Here's a step-by-step example of how to do this
http://java.sun.com/developer/technicalArticles/Security/Signed/
skip steps 6,7,8
http://java.sun.com/developer/technicalArticles/Security/Signed/
skip steps 6,7,8
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.
Show posts MenuQuote from: "EgonOlsen"I think it is ok to leave as is then, let's see if i get into troubles with textures generated on the fly.
1. Removing textures from the TextureManager is difficult, because the TextureManager doesn't know if the texture is still in use by an object. It can't even query the objects, because it doesn't know them. It would be possible to remove it anyway, but that will cause a crash or at least a white object (when using the dummy texture instead..if possible...i'll have to check this out) in case it will be used again. An easier task would be to simply unload it from the graphics card's memory and let jPCT upload it again if needed. That would free at least the memory on the video card but not in the TextureManager itself. Or leave it like it is and go for the pooling...not sure, which way to go...
Quote
2. No, but you could try to use MODE_MODULATE instead. But: The current implementation uses GL_CLAMP at the borders. According to the specs (some cards/drivers (Nvidia) seem to ignore them but anyway...), this will cause black (or whatever colored) borders for bilinear filtering. This will look strange if the texture is actually clamped. If you have tried this, you'll have already noticed it. I could use GL_CLAMP_TO_EDGE to get rid of this, but that's GL 1.2...but that shouldn't be a problem and i may still use GL_CLAMP as a fallback solution. To understand this better, i've made a picture:
3. Currently not. If clamping is set to GL_CLAMP_TO_EDGE in the future, it should be possible to get what you want with MODE_MODULATE. It's not possible to create shadows by using MODE_ADD anyway.
Like so:
To play around with MODE_MODULATE, here is a jar with GL_CLAMP_TO_EDGE hacked into the renderer (i.e. no fallback to GL_CLAMP for GL 1.1): http://www.jpct.net/download/beta/jpct.jar
Page created in 0.030 seconds with 9 queries.