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Messages - ErDetEnAnd?

Pages: 1 [2] 3 4 ... 6
16
Support / Re: Wrong polygon z-value
« on: January 12, 2009, 10:34:44 pm »
I see. What are valid values for the argument of Object3D.setSortOffset()?

17
Support / Wrong polygon z-value
« on: January 12, 2009, 08:32:39 pm »
Hello.

I've constructed one 3DS as depicted below. If made transparent (like in the picture) I get the wrong polygon on top. The model consists of 4 walls and a floor (no planes).



Did I make something wrong in the 3DS, or is this a render issue?

18
Support / Re: Applet flickering with LWJGL
« on: January 11, 2009, 12:58:18 pm »
It only flickers when another window is dragged on top of the browser or the browser window is dragged from outside the screen and towards the screen center. So when the applet's paint method is called by the system.

19
Support / Re: Applet flickering with LWJGL
« on: January 10, 2009, 12:10:01 am »
Been testing a while now. Using worldFrame.repaint() in the paint method of the applet is not only causing flicker in the browser with GL enabled, but in all circumstances: software and hardware render + appletviewer and browser.

Code: [Select]
    public void paint(Graphics g) {
        if (worldFrame!=null)
            worldFrame.repaint();
    }

    public void update(Graphics g) {
        paint(g);
    }

Back to paint() the flicker only shows in browser using hardware render.

Code: [Select]
    public void paint(Graphics g) {
        if (worldFrame!=null)
            worldFrame.paint(null);
    }

    public void update(Graphics g) {
        paint(g);
    }

20
Support / Re: Applet flickering with LWJGL
« on: January 09, 2009, 11:43:23 pm »
Okay found your online gears, but same problem :(

21
Support / Re: Applet flickering with LWJGL
« on: January 09, 2009, 11:37:18 pm »
Hi Paul, and once again thanks!

I've with interest read ur posts, and implemented what you suggested.

My applet:
Code: [Select]
    public void paint(Graphics g) {
        if (worldFrame!=null)
            worldFrame.repaint();
    }

    public void update(Graphics g) {
        paint(g);
    }

And the worldFrame which inherits from JPanel:

Code: [Select]
        MyAppletClass.my_static_applet_instance.repaint();

        if (buffer.usesRenderer(IRenderer.RENDERER_OPENGL))
            if (cGLScene!=null) {
                buffer.displayGLOnly();
                cGLScene.repaint();
            }

I've tried calling "MyAppletClass.my_static_applet_instance.repaint();" before and after I've requested a canvas repaint. But same result; flicker on repaint events caused by "dirty regions".

Futhermore I downloaded ur zipped gears example from above, and used primitives instead of 3DS (some how they were currupted). So changed 3 lines like so:
Code: [Select]
redGear = Primitives.getBox(3,3);. This program is also causing flicker within the browser on "dirty region" update. Since you're rendering all the time, its just a matter of short time before the "near white" color, where the applet is running, is updated with a new image. But it is truely flickering as much as my applet.

Could we used ur program as reference?

Edit: I recall to having loaded your gears example from your webpage, but not the flickering. Do you still have it online with an appletloader?

22
Support / Re: Applet flickering with LWJGL
« on: January 09, 2009, 08:48:43 am »
Hi Paul. Thank you for your answer.

The missleading name worldFrame is actually a JPanel, but you're right about the graphic instance. The passed graphic instance is not used at all. So it looks like this:

Code: [Select]
    public void paint(Graphics g) {
        super.paint(g);
        if (worldFrame!=null)
            worldFrame.paint(null);
    }

    public void update(Graphics g) {
        paint(g);
    }

The reason why not calling repaint is that the scene should be drawn at the same time the applet is requested painted. By calling repaint to the JPanel I'm not having same control of when the scene is painted. Dont you agree?

Remember I'm only having this issue when the applet runs in a browser, with the gl canvas enabled.

Unfortunately the gears example is using active rendering.

23
Support / Re: Applet flickering with LWJGL
« on: January 08, 2009, 11:22:31 pm »
Removing that line is actually only makes the problem worse, like the image is only shown ca. each 3rd time.

According to the java applet doc, I'm advised to put in the super call at the top:

Quote
Paints the container. This forwards the paint to any lightweight components that are children of this container. If this method is reimplemented, super.paint(g) should be called so that lightweight components are properly rendered. If a child component is entirely clipped by the current clipping setting in g, paint() will not be forwarded to that child.

24
Support / Applet flickering with LWJGL
« on: January 08, 2009, 10:51:42 pm »
Hello again!

I'm trying to turn my application into an applet. In the appletviewer software and  hardware render (AWTGLCanvas) works fine. Same for software render when applet is loaded within a browser. The problem arises when using the AWTGLCanvas render inside the browser. What I get is a rendered image every second time, else it's a "near white" color - which is not the background from the rendered image.

The render code only runs on user/event input, thus it has no active render thread. Now, the render problem does not show here, but only on applet repaint eg when another window is dragged on top of the browser or the browser window is dragged from outside the screen and towards the screen center.

My applet painting methods look like this (like i've read http://www.jpct.net/forum2/index.php/topic,202.0.html):

Code: [Select]
    public void paint(Graphics g) {
        super.paint(g);
        if (worldFrame!=null)
            worldFrame.paint(g);
    }

    public void update(Graphics g) {
        paint(g);
    }

Where the worldframe is a JPanel which is the canvas is added to. The painting is done like this:

Code: [Select]
        if (buffer.usesRenderer(IRenderer.RENDERER_OPENGL))
            if (cGLScene!=null) {
                buffer.displayGLOnly();
                cGLScene.repaint();
            }

Does anyone have any idea?

25
Support / Re: Objects selectable only on visible part
« on: January 05, 2009, 09:14:11 am »
You sugguest jPCT to autoscale it?

26
Support / Darker texture with sw renderer
« on: January 04, 2009, 09:53:53 pm »
Hello.

I'm experiencing darker textures when using the software render, like the guy here:

http://www.jpct.net/forum2/index.php/topic,1016.0.html

I've been trying using the suggested TRANSPARENCY_MODE_ADD, but cant control it.

My textures should be light yellow (like with gl render), but with sw rendering they're dark yellow. I'm using white as additional color to overrule the scene light.

Do you have any ideas?

27
Support / Re: Objects selectable only on visible part
« on: January 04, 2009, 09:40:02 pm »
In my program billboards sometimes work as labels which should be selectable. The label surrounds some text, and fits hardly into a 2^x texture size. So the transparent part of the texture (outside the label) becomes selectable :-(

28
Support / Objects selectable only on visible part
« on: January 03, 2009, 12:02:34 pm »
Hello again.

Selection works on polygons, so if a selectable object carries a (partial) transparent texture, it would also be selected when clicked on the invisible part. Is there some kind of solution for this?

Regards.

29
Support / Re: Texture not using UV map in software mode
« on: December 30, 2008, 08:31:37 pm »
Argh... thx

30
Support / Texture not using UV map in software mode
« on: December 30, 2008, 06:04:26 pm »
If the texture fits a 2^x size, say 1024x1024, it is not scaled according to the UV map - this behaviour only for the software render. If it doesn't fit a 2^x size it is scaled and UV assigned correctly.

I've only tried this for textures larger than the object its assigned to.

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