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 - C3R14L.K1L4

Pages: 1 2 3 [4]
46
Support / Re: Okino Website Claims 3DS Exports Cameras
« on: January 30, 2009, 06:26:08 pm »
...Those cameras were added on DE...  ::)
I'm pretty sure the second ring's first camera is the same as the first ring, and what I'm seeing on DE is that all cameras of ring1 and ring2 are different. (I may be wrong, I'm quite tired...)
I don't have 3ds (and I don't know how to use it). I've checked with wings3d, it doesn't export camera information so I'll check with sketchup.

Just a question, if an object has multiple cameras, will be the "first" one be returned or will it get all of them (in a array or similar) ?

47
Support / Re: Overlapping of transparent objects
« on: January 30, 2009, 03:13:08 pm »
The whole map was set to transparent for this:



Humm, so the problem is that the z is the average depth value of the polygon / triangle 'corners'...
then... how doesn't this happen on quake's bsp for instance? The sorting info is retrieved from the bsp, right?

Ok, in my case the best is to load those transparent objects separately and setting the whole map as opaque (not transparent).

Thanks again m8, for your patience  :)

48
Support / Re: Okino Website Claims 3DS Exports Cameras
« on: January 30, 2009, 02:05:43 pm »
For what I've been playing around, 3ds stores more than one camera. I've created two files, the a3dring1.3ds has one camera (DefCamera & DefCamera.Target), and a3dring2.3ds has two (DefCamera & DefCamera.Target + DefCamera7 & DefCamera7.Target).

http://student.dei.uc.pt/~jcgonc/a3dring.rar

49
Support / Re: Good litterature on matrices is hard to find.
« on: January 30, 2009, 01:46:53 pm »
In my opinion jPCT hides a lot of matrix manipulation from you, so unless you want to use strange transformations, deformations, etc., simple translations, scaling, rotations (and possibly skews?) can be done from the self explained methods on Object3d.

If you want to learn the math behind transformations, search for "Linear Algebra" on google and books.
http://en.wikipedia.org/wiki/Linear_algebra

For instance, for the translation
http://en.wikipedia.org/wiki/Translation_(geometry)

Books? Ok, here they go:
Linear Algebra And Its Applications
3D Game Engine Design
3D Math Primer for Graphics and Game Development
A Mathematical Introduction With OpenGL
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization

50
Support / Re: Overlapping of transparent objects
« on: January 30, 2009, 01:27:17 pm »
It's a artificial agent simulator I'm writing for my MSc. It's purpose is to have agents (bots) doing actions (intentions) according to what they want to be done in the environment (desires). I'm using your API because I needed a simple rendering engine allowing me to focus more on my research.
The map is 'Bzz-Drunk' from Wolfenstein: ET, a game I've played for years and quite probably, never stop playing ;) It's a small symmetrical map best suited for two opposing teams, which it's what I need.

I'm having another problem now (damm), not related to transparency but still possibly to rendering order. Now, according to the camera's position, some triangles of the map disappear... (the map has transparency enabled, if I disable it the triangles appear OK). I've added octrees to all complex object3d but the problem remains.



seems that this problem is the same as here:

http://www.jpct.net/forum2/index.php/topic,1281.0.html

Egon, I wonder why you say the painters algorithm doesn't guarantee a sorting order, has it depends on where it get's it's sorting (deepness/z) information. For instance, if there's an octree for the object, why does it fail?

51
Support / Re: Overlapping of transparent objects
« on: January 30, 2009, 12:34:23 pm »
Thanks, I suspected it was probably caused by missing sorting information, but I didn't know how to "give" it. I thought the jPCT api used this information while retrieving it from the octrees/portals (ie, no only using it for colision detection but also for drawing things in order). Adding the z-sort offset to the skybox's corrected the problem. Excellent.

I'm using two skyboxes, so having two layers of moving clouds is quite cool, that's why the lower one is transparent ;).

52
Support / Re: Overlapping of transparent objects
« on: January 30, 2009, 12:43:50 am »
Humm, setting

Code: [Select]
Config.glTransparencyMul = 2.56f;
Config.glTransparencyOffset = 2.9f;

(the values were 'random' generated :P) resulted on reduction of the transparent walls, but the sky problem remains:


53
Support / Overlapping of transparent objects
« on: January 30, 2009, 12:40:26 am »
Hello again,

I'm having some problems using transparency, shown on the following image. As you can see, the skybox is been drawn over the map, even if the sky is quite far. Also some of the map's walls are a little transparent (but not all). My code is configured to only use OpenGL.



Only two of them have the setTransparency(int) set to some value (currently 2) which I've not yet understood it's logic. Those objects are (in the picture) one of the skyboxes (the lowest one) and the map. The same objects have at least one of their textures loaded with alpha information (giving the flag true to the Texture constructor). Finally, I'm not using any kind of sorting information (and collision detection) like octrees and portals (the last one I don't even know how to use).

I've read of Config.glTransparencyMul and glTransparencyOffset but don't know how to apply them here. So, I really need some help here... Is it caused by missing sorting information?

PS: Im my opinion, there's missing some documentation on how to use transparency, portals and more. One solution could be adding a 'User tutorials' section on the forum.

54
Support / Sliding texture coordinates
« on: January 06, 2009, 09:37:52 pm »
Greetings,

I've been using this API for some days ago and I must say it's quite good, and with a very smooth learning curve. However, I'm having some problems while trying to change the texture coordinates of some Object3D.
I'm adding to the world a simple skybox, with clouds tilled on the faces of the cube, and I want to slide the textures (ie, change their coordinates). I've checked PolygonManager but I don't know how to use it. Any help would be appreciated.

Kind regards,
CK

Pages: 1 2 3 [4]