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Messages - AGP

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1696
Feedback / Suggestions for Next Release
« on: August 19, 2006, 08:51:45 pm »
I don't understand one part of that first line. For starters, what's the invert for? It works exactly the same without it. And all I seem to get renderered is the bottom of my model. If I move the camera object over the model to try to get its top, even when I rotate the camera object 180 degrees, I don't get anything.

1697
Feedback / Suggestions for Next Release
« on: August 18, 2006, 05:03:45 am »
Thanks a lot. I'm about to try it out.

But how about a public Camera Object3D.lookThrough()? That way you could set an invisible object as your camera. That's probably insanely easy to do, and you could just addChild(cameraObject) to another object. You have to admit that is very useful. How about it?

1698
Feedback / Suggestions for Next Release
« on: August 18, 2006, 12:18:04 am »
Just so you don't think I'm a moron, I believe my problem comes from adjusting the camera before building all the objects. Building the objects just seems like the last thing to do when initializing. I still think that the set() and follow() methods are useful, but I understand your position.

1699
Feedback / Suggestions for Next Release
« on: August 18, 2006, 12:07:48 am »
That's neither set() nor follow(). Follow has to consider the camera's previous settings (as determined by set()).

They would be two cool methods to have but if you won't include them I'll be happy to get their respective codes from you. :-)

Seriously I'll be grateful for any help.

1700
Feedback / Suggestions for Next Release
« on: August 17, 2006, 11:44:49 pm »
I just answered all your questions: you would set the distance and angle, then call Camera.set(Object3D). From then on, you would call Camera.follow(Object3D) which would adjust its position relative to the object as if it were being pulled by a stick.

1701
Feedback / Suggestions for Next Release
« on: August 17, 2006, 11:13:21 pm »
Yes, but a lot of the things you put in an engine don't fit everyone's needs. This would be very cool because camera-handling is always a pain-in-the-ass.

Anyway, I was thinking about it and you would need two methods. A Camera.set(Object3D) indicating that the camera's position relative to the object has been set, and the aforementioned Camera.follow(Object3D). Pretty please?

1702
Feedback / Suggestions for Next Release
« on: August 17, 2006, 08:47:51 pm »
Egon, Can I take your lack of response to indicate that you aprove of my camera suggestion?

1703
Feedback / Suggestions for Next Release
« on: August 17, 2006, 01:45:08 am »
Just that: follow an object. Like the camera follows the X-Wing in the Rogue Squadron series, or like you would want a camera following a character who is walking around an environment (over the shoulder) for an RPG. Example of the camera following the x-wing:


1704
Feedback / Suggestions for Next Release
« on: August 16, 2006, 10:27:33 pm »
Apart from better lighting controls (already promised in the docs), how about a Camera.follow(Object3D)? Could either start its own thread, or take the Object3D's current position plus the camera's delta from it once. That would be cool.

1705
Support / Texture Mapping
« on: August 15, 2006, 12:35:57 am »
Oh, you know what it was? Another rookie mistake: since I was adding the cockpit as child to the x-wing, I wasn't adding it to the world, so the cockpit appeared completely transparent because it wasn't being rendered!

1706
Support / Texture Mapping
« on: August 12, 2006, 08:34:41 pm »
I mean levels of transparency.

1707
Support / Texture Mapping
« on: August 12, 2006, 03:06:03 am »
Sorry, my very newbie mistake. The screenshot follows and it looks exactly as it should. Thanks a lot for a very cool and straightforward engine. By the way, I expect partial transparency is not possible on the software renderer. Is that right?


1708
Support / Texture Mapping
« on: August 11, 2006, 11:20:20 pm »
Yeah, I can post a screenshot. And yes, I called World.buildAllObjects(). Give me a couple of hours to get back home. Again, thanks for your time.

1709
Support / Texture Mapping
« on: August 11, 2006, 09:22:40 pm »
The thing is that it's not totally answered: the software renderer (really, the part that interests me the most in this engine), still fails to map all parts of it.

1710
Support / Texture Mapping
« on: August 10, 2006, 09:28:49 pm »
Wow. Thanks a lot.

Now, why was the cockpit a separate object? Just for the transparency setting? And why the dummy objects? Those I don't get.

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