Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ErDetEnAnd?

Pages: 1 2 [3] 4 5 6
Support / Re: Rotation pivot
« on: December 30, 2008, 02:26:50 pm »
You guys are the best!

I'm creating the object from scratch, so moved the object in object space and got a pivot in the object's center.


Support / Re: Transparent blitting
« on: December 30, 2008, 10:32:03 am »
Mine aren't invisible  ???

It seems to work.

Since children inherits the scale value, its much easier for me to make the child (object c) a child of object a, because it is never scaled. Thanks alot Egon.

I guess finding a solution to the "billboards rotation around its 0;0 problem" harder to solve without help ;).,1253.15.html

Support / Re: Rotation pivot
« on: December 30, 2008, 10:10:41 am »
I see. How are these extra polygons positioned?

Why is this "workaround" necessary Egon?

Edit: My billboard's rotation pivot is not at origin but at 0;0 (unchanged), which I understand is not correct (,1253.msg8488.html#msg8488)?

Support / Re: Rotation pivot
« on: December 29, 2008, 08:48:59 pm »
After any translation the billboard is still attached to its parent at the billboard's upper left corner.

Support / Re: Rotation pivot
« on: December 29, 2008, 08:32:19 pm »
Of course, you're right..

I want a billboard at the bulls eye, but it should appear in the middle when rotating. Its like the attachment point is wrong.

Support / Rotation pivot
« on: December 29, 2008, 04:19:39 pm »
A billboard object3d should rotate around its center rather than its corner when transformed in the world. I'd guess setRotationPivot is the answer. Nomatter what I give this method the object is still rotation around its corner. Build is called before setting the pivot. What is wrong?

Support / How is the alpha-value information used?
« on: December 28, 2008, 02:07:22 pm »
Take a look at the left texture below. The gray background is not this texture, but another texture on another object behind it.

The "a" has an outline which is painted using antialiasing (which is shown on the right image, which has no alpha values).

It seems to me that the alpha-channel is used, but not the values. Is this supported?

Edit: Using render with 4xAA

Support / Re: Transparent blitting
« on: December 25, 2008, 03:20:50 pm »

I got it wrong. A, B and C each has their own matrices.

Support / Re: Changing render at runtime
« on: December 25, 2008, 02:28:37 pm »
Exceptions or not. No error is shown in the console when changing resolution in gl mode (VideoMode supported). I've read Paradroidz does this. Do you have a link thats not broken? :P

(I remember to re-add the canvas to the pane.)

Support / Re: Transparent blitting
« on: December 25, 2008, 12:48:22 pm »
I'd paste the code if I could, but the project would give too much overhead, so I hope this drawing will do.

Object3D B is a direct successor of Object3D A in both cases, and respectively same for C and B on the left. Object3D C is the billboard. Now my inverted scaling only works if this scaling is done on the direct successor of the previously normally scaled Object3D.

Object B and C are sharing matrices.

Support / Changing render at runtime
« on: December 25, 2008, 12:17:16 pm »
How is this done?

I want to use the opengl renderer, but if acquiring of the opengl render fails I should use the software renderer (see code).

If once used opengl, and then requiring to initialize the render again and fails, then the software renderer is not probably initialized. What do I miss? This reinitialization works fine on software renderer only.

Code: [Select]
try {
    // Set up open gl
    buffer = new FrameBuffer(width, height, glOversampling);
    cGLScene = (AWTGLCanvas)buffer.enableGLCanvasRenderer();
} catch (Exception _) {
    // Use software-renderer
    buffer = new FrameBuffer(width, height, swOversampling);

Support / Re: Transparent blitting
« on: December 25, 2008, 12:06:46 pm »
Found a solution!

If the billboard is not a successor of the object you scale, but eg. a child to the successor, the billboard scaling is not affected. To do what I want, the billboard must be a successor to the scaled.

Support / Re: Transparent blitting
« on: December 25, 2008, 11:49:59 am »
I've just updated the jar with the beta posted above, but with no effect.

Code: [Select]
// Scale on parent

// Scale inverted on billboards (which are children)
for (RoomObject3D ro3d: mc.getRooms()) {

You got my scaling right. Whatever I scale the parent, its children* is scaled with its reciprocal value (which worked fine before). This should leave the size of the billboards unchanged for the viewer.

Here are some numbers i use. scale is used on parent while bbscale on the billboards. What I get are bigger billboards (even on first setScale (for keeping the culumative out of the picture)).

scale=1.05, bbscale=0.952381, diff=1.0
scale=1.1024998, bbscale=0.90702957, diff=0.99999994
scale=1.1576248, bbscale=0.8638377, diff=1.0
scale=1.2155061, bbscale=0.82270265, diff=1.0000001
scale=1.2762814, bbscale=0.78352636, diff=1.0000001
scale=1.3400954, bbscale=0.74621564, diff=1.0000001
scale=1.4071001, bbscale=0.7106816, diff=1.0000001

*) Its childrens children actually.

Support / Re: Transparent blitting
« on: December 23, 2008, 03:33:42 pm »
I'm affraid not. I'm using the billboards for text which I want to keep with a certain size regardless of parent scaling. This is (was) achived by scale inverted on the billboards. Now I cant scale the billboards seperately. The jPCT version I used before was about 1 year old.

Support / Re: Transparent blitting
« on: December 22, 2008, 08:35:57 pm »
Using the jar you just posting is not scaling the bill boards, when scaling its parent.

Pages: 1 2 [3] 4 5 6