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Messages - Hrolf

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Support / Re: Client-Server-Applet-HTML
« on: April 30, 2011, 06:36:05 pm »
I have applets talking to servers with no problems.
DON'T disable your firewall unless you want trouble! Use TCPView (or a similar tool) to find which port hn2n is using & just open that port in your firewall. If you are using a router/modem you'll probably need to open the port in it's firewall as well.

Support / Re: Creating an object where i click
« on: April 01, 2011, 06:18:21 pm »
'dir' is the vector from the camera to the place you clicked, so to get world co-ords you need to add the camera position.
Code: [Select]
dir.add(cam.getPosition()); // <- add this line!
objs[n] = obj.cloneObject();
Also if you're going to use Object3D.translate() instead of Object3D.setOrigin() then make sure that the object you're cloning is at (0,0,0).

Support / Re: Z-Ordering problem (solved)
« on: January 05, 2011, 02:31:50 pm »
As far as I can tell this version works perfectly - many thanks!

Support / Re: Z-Ordering problem
« on: January 05, 2011, 04:49:42 am »
God, you're good! That certainly fixes the test case - I'll plug it into the game tomorrow for a fuller test - any particular side effects I should look out for?

Support / Re: Z-Ordering problem
« on: January 04, 2011, 10:34:38 pm »
Actually they aren't tilted after all, they stay vertical.
Test case here (source here). It's not intermittent but seems to show the same issue?

Support / Re: Z-Ordering problem
« on: January 04, 2011, 09:50:46 pm »
Ah, I was hoping it was a known issue!  :-\
They aren't exactly billboarded, they're rotated by the Y axis to face the camera, then tilted back slightly based on the camera height so they're foreshortened when viewed from directly above. I'll try and get a test-case together...

Support / Z-Ordering problem (solved)
« on: January 04, 2011, 08:43:48 pm »
I seem to be having a problem with the z-ordering in my game. When objects are close together they intermittently overwrite each other even though they are at different distances from the camera. You can see this happening to the soldiers on the tower in this video.
This happens with both software and LWJGL rendering. What might be causing this? How can I prevent it?
Thanks in advance!

Support / Re: Transparency fights fog?
« on: September 27, 2009, 02:18:27 am »
Egon, you are a marvel! *falls on knees and worships*

Many thanks!

PS I got a new logger message 'Additional visibility list (2) created with size: 4096'? Poly-picking still seems to work fine... Should I worry about this?

Support / Re: Transparency fights fog?
« on: September 26, 2009, 10:29:45 pm »
Thanks for the answer - I was afraid it was something like that! I'll try to get a test case together tomorrow...
What I was thinking was to render in two parts with different near/farplanes; with fog for the 'distant' part and without fog for the 'near' part of the view. Not very elegant!

Support / Re: Transparency fights fog?
« on: September 26, 2009, 09:54:14 pm »

Support / Transparency fights fog?
« on: September 26, 2009, 08:49:44 pm »
Hi Egon,

These trees render perfectly with fog turned off, but with it on the trees become increasingly transparent depending on the distance of the polys behind them.
Is there a workaround to save my trees from having their heads cut off? I've tried every possible value in setTransparency(), setSortOffset() &c, but to no avail... Can you help?

Feedback / Re: Barcode generation for J2me
« on: November 14, 2008, 10:42:06 pm »
I checked JBars but it uses a servlet to generate the label and then just send it.

Not so! You can download and examine the sourcecode which gives you;

Code: [Select]
public static synchronized Image createImage (String codeType, String codeValue)
With loads of variations (colours, rotations &c)

Feedback / Re: Barcode generation for J2me
« on: November 13, 2008, 03:39:23 am »
I haven't tried it but might this do it?

Support / Re: Puzzled by Project3D2D
« on: September 26, 2008, 09:24:34 pm »
Looking at the code, you may be right. A call to camera.copyBackToFront() should work too. Could you please test this? If it works, i'm going to change the code to work right from the beginning. I'm using the camera's front matrix (the one that has been used for the last render) within this method...i think i remember what i had in mind when doing this...but i also think that this is bulls**t... ;)
Yup, camera.copyBackToFront() does it too!
It would be better if project3D2D worked 'out of the box', but just a mention of this issue in the docs would be easier!  ;)

Support / Re: Puzzled by Project3D2D
« on: September 26, 2008, 08:13:24 pm »
Think I've got it - the scene has to be rendered at least once for the method to work...
Seems to work ok now!

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