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Messages - influt

Pages: [1] 2
1
Projects / Re: 3D Sound System
« on: November 05, 2009, 03:53:26 pm »
Hello. It's my first try to tickle SoundSystemJPCT so I might miss something.
I tried playing sounds with the quickPlay() method. The code is exactly the same as in the Helicopter.java with the only difference - I do'not assign the sound to an Object3D:
Code: [Select]
soundSystem.quickPlay( "menu.wav", false);unfortunately it fails showing me the following message:
Code: [Select]
Exception in thread "Thread-290" java.lang.ClassCastException: java.lang.String cannot be cast to paulscode.sound.FilenameURL
at paulscode.sound.SoundSystem.ManageSources(SoundSystem.java:2153)
at paulscode.sound.CommandThread.run(CommandThread.java:118)

2
Support / Re: blitting text and images
« on: October 23, 2009, 04:00:40 pm »
Ok, I found why GLFont didn't work for me in HW.
Code: [Select]

        //World world = new World();

        FrameBuffer frameBuffer = new FrameBuffer(640, 480, FrameBuffer.SAMPLINGMODE_NORMAL);

        frameBuffer.enableRenderer(IRenderer.RENDERER_OPENGL);
        frameBuffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);

        GLFont glFont = GLFont.getGLFont(Font.decode("Arial-BOLD-12"));
        while (true) {

            frameBuffer.clear(java.awt.Color.BLUE);
           // world.renderScene(frameBuffer);
           // world.draw(frameBuffer);
            frameBuffer.update();
            glFont.blitString(frameBuffer, "hello world", 100, 100, 20, java.awt.Color.white);
            frameBuffer.displayGLOnly();
            Thread.sleep(10);
        }
Everything works ok when uncommenting lines that are related to world. Sorry for troubling :)

3
Support / Re: blitting text and images
« on: October 22, 2009, 06:13:15 pm »
I've tried using GLFont and got some weird results. Maybe this is related to Linux (im using centos5); it works with Software renderer, although displays ugly, and not working with Hardware renderer at all. I've created a test case for sw renderer:
Code: [Select]
   public static void main(String[] args) throws InterruptedException {

        JFrame f = new JFrame();

        f.setSize(640, 480);
        f.setVisible(true);

        FrameBuffer frameBuffer = new FrameBuffer(640, 480, FrameBuffer.SAMPLINGMODE_NORMAL);

        GLFont glFont = GLFont.getGLFont(Font.decode("Dialog-BOLD-12"));
        while (true) {
            frameBuffer.clear(Color.black);   // erase the previous frame

            frameBuffer.update();

            glFont.blitString(frameBuffer, "hello world", 100, 100, 20, Color.white);
            frameBuffer.display(f.getGraphics());
            Thread.sleep(10);
        }
    }
the result is:

4
Support / Re: serializing object3d with textures
« on: October 19, 2009, 04:31:17 pm »
thanks a lot

5
Support / Re: serializing object3d with textures
« on: October 16, 2009, 06:36:24 pm »
Any chances to see that method soon?

6
Support / Re: serializing object3d with textures
« on: October 16, 2009, 04:31:32 pm »
Yes, I thought about this. This new method would help!
I just have to serialize everything at once..


7
Support / serializing object3d with textures
« on: October 15, 2009, 06:35:40 pm »
Hello.

I am working on a game and there are several levels and player models. To my mind, the whole size of these resources is quite big for the game. So what I am trying to do is to make game client to load resources (models / textures / sounds) from the server only when they are needed. I can serialize models and levels when building a release, but the problem I am facing with is that a PolygonManager stores texture ids, not the names. Look at the following example:

I have to download one level, 3 common models and textures for all of them. A serialized object's PolygonManager knows the id of the texture for each polygon. The TextureManager has to have textures accessible by these ids. And here is the problem: when serializing, textures are read from the local disk and have their assigned ids. But these ids are different from those that are assigned when reading serialized textures (after they are downloaded) into the TextureManager. As the result, we have a model, where each polygon has a texture that was not meant to be there!
This can be solved if we will serialize the dump of the TextureManager, and then load it on a client. But that means we will have to download all textures, not just those that we need for a level.
Personally, I dont like this solution. I think that it would be great to have a model as a serialized object with all textures needed for this model in one package. Having one package for a model would be very convenient to download..
So i came to a conclusion that if jPCT had a possibility to store not just ids of textures in a PolygonManager, but texture names, that would allow me to achieve the desired effect .

Maybe I just cant see a neater solution? Maybe you can point me how can this be achieved better?

Thanks.

8
Support / Re: ITextureEffect Sync Problem
« on: September 07, 2009, 05:45:31 am »
It runs fine now on my PC.

9
Support / Re: ITextureEffect Sync Problem
« on: September 07, 2009, 12:19:02 am »
That's not specific to one machine. I did notice blue shapes on the Britney Spears music video, too.

10
News / Re: Compatibility test for compiled Object3Ds
« on: March 24, 2009, 10:10:24 pm »
well, mine does handle this size and now i am getting 30 fps. Good job, Egon!

11
News / Re: Compatibility test for compiled Object3Ds
« on: March 24, 2009, 06:21:48 pm »
the fixed version now gives 23 fps on my GeForce 6200 and Athlon 2500+

12
News / Re: Compatibility test for compiled Object3Ds
« on: March 24, 2009, 10:03:03 am »
crap!  ;D
now it shows 3 FPS on that Intel onboard

13
News / Re: Compatibility test for compiled Object3Ds
« on: March 24, 2009, 12:31:22 am »
20 FPS
==============
Configuration:
NVIDIA GeForce 6200 (128MB / AGP)
AMD Athlon XP 2500+ (1.83 GHz)
RAM 1GB DDR


update.
i was unable to launch it on another PC getting the following every time:
Code: [Select]
Loading textures...
Loading geometry...
Java version is: 1.5.0_14
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Display thread initialized!
Current mode:800 x 600 x 32 @72Hz
Exception in thread "main" java.lang.IllegalStateException: Cannot determine clo
se requested state of uncreated window
        at org.lwjgl.opengl.Display.isCloseRequested(Display.java:551)
        at VW.main(VW.java:79)

==============
Configuration:
Intel 82915G/GV/910GL Express Chipset Family
Intel Pentium 4 2.66 GHz
RAM 1GB

14
Support / Re: JMenuBar menu's are hidden by OpenGL canvas
« on: January 28, 2009, 06:33:15 pm »
you could also try
JPopupMenu.setDefaultLightWeightPopupEnabled(aFlag)
but it works only for popups, other swing components won't display over the GL window correctly

15
Bugs / Re: VM crash on exiting the examples
« on: December 10, 2008, 04:01:19 pm »
was there any progress on this problem? i'm having the same trouble now on WinXP, java1.6 :-\

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