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Messages - EgonOlsen

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11941
Support / Texture not showing up.
« on: January 15, 2005, 02:32:19 pm »
You mean a method that takes an array of vertices and creates the triangles from that like you do in your code "by hand"? No, there is no such thing ATM. I may add it, if it's really needed.
Alpha or transparency is only supported on a per Object3D base. That's mainly a tribut to the software rendering.
The order of the vertices that form a triangle counts, because it's used for backface culling. If your order is wrong, the triangle will de visible from the other side.
About the tiled terrain...i would say that it doesn't matter. jPCT will take care of the vertex sharing itself, you don't have to worry about it.

11942
Projects / Technopolies
« on: January 11, 2005, 08:51:42 pm »
Amazing...this really is the most advanced applet game that i've ever seen...

11943
Projects / Technopolies
« on: January 11, 2005, 04:38:49 pm »
What happened to your server? It seems to be down for some days now... :cry:

11944
News / Version 1.04 has been released!
« on: January 06, 2005, 08:07:20 pm »
Finally...here are the changes:

http://www.jpct.net/changes.html

Have fun!

11945
Support / Watching everything
« on: January 02, 2005, 06:36:06 pm »
??? I had to delete your last post (and mine too) because somehow my answer appeared in your question ???

Anyway, what i mean about the framerate is, that you wouldn't ask this question if your framerate would be constant, because it wouldn't be a problem then.

11946
Support / Watching everything
« on: January 02, 2005, 05:53:56 pm »
1.) Should work. You have to set the parameter before initializing the OpenGL renderer.

2.) A very slow performance in OpenGL mode is not a normal behaviour unless your OpenGL card is very crappy. What graphics card are you using and in which display mode are you running?  Are you sure that you've really initialized the renderer in Hardware OpenGL mode and not just in the software renderer's OpenGL "emulation"?
Despite of this, you should base you movement on the time passed in the last frame(s) or ensure a constant framerate somehow (which obviously isn't possible in your case).

11947
Support / Watching everything
« on: January 02, 2005, 04:47:52 pm »
Config.farPlane should do the trick. Unless you are using fog with has to be adjusted separately using the setFogParameters()-method in World. It's also possible that you are scratching the maximum polygon count. In that case, adjust Config.maxPolysVisible. You have to do this before instantiating a World.

11948
Support / crooshair
« on: December 31, 2004, 02:11:39 pm »
You can paint the crosshair yourself, save it as a gif (to avoid jpg's compression artifacts), load it as a texture and blit it transparent on screen (using the blitting methods from FrameBuffer) after drawing your actual scene. The car example does something similar for the red dots in the upper right corner.

11949
German corner / Wie kann ich ein Objekt auf einen bestimmten Punkt richten?
« on: December 30, 2004, 12:56:26 pm »
Naja, etwa so:

Code: [Select]
SimpleVector p=...;// Der Punkt, auf den das Objekt gerichtet werden soll
SimpleVector la=p.calcSub(obj.getTransformedCenter());
Matrix m=la.getRotationMatrix();
obj.setRotationMatrix(m);


Habe ich jetzt aber nicht getestet...

11950
German corner / Wie kann ich ein Objekt auf einen bestimmten Punkt richten?
« on: December 28, 2004, 11:17:12 am »
Du muesstest den (Simple-)Vector zwischen vom Mittelpunkt des Objektes (o) und dem Punkt im Raum (p) ausrechnen (also -o+p). Dann kannst du von diesem die Rotationsmatrize generieren lassen (getRotationMatrix() in SimpleVector) und diese Matrix als neue Rotationsmatrix des Objektes setzen. Das sollte es tun.

11951
Support / my 3DS files dnt work
« on: December 27, 2004, 11:35:45 am »
Quote from: "Melssj5"
Quote from: "EgonOlsen"
.
I think that somthing is worng with the code of the engine
Very very unlikely. jPCT takes whatever name you give it to load the file and that's all it does. If anything goes wrong with loading your files, it's most likely your own fault.

11952
Support / my 3DS files dnt work
« on: December 26, 2004, 04:56:30 pm »
Quote from: "Melssj5"
Yes, I set the path as C:/proyectos/java/forte/sampledir/Games/Frame/bajos.3ds and it worked, also for the textures, thank you.
But you should investigate why it doesn't work with the relative path. Your working directory doesn't seem to be what you expect it to be.

11953
Support / my 3DS files dnt work
« on: December 26, 2004, 12:53:47 pm »
Quote from: "Melssj5"
It Should work, but it doesnt, its okay if I send you all the folder with all the files so you can check it please!!!!!!  :D
You may do that if it's not too large. I'm on a modem connection right now.

11954
Feedback / Re: useless complexity
« on: December 26, 2004, 12:52:46 pm »
Quote from: "Melssj5"
Reviewing the documentation I found some fields and methods that I think are repeated but with differents names, making the engine a useless complexity engine  :shock:

If I understood bad the documentation it means that the documentation is not well explained, and if I understood it well it means that the engine is being more complex that what is needed.
You've got that wrong...an uppercase field in Java usually is final static, i.e. it is a constant. You can't change them. They are for being feeded into the appropiate methods. For example setBumpmapped(BUMPMAPPING_ENABLED) or setBumpmapped(BUMPMAPPING_DISABLED). Of course, they are not needed in this case...you could simply use true/false, but it that will even change, you just have to recompile in the former and refactor in the latter case.
Have a look at your other thread about collision detection to see, why using constants is a good thing... :wink:

11955
Feedback / Re: The collision detection
« on: December 26, 2004, 12:47:22 pm »
Quote from: "Melssj5"
The collision detection methods implemented on the engine clases should be more intuitives to use, and should be possible to get information from them.
You can get all the information you want by implementing the CollisionListener interface and attaching your CollisionListener to the objects in question.
Furthermore, don't judge collision detection on the ray-polygon-methods you are currently using...they are oooolllldddd. The spherical and elliposoid methods will give you a corrected SimpleVector that you can apply to you moving entity directly to avoid a collision.

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