Recent Posts

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Support / Re: about the strength of specular light
« Last post by MichaelJPCT on November 12, 2018, 12:16:35 pm »
i see. the built-in shaders are complex enough already. thanks.
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Support / Re: about the strength of specular light
« Last post by EgonOlsen on November 12, 2018, 11:08:38 am »
jPCT support OpenGL ES 1.x and 2/3.x. The 2.x support mimics the 1.x pipeline by providing default shader implementations which behave just like 1.x would. And because 1.x doesn't support any advanced lighting techniques, the 2.x pipeline doesn't support them either. If one wants some other kind of lighting, one has to write a custom shader for it. I had to limit the options here somewhere, because we already have 19 different shaders plus parts that will be injected when using shadows.
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Support / about the strength of specular light
« Last post by MichaelJPCT on November 11, 2018, 07:00:01 pm »
Hi Egon,
i found the reflected light color is related to texture color - the light on white object is whiter than that on dark color  objects.
but in reality, some dark colored object can reflect very bright light, such as dark colored glass.
i don't aim for complex graphics so that's not very important by now.
in some engines, there is concept of " material " - not just texture, but how strong do ambient light, diffuse light, specular light affect an object.
would you consider having this in JPCT? or people need to write new shaders if necessary.
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Support / Re: Rendered in black with multiple texture files (jpg + png)
« Last post by yjoo9317 on November 07, 2018, 04:39:15 pm »
Floor plane is in the same obj file.

I will upload screen shot soon.. It won't be full view but at least it will show what is like.
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Support / Re: about Light Discard Distance
« Last post by MichaelJPCT on November 06, 2018, 12:29:28 pm »
that makes sense , thanks.
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Support / Re: about Light Discard Distance
« Last post by EgonOlsen on November 06, 2018, 08:44:14 am »
For compiled object (which are all objects in jPCT-AE), discarding lights is based on the center of an object and it's distance to the light source. That's why there's no half-lit object in your case. If it would have been better to base it on the bounds of an object depends on the case, I guess. There might be situations where one is better than the other or where even someting else would be good. So I went with the computational least expensive way of doing it, which is just checking the center.
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Support / about Light Discard Distance
« Last post by MichaelJPCT on November 06, 2018, 03:28:16 am »
Hi again.
i recently found that discard distance of Light means the distance between Light and origin of an Object3D.
if an object3D(such as a ball) has radius of 10, placed 15 from light, discard distance is 10, then the object is not lit. but in reality the light should lit a part of the object at that distance.
when the light move closer to the object , down to 9.9 unit away, the object is suddenly lit.
would it be better if discard distance takes into account the radius of object3d?
that's just a thought, there may be downside too.
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Support / Re: Rendered in black with multiple texture files (jpg + png)
« Last post by EgonOlsen on November 05, 2018, 05:47:06 pm »
...and the floor is a seperate file or is it part of the complete model? Do you have a screenshot of the red rendering?
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Support / Re: Rendered in black with multiple texture files (jpg + png)
« Last post by yjoo9317 on November 05, 2018, 05:37:28 pm »
I attached png file.
The floor is a simple plain with just 4 vertices.
I've also confirmed that it renders OK with .jpg file (converted from the exact .png file).

The following is from obj file.
---------------------------------------------
o Plane.1
v -10 0 10
v 10 0 10
v -10 0 -10
v 10 0 -10
# 4 vertices

vt 0.00000 0.00000
vt 0.00000 1.00000
vt 1.00000 1.00000
vt 1.00000 0.00000
# 4 texture coordinates

vn 0 1 -0
# 1 vertex normals

usemtl FLOOR
f 1805/2771/1549 1807/2770/1549 1806/2769/1549 1804/2768/1549
# 1 facets
--------------------------------------------------------------------------------------

Note.
I'd tried to upload png file but there was a size limit (up to 64k), so I had to resize but the color space is intact.
Let me know if you notice something else.
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Support / Re: to delete an Object3D
« Last post by EgonOlsen on November 05, 2018, 08:25:56 am »
Yes, it should be save to do that, but you have to make sure that each and every reference is gone, of course. It should then queue the GL buffers and dispose them eventually. Or you could disable vbo support in Config at all. In that case, there's nothing that has to be disposed GL wise in the first place. Performance might suffer a little though.
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