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Messages - EgonOlsen

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Support / Re: Fog Of War Transparency With Software
« on: October 14, 2017, 07:34:40 pm »
I can't see anything wrong with it nor with the rendering itself in my simple test case. Do you have a screen shot that shows the problem? Just to be sure that we are talking about the same thing here.

Support / Re: Fog Of War Transparency With Software
« on: October 13, 2017, 12:00:12 pm »
That texture has an alpha channel assigned to it that makes the white part transparent. I would guess that you actually want it the other way around?

Support / Re: Fog Of War Transparency With Software
« on: October 13, 2017, 10:16:57 am »
Can you upload such a texture for me to see?

Try to disable the renderer before disposing it.

Support / Re: Fog Of War Transparency With Software
« on: October 12, 2017, 07:46:52 am »
Then most likely your objects aren't rendered with transparency enabled or your textures' alpha channel is off.

I don't see how this can happen if everything happens in the same thread. Where does the actual rendering happen then?

Are you doing the dispose in another thread then?

Are you doing something like flush() on the TextureManager?

It seems to be. Can you be more specific in what exactly triggers this?

Support / Re: IndexOutofBoundsException at world.renderScene(fb)
« on: September 25, 2017, 08:46:34 am »
Could you please edit your post!? It's an unreadable mess with some weird poll included and such. It might be best to wrap the log output into code-tags.

Support / Re: Polyline.setLineLength?
« on: September 25, 2017, 08:44:20 am »
Wait until it's inevitable to upgrade. I just don't like way in which LWJGL went...from a simple API to a behemoth that tries to cover everything.

getPoints() doesn't make much sense, because the array is just a container. It gets converted internally anway, I don't store it.

Support / Re: Polyline.setLineLength?
« on: September 23, 2017, 07:50:57 pm »
Polyline represents a set of lines, not just one. I don't see how you could apply to anything but a Polyline with just one line. It's just not compatible with the way in which the are rendered of better: What they are. Creating these arrays in desktop Java is cheap. On Android, I would simply reuse the array and the vectors inside.

Bones / Re: Scale Problem?
« on: September 15, 2017, 03:25:43 pm »
These values look like the initial values of the BB calculation. Which basically means that the object that you are using to calculate the BB empty (i.e. no vertices at all).

Support / Re: ARcore
« on: September 13, 2017, 11:29:09 am »
No, actually I don't. jPCT-AE is a 3D/rendering engine and it's supposed to stay that way. But there's nothing that prevents one from using it in combination with other APIs like ARCore.

Support / Re: Limitation on world coordinates
« on: September 12, 2017, 09:12:29 am »
This might be related to the way in which you are creating your objects, which I don't know...but jPCT-AE tries to detect if it's possible to compile an object's vertex data to fixed point, which is limited to that range. Depending on the way in which you are building your objects, this check might return true albeit it's actually not true anymore later in the process. You can avoid this by setting to false on the objects in question (before calling build() on them).
Another reason might be that some GPUs can't handle numbers above or below +-2^15 in the shaders. This shouldn't be an issue with the default shaders but it might be one, if you are using your own shaders.

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