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Messages - influt

Pages: 1 [2]
16
Support / a textured object passes through another
« on: November 14, 2008, 03:11:34 pm »
Hello.

Excuse me, if the same question has been already asked, but i haven't found it here.
I've got two objects: one is semi-transparent, another one is not. When standing near to those objects, everything looks ok:


but when stepping back, the one that has to be behind, passes through the nearer one:


changing glZBufferDepth in Config didn't make any effect. So how can i avoid this?
Thank you.

17
Feedback / Re: Barcode generation for J2me
« on: November 14, 2008, 10:54:15 am »
check your mail, Melssj5

18
Feedback / Re: Barcode generation for J2me
« on: November 11, 2008, 11:20:53 pm »
A font is a solution, i used it in j2se with success, but I haven't tried it in mobile java. And yes, i think it would be too expensive for a mobile device to store images for each char. I have a good document that describes EAN construction algorhythm at work. Besides, barcode construction algorhythms are quite similar for some groups of barcodes, so i can send this doc to you tommorow, if you need it.

19
Feedback / Re: Barcode generation for J2me
« on: November 11, 2008, 11:12:09 pm »
Hello, i've had a similar task once. And my solution was not to search for apis, but to code it myself  ;D It's not so hard, you just have to read UPC or EAN documentation, all algorhythms are described there.

20
Support / Re: sampling mode
« on: November 10, 2008, 12:00:53 pm »
Hey, I've tested the same code on NVidia GeForce 2 MX 400 and the same problem occurred. That is, i can not init buffer with AA. When passing AA_2X or AA_4X to FrameBuffers' constructor, i see the same picture as without AA.

21
Support / Re: sampling mode
« on: November 05, 2008, 03:30:09 pm »
No, i am making a simple metaverse, something similar to aptalkarga. Maybe, in the future the project will grow into something more complicated, maybe not :)

22
Support / Re: sampling mode
« on: November 05, 2008, 02:15:45 pm »
I can do so, of course, and i already have nvidia at home. But this app is developed for ordinary people, and big percent of those buy a pc with on-board-everything  ;) so i think that i should better use sw renderer..

23
Support / Re: sampling mode
« on: November 05, 2008, 11:26:04 am »
enableGLCanvasRenderer ... look at the GL word. it means it uses OPEN GL, that means hardware renderer. if you want to hace software render on a canvas just put the render stuff on the paint methos over an awt canvas. There are some examples over there. On the download section, there is a project called Maze, it was my first jpct applet, it may help you.
Thanks, Melssj5. I understood. how could i have missed that..

Now about hardware renderer. Here is a screenshot done at 640x480 and SAMPLINGMODE_NORMAL:


when switching to AA_2X or AA_4X no error message occurs and i see a blank screen or exactly the same picture as with SAMPLINGMODE_NORMAL. The application is developed and tested on an on-board Intel 82915G/GV/910GL VGA with the latest drivers from Intel.

24
Support / Re: sampling mode
« on: November 04, 2008, 11:12:19 pm »
You are using the AWTGLCanvas-Renderer? If so, AA (i.e. the sampling mode) depends on your hardware. Which graphics card is that and do you have a screen shot?
Yes, it is AWTGLCanvas-Renderer. I'll make a screenshot a bit later..
karga uses the software renderer, that's a different thing.
Ok, another question: How can i make a canvas renderer use software renderer mode? Because when i try to do the following:
Code: [Select]
canvas = buffer.enableGLCanvasRenderer(IRenderer.RENDERER_SOFTWARE);
it is the same as buffer.enableGLCanvasRenderer(IRenderer.MODE_LEGACY), as i understand, and LEGACY renderer is no longer supported

25
Support / sampling mode
« on: November 04, 2008, 12:51:58 pm »
Hello.

I am using a canvas renderer. Can I set sampling mode other than SAMPLINGMODE_NORMAL and how?
I've tried both setting mode to SAMPLINGMODE_GL_AA_2X and SAMPLINGMODE_GL_AA_4X, but that didn't make any effect. Although i saw that aptalkarga uses canvas renderer, too, and a user can switch between sampling modes there.

any help will be appreciated.

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