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Messages - Thomas.

Pages: 1 2 3 [4] 5 6 ... 56
46
Projects / Re: Slink & Shank
« on: September 13, 2013, 08:59:43 pm »
I would like to test the beta version. I sent you PM ;) I have Samsung Galaxy S3

47
Projects / Re: Slink & Shank
« on: September 12, 2013, 06:07:12 pm »
Really nice!! ;) Looking forward at beta release!

48
Support / Re: How to effectively implement GUI with jPCT-AE?
« on: August 03, 2013, 08:23:18 pm »
For graphics part is used only FrameBuffer.blit(...), but control of menu itself is little bit complex. I am used recursive algorithm.

49
Support / Re: How to effectively implement GUI with jPCT-AE?
« on: July 31, 2013, 10:55:19 pm »
Or you can get inspired by my GUI (maybe it will be sometimes for download...) ;)


50
Support / Re: Does jni make sense?
« on: July 31, 2013, 05:44:34 pm »
But for physic calculation it does very big difference.

51
Support / Re: How to change the screen-resolution of a 3D game?
« on: July 31, 2013, 03:48:53 pm »
I do not know if there is any better solution, but I render scene into npot texture and texture into screen. I am using post-processing effects, so it has no any negative impact on performance.

52
Support / Re: how to stop rotation on object
« on: July 30, 2013, 03:11:22 pm »
Probably you mean billboarding. If you need "lock" rotation in x and y axes of object, there is implemented method setBillboaring(boolean), but if you need only one axis, you have to implement it by your self.

53
Support / Re: Normal matrix
« on: July 28, 2013, 06:20:36 pm »
No, non orthogonal transformation is for example scale in x axis

54
Support / Re: Normal matrix
« on: July 28, 2013, 11:01:12 am »
Calculation normals from modelViewMatrix is faster and for orthogonal transformations it is fine (transpose and invert is about O(300)) ;)

55
Support / Re: Post-processing
« on: July 28, 2013, 10:53:46 am »
You do not need IPostProcessor. Render your scene into render target and in the next rendering you can do whatever.

http://www.jpct.net/jpct-ae/doc/com/threed/jpct/FrameBuffer.html#setRenderTarget(int)

56
Support / Re: How to set up Parallax mapping
« on: July 15, 2013, 11:21:48 pm »
"Height map" is specular map ;)

57
Support / Re: How to bring a Texture on the Model?
« on: July 09, 2013, 05:53:10 pm »
Are these models black? You can try to call cube.calcTextureWrap(), if it helps your models have no texture coordinates.

58
Support / Re: How to bring a Texture on the Model?
« on: July 09, 2013, 05:24:12 pm »
Code: [Select]
cube.setTexture("sand");

59
Support / Re: About scene lightmaps and scene optimisation.
« on: June 30, 2013, 11:29:21 am »
Yes of course, this is way how to do it more difficult.

60
Support / Re: About scene lightmaps and scene optimisation.
« on: June 29, 2013, 08:42:52 pm »
You can get java sources of any application. It is good to know when you want to sell your app.

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