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Messages - EgonOlsen

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Support / Re: Transparency lost after deserialization
« on: August 21, 2017, 11:59:21 am »
No, that information isn't a part of the serialized data. The idea of the serialized format is to handle the actual data the defines the object, not the attributes of an object.

I see your point, but I don't consider this to be a bug. Either way, it's nothing that can be changed now without breaking a lot of existing code. I'll look into it and maybe add a constructor variant that doesn't close the stream.

Support / Re: how to lazyload
« on: August 20, 2017, 10:20:41 pm »
No, if you load will be loaded. However, it will be uploaded to the GPU when the first render request for it happens (if you don't preload it).

Support / Re: Shadows
« on: August 15, 2017, 07:54:42 am »
I really can't see what's going on in this can still be an accuracy issue due to problems in handling very scretched texture coordinates and it's impossible to tell this from this video...but anyway, the shadow mapping in desktop jPCT is based on the fixed function pipeline. What this pipeline does is, well, fixed and there's no way to change its behaviour.
A test case would be nice though...everything else is wild guessing on my side.

Support / Re: how to lazyload
« on: August 14, 2017, 09:50:38 pm »
By loading you mean "loading", i.e. reading the mesh physically from storage? If so, you don't have to do that in the render thread. You can offload it some loading thread and grab the result.

Support / Re: Shadows
« on: August 14, 2017, 09:49:07 pm »
I'm not sure what's going on there, because the video compression makes it very difficult to spot the actual problem. At first glance, I would say that this is normal behaviour and caused by the resolution of the shadow map and/or how much it's streched across the surface. It could be an accuracy issue related to the latter, but's hard to tell anything from that video. Do you have a test case for this?

Bugs / Re: AWTCanvas not updating when SwingThread is under heavy load.
« on: August 13, 2017, 06:26:54 pm »
You could add an IPaintListener implementation. When used on an AWTGLRenderer, it will be called in the EDT. If that doesn't happen, there's no update being called. If it is, then there's an update but no actual render output.

Support / Re: Wall Collision
« on: August 13, 2017, 06:23:52 pm »
I'm not sure what you are doing there. You never seem to use corrected direction vector for anything...

Bugs / Re: AWTCanvas not updating when SwingThread is under heavy load.
« on: August 09, 2017, 10:28:33 am »
That's strange, because they should be in the same thread. Have you checked if they actually are? It is possible to work with different EDT's for different components (albeit that's a pain in the a... but some people won't listen...).

Or...maybe the table is sorted in the EDT, i.e. actually blocking it while doing the repaints by itself?

Bugs / Re: AWTCanvas not updating when SwingThread is under heavy load.
« on: August 08, 2017, 05:16:54 pm »
Not really. How exactly do you define "heavy load" for the EDT?

Support / Re: multi object in one sigle file.
« on: August 07, 2017, 10:57:50 am »
Usually on the object that rotates. However, in your case, it might be a better solution to create a dummy object and place that at the desired rotation pivot. Then make all other objects children of that dummy object and rotate only that.

Support / Re: Normal map texture unexpectedly get compressed
« on: August 04, 2017, 11:27:16 am »
If you don't enable it yourself, no texture compression will be used. It might be your output instead, which might be 16 bit. How are you creating the GL context? You can specify a depth in the AAConfigChooser, for example.

Support / Re: Does JPCT-AE/JPCT support 3D printing(.stl files)?
« on: July 28, 2017, 10:36:55 am »
You could extract vertex and triangle information from a jPCT object using a VertexController implementation and the PolygonManager, but I'm not convinced that this is the best way to create STL files...

No, you would have to write your own shaders for that. Remember that in iOS, your shader has to work on one GPU architecture where in Android, there are (at least) 6 different ones with different sub-types. I just can't support a huge set of shaders that works on all of them.

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