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 - trisco

Pages: 1 [2]
16
Projects / Re: Blox Builder
« on: November 20, 2009, 10:43:18 pm »
Thanks, and yeah, it's part of a bigger site which I didn't want to mention here, it's not an advertising board ;). But that site will have a tutorial on how to use it :). Also the first screen you get will feature a short demo video and tutorial.

17
Support / Re: Blox Builder
« on: November 20, 2009, 05:22:43 pm »
al right, has to do with the sampling mode, how do I find out which sampling modes a card supports?

18
Support / Re: Blox Builder
« on: November 20, 2009, 05:06:27 pm »
One last question, on intel graphics chips i receive following error:

[ Sun Sep 27 23:38:17 CEST 2009 ] - ERROR: No support for WGL_ARB_multisample

Any idea which parameter causes this?

19
Support / Re: Blox Builder
« on: November 20, 2009, 03:02:33 pm »
Got it now, the loader only loads the name of the texture and I have to make sure the texture is available in the texturemanager. Sounds simple enough, now I only have to write the pixelshader for bumpmapping.

20
Support / Re: Blox Builder
« on: November 20, 2009, 02:59:33 pm »
Thanks, that's great! Very helpful :)

And no, I don't call it every frame, just copied the relevant parts of the code which made it look that way ;)

21
Support / Re: Blox Builder
« on: November 20, 2009, 02:46:22 pm »
This thread is a split from here: http://www.jpct.net/forum2/index.php/topic,1462.0.html


- ATM I called getpixels in the main thead, aka:

Code: [Select]
public void init()
    {
    

        ........        
        new Thread(this).start();
    }

public void paint(Graphics g)
    {        
        super.paint(g);
        
        .....

       // render the world onto the buffer:
       world.renderScene(buffer);
       world.draw(buffer);
       buffer.update();
        ......

        buffer.getPixels();
        buffer.displayGLOnly();

        //output
        rendercanvas.repaint();
}

public void run()
    {
     while (loop)
        {
     if (mouseoverleftturn && mousedown)
         {    
         turnLeft();
         }
         else if (mouseoverrightturn && mousedown)
         {
         turnRight();
         }
    
            this.repaint();
            try
            {
                Thread.sleep(16);
            }
            catch(Exception e)
            {
                //Don't care...
            }
        }
    }

I assume I should move the getPixels() call out of the paint method and into another thread? If I do that, would it be synchronized with the update method of the buffer?

- It was more a general question, atm I load the 3DS file directly from the server, however the 3DS contains references to textures which don't seem to work. But the textures have to be bumpmapped anyway, so I guess I can't just use the loadobject method and expect it to work :). Will have to put some work in that one :D

22
Projects / Re: Blox Builder
« on: November 20, 2009, 01:46:10 pm »
Some screenshots for people who don't want to load the entire applet to view what it is about :)




23
Projects / Blox Builder
« on: November 20, 2009, 01:24:14 pm »
Hey all,

First of all, thanks for this great framework, I started the project in Java3D but quickly became frustrated. This framework made it all a lot easier.
Also thanks Paul for making all the examples, they helped a lot :).

Now, the project I made can be found on http://www.freedownloads.be/bloxsystemsapplet/test.html (temp link, you need a decent resolution to view the applet). It's for a manufacturer of modular stands (for expo's and stuff). You can build and texture stands, save them and order the materials right from the java applet.

It works alright but I have a few questions left:

- for the "request quote" functionality I would like to include a render of the world as an image, however when I call getPixels or getOutputBuffer on the FrameBuffer the entire program freezes. I use the opengl mode with enableGLCanvasRenderer.
- The 3DS file are stored in a mysql database blob field and sent on request to the builder. Can anyone give me any tips on how to load the 3DS file with textures in this way? I thought about making a zip of the 3DS file + textures, download it to the local PC, unzip and load from there. Sounds like a good plan?

Pages: 1 [2]