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Messages - fireside

Pages: 1 ... 39 40 [41]
601
Support / Re: 2nd object
« on: February 11, 2008, 09:59:37 pm »
The normals were turned around on the model, which didn't help either.  It looks pretty good when the normals are the right way.

602
Support / Re: 2nd object
« on: February 11, 2008, 02:40:18 pm »
O.K.  Thanks.
I'm having a kind of rendering problem, now.  This is a mouse on a platform.  The platform is, you know, like any platform, but it seems like it doesn't look right.  It should be lighter on top.  The light is above and in front.  The mouse looks right, but the platform looks funny.


603
Support / 2nd object
« on: February 11, 2008, 07:10:38 am »
I'm starting with the cartoon network code for a framework because it's small and a little easier to understand and I'm rusty with my Java.  Anyway, I have an object loaded from this code:

Code: [Select]
Object3D[] obj= Loader.load3DS("Shadow.3DS", 1);


      Object3D Toy=new Object3D(0);
       
       
        for (int i=0; i<obj.length; i++) {
           Object3D part=obj[i];

           part.setCenter(SimpleVector.ORIGIN);
           part.rotateX((float)-Math.PI);
           part.rotateMesh();
           part.setRotationMatrix(new Matrix());
         
          Toy=Object3D.mergeObjects(Toy, part);
        }
           
           
  Toy.translate(0, 0, 0);

What I don't quite understand is it starts out with this Object3d array named obj, loads the model, and doesn't mention it again until it's rotating some parts.  What I'd like to know is how would I load the next object and would that rotation code that  sets it aright with the world work for the second object also, or is that just parts of one object and it has to be redone?

So, this code was made for some kind of cartoon effect, but I want to modify it so it just loads multiple objects and sets them right side up.

604
Support / Re: bump mapping
« on: February 09, 2008, 11:14:25 pm »
O.K.  Thanks.  I have a project in mind that won't need it for now.  The benchmark discussion was interesting. I like the small size of jpct.  Hoping Blender exports will be compatible.  It's pushing polygons fairly well, actually.  Irrlicht uses that castle with octree and I think jpct is a little faster.

605
Support / bump mapping
« on: February 09, 2008, 08:10:25 am »
Hi.  I'm just starting to look at jPct and really like it so far.  About the only complaint I have is that it doesn't appear to do bump mapping with Opengl.  Are there any plans for that? 

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