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Messages - EgonOlsen

Pages: 1 ... 4 5 [6] 7 8 ... 786
76
Support / Re: shared VBO ?
« on: June 29, 2017, 01:01:43 pm »
in JPCT, is it possible?
Yes, you can use: http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#shareCompiledData(com.threed.jpct.Object3D)

Quote
if in a vertex list, some vertices are not pointed by any primitive, does JPCT remove these vertices?
Yes, it should.

77
Support / Re: render order of opaque objects?
« on: June 27, 2017, 08:29:44 pm »
Depth is only relevant for translucent objects. Anyway, it doesn't work for opaque either, because they are sorted by state to minimize state changes. So: No, you can't assume that.

78
Support / Re: one Light for multiple World?
« on: June 27, 2017, 08:28:20 pm »
No, you have to use multiple Light instances.

79
Support / Re: Transparency issue
« on: June 25, 2017, 01:40:39 pm »
No, you can't fix that. Transparent objects have to be sorted to be rendered correctly and you can't do that once they have been merged into one object. You have to leave them as individual objects.

80
Support / Re: about multi-texture, different stages inside an object?
« on: June 24, 2017, 09:45:04 am »
Yes, but this will split the internal representation of the object when it gets compiled, which will increase the amount of render calls. After compilation/build, you can't change the number of stages per polygon anymore. So basically: Yes, you can do that, but it has some drawbacks that you should be aware of.

81
Support / Re: Only thing rendered is the SkyBox
« on: June 24, 2017, 09:41:50 am »
No, sorry. I didn't have the time. I'll try during the weekend...

82
Support / Re: Car Reflections
« on: June 22, 2017, 03:57:43 pm »
No, actually there aren't. You aren't even supposed to notice the switch to 2.0 except for the added features.
How does your init code looks (GLSurfaceView and FrameBuffer creation) like? Are you getting any log output.

83
Support / Re: Car Reflections
« on: June 22, 2017, 12:34:40 pm »
Then your shader isn't active...

84
Support / Re: Only thing rendered is the SkyBox
« on: June 22, 2017, 10:54:14 am »
I'll try. In any case, you have to do the skybox for both views. I don't think that I'll do a FrameBuffer3D, but I'll think about it.

85
Support / Re: Car Reflections
« on: June 22, 2017, 10:52:02 am »
Actually, the blending mode has no impact if you are using a shader, because the shader does the blending. That happens here, in the fragment shader:

texture2D(textureUnit0, texCoord1)+texture2D(textureUnit1, texCoord)


Replacing the + by * gives you modulate blending. You are free to play around with some combination of vertex colors and both textures' colors to get something pleasing.

For specular, you would have to modify the lighting calculation in the shader. A simple hack might be to use the square root of the lighting's intensity instead of the intensity itself. If that's not good enough, you have to switch to per pixel lighting somehow.

86
Support / Re: Only thing rendered is the SkyBox
« on: June 20, 2017, 08:13:18 am »
Still...no idea. Can you provide me with a compilable test case?

87
Support / Re: point-cloud visualization
« on: June 19, 2017, 10:58:56 pm »
Not really. I would say that you'll need an engine tailored to handle this kind of data structures...

88
Support / Re: Only thing rendered is the SkyBox
« on: June 19, 2017, 10:55:58 pm »
Have you tried to remove the skybox render call? It doesn't do anything useful at this stage, because you'll blit over it anyway...!?

89
Support / Re: Only thing rendered is the SkyBox
« on: June 19, 2017, 01:02:09 pm »
That doesn't really help. I need the complete render sequence for all buffers and the final render to the screen.

90
Support / Re: Only thing rendered is the SkyBox
« on: June 19, 2017, 10:59:11 am »
Ok...and that happens in which case exactly? A code snippet would be helpful.

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