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Support / Cpct?
« Last post by AGP on September 16, 2019, 06:45:59 pm »
Now that even Excelsior Jet has been made extinct, how would you feel about making a c# version of jpct? At least the OpenGL bits would be better.
Projects / Re: My new game - LW
« Last post by fireside on August 13, 2019, 09:42:14 pm »
I tried it out.  It was just different enough from chess to need more directions than were given in the about section.  Like what each peace does and how it attacks.  Also, some of the pieces weren't quite different enough from each other to tell them apart easier.
The presentation was nice, and the movement was good.
Support / Re: Scale X and Y axis
« Last post by EgonOlsen on July 23, 2019, 02:20:38 pm »
I think the default shaders are normalizing them again.
Support / Re: Scale X and Y axis
« Last post by MichaelJPCT on July 21, 2019, 06:04:24 pm »
i tested it on jpct-ae only,  openglES 2.0
Support / Re: Scale X and Y axis
« Last post by EgonOlsen on July 21, 2019, 02:33:11 pm »
Which version of jPCT (desktop or Android) and which rendering mode are you using?
Support / Re: Scale X and Y axis
« Last post by MichaelJPCT on July 19, 2019, 06:57:34 pm »
Apart from that: We are talking about Android/jPCT-AE here? In that case, you can't do it this way unless some more setup work which might not be worth it. There's another way, though. You can tweak the rotation matrix directly. This has some drawbacks as well, in particular it might increase a light source's brightness on the scaled object when it shouldn't and it doesn't work well together with the build-in scale methods. Anyway, this is how it works:

Code: [Select]
Matrix scale=new Matrix();
scale.set(0, 0, 2); // 0,0 for x-axis scaling, 1,1 for y, 2,2 for z

If you otherwise don't change the rotation matrix, you only have to apply this once. If you set it to a new anyway in each frame (or even sometimes), you have to apply this afterwards. Also keep in mind that scaling is cumulative. That means that doing this by 2 and then by 3 will result in a scaling of 6.

hi Egon, i read this thread and remember that i used to tried lengthening the normal vector to change lighting effect (over bright effect ? :) ) , i did that when meshes were created from vertex info, such as multiplying the normal by 5. but the lighting didnt change at all, seems like the normal vector is normalized when rendering.
can this behavior of normalizing the normal vector be canceled?
i was just exploring possibilities.
Support / Re: Crash (native)
« Last post by AeroShark333 on June 13, 2019, 07:48:09 pm »
I don't...
Support / Re: Crash (native)
« Last post by EgonOlsen on June 13, 2019, 12:53:23 pm »
I guess you don't have access to the log messages that are printed before this exception?
Support / Re: Crash (native)
« Last post by AeroShark333 on June 07, 2019, 05:45:34 pm »
This looks like a similar stacktrace from another user:

  at com.threed.jpct.Logger.log (
  at com.threed.jpct.GL20.checkError (
  at com.threed.jpct.GL20.glGenBuffers (
  at com.threed.jpct.CompiledInstance.compileToVBO (
  at com.threed.jpct.CompiledInstance.render (
  at com.threed.jpct.GLRenderer.drawWireframe (
  at com.threed.jpct.World.draw (
  at com.threed.jpct.World.drawWireframe (
  at com.aeroshark333.artofearthify.lw.ArtOfEarthify$ (
  at com.aeroshark333.artofearthify.utils.WorkerThread$ (
  at com.aeroshark333.artofearthify.lw.ArtOfEarthify.onDrawFrame (
  at com.aeroshark333.artofearthify.lw.LiveWallpaperRenderer.onDrawFrame (
  at android.opengl.GLSurfaceView$GLThread.guardedRun (
  at android.opengl.GLSurfaceView$ (
Support / Re: Crash (native)
« Last post by EgonOlsen on June 05, 2019, 01:02:09 pm »
Strange. Actually, there has to be some output what the actual GL error is. It might not be part of the actual exception though. If it helps to know this, is another question...
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