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Messages - EgonOlsen

#11881
News / Re: wow
April 27, 2005, 10:50:12 AM
Quote from: "rolz"btw, what pitfalls do you mean except signing the applet ?
Loading the native parts (dll, so, jnilib) is a pain. There is no other way than loading it from the server via http and copying it to the local harddisc. And even then, loading it via System.load("...."); fails at least in Firefox (haven't tried IE), so i had to copy it into the firefox installation directory...ARGHHH! And it's slow...so using it in applet is possible in a controlled environment, but for a web-distributed game...not really!

BTW: Are you using the AWTGLRenderer now? Any feedback on how it works?
#11882
News / Applets and OpenGL
April 25, 2005, 08:56:22 PM
Question: Can jPCT's OpenGL renderer render into an applet using the new GLCanvas support in (upcoming) 1.06? Yes, it can:



It's quite slow (about 1/10th of the normal speed) and has a lot of pitfalls regarding loading of the native library, but it works...
#11883
Support / jOGL support
April 22, 2005, 04:13:21 PM
I've just uploaded a slightly newer version that fixes a problem in AWTGLRenderer.dispose() and adds a listener interface (IPaintListener) that can be used as a hook into the AWTGLRenderer (for correctly counting fps for example).
#11884
Feedback / kind of brain storming
April 22, 2005, 12:20:08 PM
Quote from: "raft"he even didnt let me talk about karga and some of its hidden (at the moment) capabilities (like suggesting actions to others) and about jpct of course
Maybe he was busy trying to figure out, why their website doesn't work... :twisted: At least i can't access it... :?:
#11885
Feedback / kind of brain storming
April 21, 2005, 11:34:37 PM
While you are here: Why are the links on your "credits" page just texts, no real links?
#11886
Support / jOGL support
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...
#11887
Support / jOGL support
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...
#11888
News / Version 1.06 pre-release
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)
#11889
Support / Re: Thanks
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...
#11890
Support / jOGL support
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... :?
#11891
Projects / my freeware particle engine
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.
#11892
Support / Re: AWTGLCanvas
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...
#11893
Projects / Re: my freeware particle engine
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.
#11894
Support / jOGL support
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.
#11895
Support / Tutorials!
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?