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Messages - AW999

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46
Support / Re: Slow framerate when objects overlap?
« on: January 02, 2010, 08:36:07 pm »
No, that doesn't matter. If you are using the software renderer, it may cause a slight drop of maybe 5% at max, but nothing to worry about. Of course it's getting slower when more geometry is in the view. Maybe that was the problem in your case.

  I don't think that can be the cause, because I just performed the following tests: 1) I ran it with all the terrain chunks in their proper positions but also in the view simultaneously - by zooming back far enough to have a view of all of them - and yet I was getting framerates of over 60.  2) I placed all of the terrain chunks at the same location and then ran it again, and the framerate dropped to 10 - 17 (!). 

47
Support / Slow framerate when objects overlap?
« on: January 02, 2010, 07:41:01 pm »
The framerate for one of my programs slowed to a fraction of its earlier value when I (mistakenly) placed all the terrain 'chunks' at the same location - which wouldn't be a problem (easy to fix) except I'm wondering whether any overlap between objects would always slow the framerate, such as if I place trees right on the surface of the terrain, thereby causing a slight overlap for each. If so, this would cause severe problems unless the objects are adjusted so they have a slight gap between them.

48
Support / Re: terrain detail
« on: December 28, 2009, 10:45:51 pm »
I will do later. Currently, i'm still optimizing some parts of jPCT for it. It's a pretty good test case... ;D

  When are you going to put it online (via an applet or whatnot) so we can see it ?   :)

49
Support / Large Terrain Maps
« on: December 22, 2009, 10:03:51 pm »
In order to have a fairly large map, I need to have only a portion of the terrain in memory at a given time, and then update it as the user moves. I'm wondering whether it's better to : a) have a single object for the in-memory terrain and then add and subtract triangles from the sides as the user moves (is it possible to subtract triangles?); or b) divide the in-memory terrain into several chunks, each of which is a separate Object3D, and then when the user moves too far in a given direction, reposition these objects while deleting the chunks which are now well beyond the viewable area and adding new chunks on the other side. c) Is there a third option?

50
Support / Re: terrain detail
« on: December 22, 2009, 09:43:16 pm »
Could you put an applet version of it online so we can see it, or a downloadable jar file ?
(I mean so we can see it in action....)

51
Support / Re: terrain detail
« on: December 22, 2009, 12:01:56 pm »
Wow.  What method are you using to generate the terrain, and how far does it extend in any given direction?

52
Support / Re: Atmospheric haze
« on: December 21, 2009, 08:11:00 pm »
...using which renderer?

  Well, ideally I'd need my applet to be as widely compatible as possible, so presumably all of the rendering modes.
 

53
Support / Atmospheric haze
« on: December 21, 2009, 12:11:19 pm »
Since the built-in fog effect apparently works well only when the fog is 'black' (according to one of the files or wiki articles), what's the best way to produce atmospheric haze - i.e., making distant parts of the landscape look bluer? 

54
Support / Can we freely use CarTest for our own projects?
« on: December 16, 2009, 11:21:50 pm »
I've been looking at the examples which come with jPCT, and wondering whether it's permissible to use them (specifically CarTest) as the starting basis for projects? I.e. modify the code for a new project, including commercial ones?

55
Support / Re: Creating 3D objects at runtime?
« on: December 04, 2009, 08:26:46 pm »
What do you mean by "handle"? Create or render it? For creation, have a look at this thread: http://www.jpct.net/forum2/index.php/topic,1343.0.html

  Thank you - that should be a big help. But if I'm wondering if there's any other way to do it, such as a 'heightmap' type 2D array separate from any 3D polygon objects?  I remember coming across a webpage that seemed to imply that something of that sort was possible, although I may have misinterpreted.

56
Support / Re: Creating 3D objects at runtime?
« on: December 04, 2009, 12:31:20 am »
Thank you for your reply. What's the easiest way to handle terrain?  I thought I read somewhere that there was a special feature for it, but I can't find the page now.

57
Support / Creating 3D objects at runtime?
« on: December 03, 2009, 09:28:04 pm »
Does JPCT allow a program to generate 3D objects at runtime? 

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