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Messages - acorn98

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Support / openGL and a browser
« on: September 22, 2004, 01:00:08 am »

Support / openGL and a browser
« on: September 20, 2004, 11:32:15 pm »
I was wondering if the openGL implementation would run inside an applet, in a browser?

News / Webstart
« on: March 06, 2004, 04:14:42 am »
wow.. nice work.

I hadn't realised what a difference hardware rendering makes.

Bugs / CloneObject and lighting
« on: February 25, 2004, 03:03:12 pm »
That's fixed it. Thanks.

Bugs / CloneObject and lighting
« on: February 25, 2004, 05:03:16 am »
Not sure if this is a bug, but I have a template object3D that I use to spawn new 'enemies', like this:

              enemy = enemyTemplate.cloneObject();
              enemy.translate(0, 0, 0);
              enemy.setTranslationMatrix(new Matrix());

The problem is, my enemies don't seem to react to light sources at all.

The enemy model was created in MAX and uses default diffuse colours (I don't manually texture them after importing with the load3ds method). Have I missed something obvious?


Support / Illuminating objects
« on: February 25, 2004, 02:18:50 am »
thanks for the clarification.

..glad to see jPCT works with Knoppix. Highly portable, eh?  :wink:

Support / Illuminating objects
« on: February 23, 2004, 10:50:40 pm »
Sorry for the late response..been hard at work  :cry:

Not sure I understand - it's seems very complex! I wasn't sure how the problem manifests itself - are you saying that the collision detection becomes inaccurate when it exceeds a tick?

I haven't implemented any collision detection yet, but it'll have to go in soon so I'll keep an eye out for any unusual behaviour.

Support / Illuminating objects
« on: February 19, 2004, 01:22:09 am »
I've had a look at the fps source - I see what you mean. I'll do it that way. Thanks.

Support / Illuminating objects
« on: February 18, 2004, 11:33:04 pm »
..Thanks for the advice Helge.

I've moved all the movement code into the main thread, just before performing rendering and all the other draw operations.

All the jerkiness has disappeared. *much* better.

Support / Illuminating objects
« on: February 18, 2004, 10:55:05 pm »
I tried replacing the texture on an object with a white texture, and that worked pretty well, but I then hit upon a novel idea and tried using the new post-processing feature to overlay a white-out effect, and that worked even better.

Yeah, I badly need to restructure the tokima code before I start adding anything really complex. It's on the to-do list.

Did you see the new target/lighting fx? I had some great fun with that..

The v0.98 release is cool  :D  Thanks for adding buffer.refresh()!

Support / Illuminating objects
« on: February 18, 2004, 01:36:41 am »
Is there a way to make an object appear to be 'super-white', regardless of the surrounding light-sources? I'd like to make the entire object appear completely white (RGB=FFFFFF) if possible.


Support / edges
« on: February 05, 2004, 04:57:02 pm »
I've tried the new build in an applet. It works well, and doesn't seem to have slowed down noticeably.

I want to add a few post-render effects and some 2D overlaysto my project, so this just what I needed. Thanks again, Helge  :wink:

Support / edges
« on: February 03, 2004, 01:49:05 pm »
Fantastic - Thanks Helge, really appreciate this. I'll give it a go tonight.

Support / edges
« on: January 30, 2004, 01:22:54 am »
Thanks - if you get a chance to look into it, anything you can add to that effect would be really useful.

Support / edges
« on: January 29, 2004, 10:37:07 pm »
Thanks for the info. I had overlooked the fact that under 1.1 the engine doesn't pick up pix-array changes, and ideally I'd like to maintain compatibility with 1.1. My browser uses 2.0 so I hadn't even noticed there was a problem.

Rather than pollute your engine with a one-off blur effect, is there another way to retrieve an array using MemoryImageSource that causes the engine to reflect changes made to that array? It would be handy for all kinds of image post-processing.

Thanks for your help.

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