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Messages - EgonOlsen

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Support / Wireframe or border rendering?
« on: January 27, 2003, 09:36:50 pm »
Quote from: "shoka"
I suppose it _could_ be possible to render the border and displayed data into a texture and then assign that to poly representing the area. But wouldn't that be quite expensive - after all that it should be achieved by using a 3D engine in the first place.. :)

Sure...just a thought to use the TextureEffect for that somehow. I think the best solution for the time being would be to use an extra object that represents the outlines, attach it to the object to "highlight" as a child object and only set it visible if the object should be highlighted and invisible otherwise.

Quote from: "shoka"

Another thing I forgot to mention in the first post - propably because it's completely different topic - is continous picking. The user interface should employ some method of mouse tracking, with highlighting and additional information show when cursor hovers over certain object in the scene; this propably needs to be done by firing picking rays at certain intervals to see if something is available.

I'm a bit concerned by performance issues - in Java3D this took too long, at least with unoptimized code and large scenes, and degraded performance too much on not-so-high-end machines..

Shouldn't be that much of a problem. Picking in jPCT takes place in Camera-space (that's why the methods in Interact2D require the VisList), so only polygons on screen will be checked. Just try should be fast enough.

Support / Detecting camera collisions
« on: January 27, 2003, 09:23:57 pm »
Well, have a look at the Bounce-example and replace

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if (zoomin) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVEIN, zoomSpeed);}
if (zoomout) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVEOUT, zoomSpeed);}
if (shiftleft) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVELEFT, zoomSpeed);}
if (shiftright) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVERIGHT, zoomSpeed);}
if (shiftdown) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVEDOWN, zoomSpeed);}
if (shiftup) {theWorld.getCamera().moveCamera(Camera.CAMERA_MOVEUP, zoomSpeed);}

with this:

Code: [Select]

if (zoomin) {theWorld.checkCameraCollision(Camera.CAMERA_MOVEIN, zoomSpeed, Camera.DONT_SLIDE);}
if (zoomout) {theWorld.checkCameraCollision(Camera.CAMERA_MOVEOUT, zoomSpeed, Camera.DONT_SLIDE);}
if (shiftleft) {theWorld.checkCameraCollision(Camera.CAMERA_MOVELEFT, zoomSpeed, Camera.DONT_SLIDE);}
if (shiftright) {theWorld.checkCameraCollision(Camera.CAMERA_MOVERIGHT, zoomSpeed, Camera.DONT_SLIDE);}
if (shiftdown) {theWorld.checkCameraCollision(Camera.CAMERA_MOVEDOWN, zoomSpeed, Camera.DONT_SLIDE);}
if (shiftup) {theWorld.checkCameraCollision(Camera.CAMERA_MOVEUP, zoomSpeed, Camera.DONT_SLIDE);}

and remove the

Code: [Select]


some lines above (to prevent the cube from spinning). This should show the basic usage of the camera collision (you can navigate using the num-pad in this example btw). The Camera.SLIDE option doesn't really work as it should...i'll have to fix this in a later version, but anyway...

I hope this helps. If it doesn't, feel free to ask again. Keep in mind that jPCT uses a ray/triangle-collision scheme for camera-collisions.
Depending on the scale of your world, you may have to adjust Config.collideOffset accordingly, but for Bounce, it should work fine the way it is.

Support / OpenGL "gotchas"
« on: January 26, 2003, 01:45:07 pm »
For the time being: bump-mapping. I'm planing to add this to the OpenGL-renderer, but i'm not sure how fast i'll get it working in a way that it looks similar to software. You've already mentioned overbright lighting. That's it...all other things should work. Some optimizations like OptiZ and Spanbased HSR won't do anything for OpenGL, but that doesn't matter anyway. Transparency may look a little bit different when comparing both renderers, but that's nothing to worry about. In addition, everything that manipulate textures and/or the framebuffer (TextureEffects and some kinds of blitting) will be slower in OpenGL, because transfering new textures to the card is expensive in terms of performance. If there could be problems, this is documented in the methods itself.

LWJGL doesn't render into a standard component but its own. Therefor, the standard Java-stuff like Listeners and the like doesn't work on the OpenGL windows/fullscreen view. You have to use the LWJGL way of doing these things (which is quite simple (polling)) and if your application should be run without LWJGL when using the software renderer, you'll most likely have to write your own wrapper for such things...but there's nothing i can do about's a limitation or feature (whatever you like to call it) of LWJGL, which isn't my project.

Hope this helps.

Edit: And anti-aliasing. I'm not enabling it ATM in the OpenGL mode. It can still be enabed via the drivers or tools...depending on your hardware.

News / Version 0.83 beta 2 has been released!
« on: January 26, 2003, 12:43:20 am »
I updated beta2 with a new jpct.jar that fixes an accuracy flaw in the SoftGLRenderer...but no new version number for that one.

Support / Wireframe or border rendering?
« on: January 25, 2003, 05:51:48 pm »
Hmmm...i have to think about this when i have a little more time, but i think that i understand what you are trying to achieve. Just one question: Would it help to draw the border into a texture, i.e. does the texture cover the polygon and ONLY the polygon that should show the outlines? I guess it doesn't, but i had to ask...that would make things easier.

Support / Question about Primitives
« on: January 22, 2003, 08:29:42 pm »
Ok, i've added it to the latest release. Hope it helps.

Support / JAW-file format specifications
« on: January 22, 2003, 08:28:50 pm »
0.83 beta 2 is out, the 3DS loader is in.

News / Version 0.83 beta 2 has been released!
« on: January 22, 2003, 08:27:44 pm »
I've added a 3DS loader, some more options to the Primitives-class and made some minor fixes and improvements.

Support / JAW-file format specifications
« on: January 21, 2003, 11:34:45 pm »
Finally, i decided to add support for the 3DS format to the next beta. I already have an alpha version of the loader running and it's working quite well so far.

Support / JAW-file format specifications
« on: January 21, 2003, 06:33:54 pm »
Good should think that it's easy to find some specifications at least for ASC, because it is a quite popular format (It's an ASCII export format of older versions of 3DStudio). But i have to admit, that i couldn't find any...the thing is that ASC is easy to understand by looking at an ASC-file in a text editor. jPCT's ASC loader doesn't use all the information an ASC-file offers. What's used is the vertex list (x,y,z and u and v if given) and the face list. A single file may contain a number of vertex and face lists. That's all...should be quite simple to understand by studying such a file.
I included an example file in an archive here:

JAW is an outdated format of a discontinued engine that i'm using for historical reasons. It's basically a stripped down version of ASC which contains only one large vertex- and face list. It's still supported, because i own some simple JAW-objects myself that i would like to use and it may be handy as a quick-and-dirty format that your own applications may write.

I know that this is not very satisfying...some more advanced loaders for other formats would be nice, but i'm currently doing other things with the engine. (To be honest, i'm still waiting for someone to write them for me, because i don't have fun writing loaders... :lol: ...just kidding...but it would be nice though).

Bugs / Object3d.cloneObject() doesn't copy Animation
« on: January 20, 2003, 11:54:09 pm »
0.83 beta 1 is out and hopefully fixes this flaw as well as some others.
Look here for more info:

News / Version 0.83 beta 1 has been released!
« on: January 20, 2003, 11:50:34 pm »
This version is the first version of jPCT that offers hardware acceleration as an option (via OpenGL and using LWJGL). Adding OpenGL support required to do a lot of changes in some parts of the programming, so i decided to release this version as beta 1 and not as a regular release. The documentation reflects the changes but some parts will most likely need further work...anyway, here is 0.83 beta 1!!
I replaced the terrain example applet with a terrain application that makes use of the new OpenGL support (can be run in software as well).
The OpenGL support should be transparent to code written for older versions of jPCT, i.e. if you're not interested in OpenGL support but in the other features and fixes this version offers, just replace your old version of jPCT with the new should work as usual without changes. If it doesn't, please let me know... :wink:
set- and getCamera() in the Camera.class are deprecated now. They have been replaced by set- and getPosition().

Edit: A slightly updated version has been uploaded that fixes a problem with drivers that return a refresh-rate of 0 Hz.

Feedback / Re: tried it, love it.
« on: January 17, 2003, 08:37:25 am »
Quote from: "acorn98"
Quick question for Helge... I can't find a way to cast shadows.

It's not a big problem (because I can always burn them onto my textures :wink: ), but... is there a way to do it using the engine?
No, there isn't. You'll have to do it the "texture-way". I thought about shadows some weeks ago, but i ran into some problems (virtual ones...i didn't really implement something) with the software rasterizer. That, and they would be veeery slow in software. Maybe the upcoming support for OpenGL will make me re-evaluate this decision...but for now: No support for casting shadows, sorry.

Support / more example files
« on: January 14, 2003, 12:45:49 am »
The same example using the new OpenGL support (not yet released!):

News / jPCT is going OpenGL...
« on: January 14, 2003, 12:25:20 am »
Update: The OpenGL version is showing nice progress, Here is a screenshot of the terrain example converted to OpenGL (i.e. converted to an application...there's really not much more required to make it use OGL).
Some features of the software renderer like 2D blitting won't be supported by the first version of the OpenGL renderer. Anyway, the release date of the new version is...when it's done!
Edit: At least 2D blitting from textures WILL be supported... :D

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