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Messages - EgonOlsen

Pages: 1 ... 790 791 [792] 793 794 ... 823
11866
Feedback / kind of brain storming
« on: April 21, 2005, 11:34:37 pm »
While you are here: Why are the links on your "credits" page just texts, no real links?

11867
Support / jOGL support
« on: April 20, 2005, 04:48:39 pm »
When using the new AWTGLRenderer, it helps performance to set Config.glVertexArrays to true, because it reduces load on the command queue. It usually is a good idea to use this setting in OpenGL mode, but especially when using this renderer.
Funny thing about the renderer is, that jPCT gets multithreaded for free when using it. Scene management, transformations and stuff happen in one thread while the actual painting happens in another (the dispatch event thread). This is noticable on a HT/dual cpu machine: Where an application uses around 50% (i.e. one cpu) when using the GLRenderer, it starts to use up to 95% when using the AWTGLRenderer. Would be interesting to see the performance of this on a real dual cpu setup, because hyperthreading doesn't really cut it...

11868
Support / jOGL support
« on: April 19, 2005, 09:26:05 pm »
A preview version is out (have a look at the news section). Had to do some crazy things to get jPCT working with the AWTGLCanvas and i'm not sure how stable this thing is. That's why i call it "preview" (to avoid calling it "beta"...:wink: ). I used a special test case and the car example for testing it, and both worked just fine, so there's hope that it isn't totally bugged at least...

11869
News / Version 1.06 pre-release
« on: April 19, 2005, 09:12:17 pm »
Time for preview release of jPCT 1.06. The reason why this isn't an official release is, that it adds support for LWJGL's new AWTGLCanvas. This required a new implementation of IRenderer which differs significantly from the current OpenGL renderer (which is still included of course) and which isn't tested or optimized very much...
Anyway, here are the changes:

Fixed two bugs in the ray-polygon collision detection. Removed some obviously dead code from ellipsoid collsion detection. Changed the constant NO_OBJECT in Object3D from -1 to -100 to get rid of a potential problem with ray-polygon collision detection. You'll have to recompile your code if you are using this constant. Made rotateMesh() and translateMesh() to affect an attached keyframe animation too. Moved some (non-public) methods from Object3D to Mesh (where they actually belong). Fixed a small bug that prevented the OpenGL renderer from recognizing that it has to set RGB scaling when using multiple Worlds with different scalings. Reworked some parts of the SoftGLRenderer slightly to improve performance in some situations. Fixed a bug with billboarded objects: Scaling wasn't applied to such objects. Fixed a flaw in optimizeBufferAccess(). Added support for LWJGL's new AWTGLCanvas by adding a new IRenderer, the AWTGLRenderer.

And here's the link: *removed*

If you want to try the Canvas support, have a look at FrameBuffer.enableGLCanvasRenderer(<int>);

Edit: uploaded a slightly modified preview release (2005-05-03)

11870
Support / Re: Thanks
« on: April 16, 2005, 10:39:26 pm »
Quote from: "rolz"
...but for compatibility with the existing JPCT code it would be nice to have some wrapper aroung AWTGLCanvas that will allow modifying the World outside the AWT thread - in the same way JPCT works now.
That's what i'm trying to do and what already seems to work to a degree. It should remain possible to switch renderers at will, so this is a must to me. Could happen that some seldom used stuff (like grabbing the rendered image from the graphics card) won't work with the AWTGLCanvas or at least not in it's current state...we'll see...

11871
Support / jOGL support
« on: April 14, 2005, 11:48:05 pm »
FYI: I had a look at it...the AWTGLCanvas itself is drop dead simple to use...if you start from scratch with using it in mind! Of course, you have to do the GL-stuff in the AWTEvent-Thread now and that's the problem. jPCT isn't build that way and adding support for it requires a whole new layer between the IRenderer and the actual polygon drawing introducing some queues to queue GL-stuff until it can be handled by the AWTEvent-Thread. Anyway, i'm working on that and i already have a pre-alpha version of it running...it's not funny and i'm sure that some more pitfalls are lying ahead... :?

11872
Projects / my freeware particle engine
« on: April 13, 2005, 07:29:30 am »
Quote from: "bgilb"
alright, just wondering is there a way to change the color of a object3d?
You can set an additional color by calling setAdditionalColor(<java.awt.Color>); which may or may not suit your needs. For a unicolored object, just set a unicolored texture.

11873
Support / Re: AWTGLCanvas
« on: April 12, 2005, 07:43:42 am »
Quote from: "rolz"
Looks like a feature that would fit jPCT nicely.
I think so. But i haven't got a look on how it's done yet. I'll do so, when i have the time and maybe add it in one way or the other.
BTW: I accidently edited your post instead of quoting it... :oops: I hope, i've restored it correctly...

11874
Projects / Re: my freeware particle engine
« on: April 12, 2005, 07:38:30 am »
Quote from: "Anonymous"
Not sure how to get that cool multiply effect that other particle engines have.
I did something similar lately (for Paradroidz): http://www.jpct.net/img/particles.jpg

About the blending: Currently, the OpenGL renderer mimics the behaviour of the software renderer which doesn't support this kind of blending and most likely never will. It would be possible to add the blending for OpenGL only...as an option, if you don't care about software rendering...i'll think about it, when i have time to.

11875
Support / jOGL support
« on: April 10, 2005, 12:55:31 am »
The newest version of LWJGL has an AWTGLCanvas that should make AWT/Swing-integration possible. I haven't tried it yet and i don't know if or how it would fit into jPCT. I would prefer over adding support for jogl though.

11876
Support / Tutorials!
« on: April 07, 2005, 07:09:31 pm »
What exactly do you have in mind? A tutorial about matrix math in general or  how to manipulate jPCT matrices yourself or how to use the rotate__-methods() for Object3Ds and the Camera to reach a specific goal (which one?) or something else. While i do think that some tuts won't hurt, i'm not really sure what you mean. Or in other words: Which part of the transformation stuff in unclear to you?

11877
News / LWJGL 0.96 released
« on: March 31, 2005, 08:16:17 pm »
jPCT will work with it without any changes. Grab it here: http://www.lwjgl.org

11878
Projects / Technopolies
« on: March 30, 2005, 12:41:24 am »
Any plans on getting a "real" domain for it?

11879
Projects / aptal karga (foolish crow)
« on: March 29, 2005, 07:29:26 pm »
In case you haven't noticed yet: I've added a link to your page to the projects page.

11880
Feedback / kind of brain storming
« on: March 24, 2005, 04:25:57 pm »
Quote from: "raft"
is this true ? i didnt know that. sounds really strange
All i know is, that there were none by the end of the year 04 and i'm unable to find information about the current state of it. Don't know if this is good or bad...

Quote from: "raft"
did you get me wrong ? i meant sun should prepare such custom java bundles. it shouldnt be that hard for them to break core packages into many pieces with a dependency mechanism similar to linux packages
No, i didn't get you wrong. What i meant was that if SUN's license doesn't permit it now, i don't think that they'll do this themselfs in the future. I think that the idea is, that a complete JRE ensures that every Java application will work with it, while a stripped down JRE wouldn't and that people would blame that on SUN or Java and not on the JRE.

Quote from: "raft"

for rest, i think similar. even if you manage to make a smaller bundle with its own jre, most possibly people wont like the idea of installing a plugin from an unknown author
They don't have to. The JRE works without any installation. My Paradroidz archive contains a jre-directory from where the VM is started and that's it. At least for Windows...
It's not a problem for MACs because they already have Java installed. And for Linux, well...most distributions should contain it too, and if they don't...i think that Linux user's are more used to change their system to get things working compared to Windows, so maybe it's not too much of a problem.

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