Recent Posts

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21
Bones / Re: Parsing SkinClipSequence
« Last post by raft on May 04, 2018, 11:27:03 pm »
ah okay. well, still the same method in other scale, get JointChannel's from SkinClip, create new clips, add channels into new clips
22
Bones / Re: Parsing SkinClipSequence
« Last post by AGP on May 04, 2018, 11:21:14 pm »
No, because I need to say that a single clip is actually two or three. It's not about adding, it's about parsing or splitting.
23
Bones / Re: Parsing SkinClipSequence
« Last post by raft on May 04, 2018, 11:01:04 pm »
get clips from sequence, create new sequences, add clips into new sequences
24
Bones / Parsing SkinClipSequence
« Last post by AGP on May 04, 2018, 10:51:28 pm »
Since EasyOgreExporter exports all clips into a single animation, I'm forced to write a parser. How, then, might I split a SkinClipSequence of one SkinClip into a SkinClipSequence of two or more?
25
Support / Re: Float Positioning Blit Images
« Last post by EgonOlsen on May 03, 2018, 11:26:25 am »
No, it's not possible but you could use an Overlay instead.
26
Support / Re: Float Positioning Blit Images
« Last post by Jamiro on May 03, 2018, 10:07:48 am »
Is it also possible ATM to rotate any blit image? If I wanted to add any HUD element that uses rotation around any given pivot, like a 2D sprite, is there any way to do it? If not so, is it possible to add it in a near future?
27
Support / Re: Now this looks like a Java 10 Thing
« Last post by AGP on May 02, 2018, 06:00:56 am »
I'll make one but it's either Java 10 or some Windows graphics-related update. All of my AWTGLCanvas programs are now suffering from this. It's important to note that while the graphics are getting offset, the mouse events are where they belong. Also, even as the graphics are offset, the FrameBuffer colors the entire frame whatever background color I assign clear(Color).
28
Support / Re: Now this looks like a Java 10 Thing
« Last post by EgonOlsen on May 01, 2018, 01:09:55 pm »
Works just fine for me. Can you provide me with the complete, executable test case?
29
Support / Re: Now this looks like a Java 10 Thing
« Last post by AGP on April 30, 2018, 12:03:27 am »
Update: everything that uses the canvas has that problem.
30
Support / Now this looks like a Java 10 Thing
« Last post by AGP on April 29, 2018, 11:45:19 pm »
I was working a while ago on this fire particle system. I don't remember the rendering getting clipped like this.

Code: [Select]
this.setSize(buffer.getOutputWidth(), buffer.getOutputHeight());
this.add(canvas, BorderLayout.CENTER);
this.setVisible(true);
...
     buffer.clear(Color.blue);
     flameManager.update(deltaTime);
     smokeManager.update(deltaTime);
     skyBox.render(theWorld, buffer);
     if (!doShadows()) {
theWorld.renderScene(buffer);
theWorld.draw(buffer);
     }
     buffer.update();
     buffer.displayGLOnly();
     canvas.repaint();

https://www.dropbox.com/s/jpkrg93a6vi03db/ClippingThing.jpg?dl=0
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