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Messages - acorn98

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Support / edges
« on: January 28, 2004, 10:34:19 pm »
On reflection, I think anti-alias was a bad choice of phrase - I think what I really want to do is blur the entire scene, so it looks slightly out of focus.

So far, the best result has been to process each pixel and mix in an average of the neighbouring pixels, but it eats CPU like nothing else. Having said that, the blur code I wrote was quick and dirty, so maybe I'll try optimising it - unless you can think of a way to blur the scene using jPCT?

By the way, I like the new feature that dynamically creates textures for diffuse colours  :)

Support / edges
« on: January 28, 2004, 04:49:34 pm »
A question for Helge..

I'm trying to soften (anti-alias) the edges of my on-screen objects. I've  used frameBuffer.getPixels and blurred the image array. This produces a good result but it's a bit slow. I also tried SAMPLINGMODE_OGSS_FAST, but the result wasn't quite what I was after.

Any suggestions/ideas gratefully received.

Projects / tokima
« on: January 21, 2004, 01:07:24 am »
that's it!  I suspected it might be an overflow or somesuch.

It's not a huge problem because I can work around it. The original fences were about 1/3 the length, and they looked fine, so I can tweak the model to make it go away.

Projects / tokima
« on: January 20, 2004, 09:47:06 pm »
There were a couple of places where I had some gaps between street objects that I couldn't fix easily, and I found that the sky background was bleeding through. To patch it, I threw in a big plane under the street to block it off - I'll see about patching it properly.

Also, I have a couple of very long fences with a tiny repeating texture which seems to warp into a diagonal line - I think it started happening when I stretched the object to its current length (which is pretty big). Is it a bug, do you think?

I'll grab your latest fps source and have a look through, and remodel mine accordingly. I sometimes get the odd frame which flashes, which I
figured was down to the threads getting in a bit of a mess.

I wanted to make something quite dark and oppressive - I'll keep adding to it (work permitting) and see what develops.

Thanks for the tips!


Projects / tokima
« on: January 20, 2004, 07:01:35 pm »
Thanks for the feedback - very handy. There's some bad poly overlap in places, mainly due to my abilities with 3dsMAX - I'm still getting to grips with it. My next effort should be considerably cleaner.

Yes, it's an fps adaptation - I can't remember which version exactly, but I think it was from around mid December. I don't have the source with me but I suspect I may have modded the camera in a mouse listener, and there are probably a variety of other coding misdemeanours! I'll revisit the code and improve it.

My next step is to get networking in there for multiplayer. I've got some old code somewhere which should do the trick, and it'll make the thing much more interesting. the way - that fps source was fantastic. I'll fix the site up and add a proper credit to  :wink:

Projects / tokima
« on: January 20, 2004, 03:52:54 pm » uses the jPCT API. It's up and in beta - enjoy.

Projects / fps showcase
« on: January 11, 2004, 06:15:44 pm »
thanks, should be OK for hosting, the first post was hosted on some crappy free-space account, I should have guessed it wouldn't work.

I'll tie up the loose ends and put the applet live sometime soon!

Projects / fps showcase
« on: January 11, 2004, 01:31:49 am »
I'm building an applet and thought you might like some pix:

News / Version 0.97 has been released!
« on: January 10, 2004, 09:22:34 pm »
great stuff. I'll give it a go and see what happens!

Support / Using the mouse to move the camera
« on: January 09, 2004, 02:36:54 am »
Don't know if this is still an issue, but I've got some mouse-controlled camera code here which works well. you'll need to define all the variables as int:

  public boolean mouseDown(Event e, int x, int y){
      return true;
  public boolean mouseDrag(Event e, int x, int y){
         //look left/right with mouse
         camera.rotateAxis(camera.getBack().getYAxis(), (x-lastx)*TURN_SPEED);
         //look up/down with mouse
      return true;

News / elevators
« on: January 09, 2004, 02:28:56 am »
The new release has optimisations for ellipsoid collision for elevators etc.

I'm using ellipsoid collision, and I've discovered that you cannot 'ride around' on moving objects - does this new release allow you to do so?

Support / repeating textures
« on: January 05, 2004, 02:58:44 am »
... now works perfectly.  thanks!!

Support / repeating textures
« on: January 05, 2004, 12:04:51 am »

I've got a 3ds file with loads of textured objects, where the textures repeat, like tiles. It works great using the fps demo, with no problems.

I've now converted the app to run as an applet, but suddenly all my textures only appear once on each object - they're no longer tiling. The rest of the untextured area shows a repeated one-pixel edge from the texture. I know the 3ds file is fine, because it renders correctly in the non-applet version.

I suspect there's some property or other i need to set on my loaded objects, but I can't find anything in the API docs.

Any suggestions/pointers greatly appreciated..

Projects / tip on using the fps demo
« on: December 19, 2003, 11:41:17 pm »
If, like me, you're experimenting with the excellent 'fps' demo bundled with the API, and you're using 3dsMAX for modelling, you might find this useful.

I was trying to modify the main .3ds map file using an ancient copy of MAX (v3.1 I think), but I discovered that if I imported the file then immediately re-exported it again, all the textures vanished and I was left with a load of blank white models in the demo.

It turned out that when 3dsMAX exports .3ds files, the embedded .jpg filenames get converted to uppercase, so the demo no longer recognises them.

To get around this, change the following line in as follows:

From this:

texMan.addTexture(name , new Texture("textures"+File.separator+name));

to this:

texMan.addTexture(name.toUpperCase() , new Texture("textures"+File.separator+name));

Recompile it, and you can now mod the .3ds map using 3dsMAX and see the result immediately in the demo.

Feedback / tried it, love it.
« on: January 17, 2003, 06:40:15 pm »
..thanks for the info - I figured they would be slow to calculate. Good luck with the OpenGL implementation!

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