Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MichaelJPCT

Pages: 1 ... 14 15 [16] 17 18
226
Support / questions about render-to-texture
« on: July 10, 2016, 04:43:22 pm »
i am new to RTT, and i am now using FrameBuffer.setRenderTarget() to render into textures. (the FrameBuffer is the same one as the main window)

1) i blit white text into a texture after clearing FB with black color. when the texture is applied to a transparent Object3D, the black part is visible. but i have another texture loaded from a grayscale PNG file, where the black part is invisible. why isn't the RTT texture tranparent?
2) the doc says RTT must not use mipmaping. but if a texture will never be rendered into again after the first time, can it have mipmaping afterwards?
3) if a texture has size of 32x32 while the FB is 1280x800, when rendering into the texture, is the renderer doing work on 32x32 pixels or 1280x800 pixels? i mean the workload, is it small or large.

227
Support / Re: full screen mask with continuous changing alpha?
« on: July 08, 2016, 08:27:44 am »
now it works perfectly. thanks.

228
Support / full screen mask with continuous changing alpha?
« on: July 07, 2016, 07:30:09 am »
i am trying to use Overlay to make a full screen mask. the mask must be able to change alpha from zero to full opacity, continuously.
i applied a black texture with alpha to the Overlay.
i tried different combination of alpha value(Texture) and transparency(Overlay), i just couldn't have it changing continuously.

1) Texture.setAlpha() has no effect on the Overlay, maybe an texture upload per frame is required.
2) i tried Texture.overrideTexelData(), it seemed to work. but it requires texture uploading, it clearly slows down the program.
3) the argument to Overlay.setTransparency() isn't the same thing as alpha, when i tried, 0 resulted in full transparency, 4 resulted in full opacity. and it's in integer, not float.

what else can i try?

229
Support / suggestion on API, setTranslation, setMatrix, setOrigin
« on: July 06, 2016, 09:23:12 am »
when i want to position an Object3D, if the object has children, i can't use setOrigin(), i must set the translation.
but there is no setTranslation(), there is translate() which requires relative position.
but most of the time i don't directly know how much should i move the object, instead i know the current position of the object. so i call clearTranslation() then translate(), or set the Matrix of the object. in case i just need to position an object at a certain position, i don't need a Matrix, isn't setTranslation() a better method?
and if Object3D has a setMatrix method like this, setMatrix(float[] matrixFloatArray), that can be convenient too.

and some APIs require a SimpleVector as argument, such as setOrigin(SimpleVector vec), why not a method like setOrigin(float x,float y,float z) ?

230
Support / Re: trying to make an LOD system
« on: July 02, 2016, 12:43:37 pm »
i will cancel the LOD system for now, to make the program simpler.

but i have another question:
if an Object3D is invisible (setVisibility or removed from world), but it has children and parent. would JPCT engine do translation to every object in the tree, in these 2 cases?
case 1: all objects in the tree are invisible
case 2: only one object in the tree is visible
because i don't like to waste CPU time doing translations on invisible objects, if the object quantity is large, doing translation would cost much CPU time.

231
Support / Re: Diffuse coloring
« on: July 01, 2016, 06:49:24 pm »
it works. thanks.
and the Texture constructor is so convenient that i can easily create a collection of colors.

232
Support / Re: Diffuse coloring
« on: July 01, 2016, 12:25:03 pm »
i went into the same issue. i tried setAdditionalColor, but it can not simulate a material with diffuse lighting.
for example, i have an object without texture, if object.setAdditionalColor(0,0,0) and sun color is (255,255,255), when a polygon faces the sun directly, the polygon is pure white. it almost looks like specular, but it shouldn't be.
i want a black polygon to look gray when it faces the white sun. what can i do? must i use shader?
PS: the sun is a Light which is placed far away, and never fades.

233
Support / Re: trying to make an LOD system
« on: July 01, 2016, 12:11:49 pm »
in my previous thought, when an instance of myObject (with an array of Object3D) is considered a parent, then each Object3D in the array is a parent of the child of this instance of myObject, so an Object3D in the child instance of myObject has an array of Object3D as parents.
or you were suggesting separate object trees for each LOD level? this should be a much simpler way, but then every part in the tree must have the same LOD level.
i think this is good enough in some cases.

234
Support / Re: trying to make an LOD system
« on: July 01, 2016, 10:32:33 am »
your suggested way looks more simple on the app side.
but in JPCT engine, if an Object3D(a child) has multiple parents(which are also children of other Object3D's), would it do transformation only based on the visible parent(current LOD)?
and does JPCT do transformation to the invisible Object3D's ?

235
Support / trying to make an LOD system
« on: July 01, 2016, 10:14:25 am »
i plan to have an LOD system in my graphics module. basically in a class of mine there is an array of Object3D or Mesh, and i can choose which LOD should show up. the problem is , should i use an array of Object3D or Mesh?
i originally planned to use Mesh, and use setMesh() to switch Mesh when i need another LOD. but later i read the forum and saw that UV data were stored in Object3D, not Mesh.

on the other hand, the downside of using array of Object3D, is that:
i have an object tree, each object can have multiple children that inherit its transformation. when i switch LOD, i have to call Object3D.removeParent, Object3D.addParent, world.removeObject, world.addObject... on multiple Object3D's.
Java performance is quite good, and these calls should not cost much, but it just looks like some trouble.
i can also do it without the parent system from JPCT, meaning that i do all transformation in my code, and use setOrigin, setOrientation, setTranslationMatrix etc to position the Object3D's. then i don't need to call removeParent,addParent, but my code for transformation would grow large, that's some trouble too.

is there a simpler way to make an LOD system?

236
great! i will try these.

237
Support / Re: problem regarding Texture blitting
« on: June 14, 2016, 04:18:43 pm »
i found the cause:
my text class was created in method onCreate() of the main activity. if i put it in method onSurfaceChanged() of MyRenderer class, the text shows. maybe because when onCreate() is called, the viewport size is zero, so my text has zero size.
thanks anyway.

238
Support / problem regarding Texture blitting
« on: June 12, 2016, 08:34:34 am »
i tried to make a small 2D app on Android with JPCT, mainly using Texture blitting to show a background and text font. (i know this is not a normal way to make 2D app, but my java code can be reused)

i made a desktop version of the app with JPCT without problem, but on Android the text doesn't show. the only difference (in my codes) between desktop version and Android version is BitmapFactory is used to load texture on Android.

my texture for font is sized 2048x32.  the JPCT doc says "If a texture with a different width/height is used, it will be scaled to a width/height of 256 automatically" for desktop version, and "If a texture with a different width/height is used, an error will be raised Textures are managed by the TextureManager." for Android version.
but in my desktop app the fonts show clearly, no evidence of the texture being scaled. in my Android app i don't use TextureManager.
strangely, my app uses a 512x1024 texture for background and it shows clearly on both desktop and Android.

i don't know what makes the Android version fail. the test device has 1GB of ram so ram size shouldn't be the cause.

239
hello, i retry making a JPCT game and downloaded the JPCT package from the JPCT download page, the package doesn't contain this nearclip fix?
and i tried the newer beta version from the link in this post. in this version Camera.adjustFovToNearPlane() method doesn't require argument anymore? how can the method know which World should the Camera adapt to? and Java reports that a deprecated method is invoked if i use this version.
another question, can the Android version have this nearclip fix?

240
Projects / is there any DOOM remake or QUAKE remake project with JPCT?
« on: January 10, 2016, 04:49:31 pm »
it would be fun to play these games with newer graphics engine  :)

Pages: 1 ... 14 15 [16] 17 18