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General => News => Topic started by: EgonOlsen on November 26, 2008, 08:29:18 pm

Title: Version 1.17 has been released!
Post by: EgonOlsen on November 26, 2008, 08:29:18 pm
This version uses (and includes) LWJGL 2.0. If you are stuck with LWJGL 1.x for whatever reasons, you are also stuck with jPCT 1.16. If you haven't updated your LWJGL version some a while, maybe now it's a good time to give 2.0 a try.

Anyway, here are the other changes: http://www.jpct.net/changes.html (http://www.jpct.net/changes.html)
Most notable are the alpha support for the software renderer and the reduced memory foot print

Have fun!
Title: Re: Version 1.17 has been released!
Post by: Melssj5 on November 26, 2008, 10:53:21 pm
What about the getTargets method in the CollisionListener?
Title: Re: Version 1.17 has been released!
Post by: EgonOlsen on November 26, 2008, 10:55:14 pm
In CollisionEvent...it's in. I think i forgot to document that change. I'll add it...
Title: Re: Version 1.17 has been released!
Post by: Melssj5 on November 26, 2008, 11:04:38 pm
btw: ITS THERE A WAY TO JOIN TWO TEXTURES (ONE ABOVE ANOTHER) INTO ONE USING THE BLACK COLOR AS THE TRANSPARENT OR SOMETHING, i REMEMBER THAT SOME TIME AGO I ASKED FOR THAT, AND YOU TOLD ME THAT YOU WILL ADD IT.

IT WAS ABOUT THE 1.14 RELEASE! i GUESS.
Title: Re: Version 1.17 has been released!
Post by: EgonOlsen on November 26, 2008, 11:09:00 pm
Yes, there's an add-method() in texture. Is that what you mean?
Title: Re: Version 1.17 has been released!
Post by: Melssj5 on November 26, 2008, 11:13:03 pm
MMM IT SEEMS THAT YES, IT IS, BUT DOES THAT METHOD ADDS THE COLORS FROM A SECOND ONE TO THE FIRST ONE? ISNT THERE A WAY IN WHICH COLOR ARE REPLACED AND NOT ADDED? wHAT DOES THE WEIGTH ARGUMENT MEANS?
Title: Re: Version 1.17 has been released!
Post by: EgonOlsen on November 26, 2008, 11:34:27 pm
The second texture's pixel colors will by multiplied with that weight, then added. I.e. 100+0.5*100 gives a resulting color of 150. If the weight is negative, like 100*-0.5*100, the second texture's color will be subtracted.

There is no other way then adding with this method (hence the name...). If you need more complex operations on the textures, you'll be better off with some image manipulation library. You can always create a Texture from an image.

BTW: Why are you writing in capital letters?
Title: Re: Version 1.17 has been released!
Post by: Melssj5 on November 26, 2008, 11:37:25 pm
I AM SCREAMING  >:( JAJAJAJAJAJAJA

i AM WORKING WITH DATABASES AT WORK SO i AM USING ONLY CAPITAL LETTERS!
Title: Re: Version 1.17 has been released!
Post by: EgonOlsen on November 26, 2008, 11:39:43 pm
Ahh...the good old "write all your selects in capital letters"? I never understood the sense in that, but i know that a lot of people are doing it that way. I find it harder to read... ???
Title: Re: Version 1.17 has been released!
Post by: Melssj5 on November 26, 2008, 11:43:20 pm
Its becausse I am using DataIntegrator for ETL tasks too and we adopted a writting way in capital letters.
Title: Re: Version 1.17 has been released!
Post by: AGP on December 11, 2008, 07:27:56 pm
Thanks a lot, buddy, I appreciate your efforts. Now, for that Math class... : )
Title: Re: Version 1.17 has been released!
Post by: Ben on December 12, 2008, 05:20:28 pm
Egon,

Congratulations on the new version  ;D

I have downloaded and would like to experiment. Can you give more details about the new "alpha support for software renderer". More specifically, which classes/methods are involved and what are the actual effects?

Anyway thanks for continuing to develop and support jPCT.

Ben.
Title: Re: Version 1.17 has been released!
Post by: EgonOlsen on December 12, 2008, 08:49:33 pm
Support for alpha channels in textures was in jPCT for the hardware renderers only. Now, the software renderer supports it too. There are no new methods or classes for this, just the Texture constructor that takes a boolean flag that signals that the loader should take the textures alpha channel into account. JPG and GIF can't have an alpha channel, but PNG supports it. With such a channel, you have much more control about transparency than before. An example can be found here: http://www.speedydragon.de/item?id=28771#t=4 (http://www.speedydragon.de/item?id=28771#t=4). The green glow effect uses the alpha channel.