable vertex sharing (helpfull for loading otherwise unusable keyframes in some cases). Added a new constructor to Texture to create Textures directly from Images. Improved texture loading a little bit.
Some fixes for the AWTGLRenderer: Fixed an occasional class cast exception when setting RGB-Scaling. Fixed a stupid bug that caused green color values to be mapped to green and blue when rendering (i can't believe that this one remained unnoticed). Modified frustum handling to cover a problem that could occur if two or more frames lie between two actually painted ones and the fov has been changed in between. Fixed a bug that prevented the command queue from being resized when needed in some cases which could result in some polygon missing for a frame or two. Fixed a bug that caused queued commands to be removed from the queue in some cases.
However, there still is a problem which i couldn't get fixed and i'm at a point where i'm having my doubts that's its reason can be found in jPCT but in the client. The problem is: Trees are flickering/disappearing (not sure what they really do) sometimes for a frame. I'm not talking about the "normal" sorting problems on transparent objects...this must be something different. To me, it looks like a kind of threading problem (because i had this kind of problems myself on hyperthreading/dual cpu machines). I'm just not sure if it's located in my code (i doubt it because it seems to affect trees only) or in yours. Are you by any chance doing some matrix/object/world/...-manipulation in a different thread than the one that executes the calls to World.renderScene() or World.draw()? Or in other worlds: Is there a chance that rendering and manipulation of the scene and/or objects interfere sometimes?