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Messages - EgonOlsen

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181
Support / Re: Programming Question (Bitwise OR)
« on: December 29, 2020, 04:29:24 pm »
Depends on the implementation, I guess. Just write a simple test case and try it. In case of doubt, I would go with a bitwise or hex representation of the number instead like 0b11111111111.... or 0xfffffff... if that's supported by C#.

182
Support / Re: Object/Sprite Batching
« on: December 29, 2020, 04:27:01 pm »
It should work on desktop jPCT as well, I guess. But it would need a different shader, because desktop jPCT relies on OpenGL's magic uniforms for vertex, lighting and texture data were jPCT-AE manages the uniforms all by itself because there is no magic anymore in OpenGL ES.

Edit: Not sure if it's worth the hassle for most usecases, though...

183
Support / Re: Cpct?
« on: December 29, 2020, 04:25:12 pm »
No, Hashtable and HashMap don't care about this. And why would they? I consider it to be rather...not stupid...but, well let's go with stupid anyway...behaviour to throw an exception in this case. You would have to modify the code to check for the key and remove/add it or replace it, if that's supported.

184
Support / Re: Are JPCT going to be updated to meet the LWJGL V3.* ??
« on: December 29, 2020, 04:15:51 pm »
To be honest, I've no plans for doing this. I once looked into it and considered what you described as 'new and better' as an overcomplicated mess. LWJGL 2.x was simple in design. 3.x started to include everything that might even be remotely connected to game development and created a bloated mess IMHO. As long as 2.x still works on current operating systems, I feel no need to port it to 3.x. The LWJGL guys once stated that they were going to add something to make it more 2.x like for those who don't care about the details, but they never did as far as I know.

Edit: And the last time I checked, they had removed the AWT Canvas support without any replacement whatsoever.

185
Support / Re: Cpct?
« on: December 23, 2020, 07:03:49 pm »
That's default behaviour, because it's usually the fastest way to do it (apart from compiling objects). You can disable it by setting:

Code: [Select]
Config.glVertexArrays=false;

186
Support / Re: Cpct?
« on: December 21, 2020, 10:23:12 am »
It that a compiled object or not? Either way, have to tried the opposite?

187
Support / Re: Cpct?
« on: December 19, 2020, 03:13:56 pm »
Have you tried something simple, like a box or a sphere? Do those render correctly?

188
Support / Re: Cpct?
« on: December 18, 2020, 12:24:22 pm »
No idea what it's drawing there. What it is supposed to be?

189
Support / Re: Cpct?
« on: December 09, 2020, 10:10:57 pm »
I don't know how much you've changed (obviously something, because otherwise, there would be no need to call init() by hand), so it's really hard to tell.

This line:

Code: [Select]
Expanding command queue to 3000 entries!
Indicates that your port never flushes the command queue, which usually happens, if no actual rendering happens for some reason. The queue fills with render commands, usually until you invoke the display() method AND your display implementation actually gets called (with normal LWJGL and software renderer, this happens instanstantly). With AWTGL and JOGL, it happens when the next iteration of the UI thread happens. I've no idea how C# handles this, though.
Anyway, if the queue never gets flushed, buffered commands will pile up like you see in this log output.

190
Support / Re: Cpct?
« on: December 05, 2020, 08:21:49 pm »
These three references do...(see attachment).

191
Support / Re: Cpct?
« on: December 05, 2020, 03:02:38 pm »
I'm not quite sure what you mean. There is no such method in thre AWTGLRenderer itself. There is one GLBase though (which is extended by AWTGLRenderer) and that one is being called by init() in AWTGLRenderer.

192
Support / Re: Cpct?
« on: December 04, 2020, 09:17:51 pm »
In which class?

193
News / The Forum uses SSL now...
« on: December 04, 2020, 07:13:00 pm »
...finally. Please let me know, if there are any problems with this change.

194
Support / Re: can the blend mode of blitting be subtractive?
« on: November 30, 2020, 03:58:18 pm »
I guess so, but it would require some rewrites, because ATM, it's just a boolean flag that gets passed down the pipeline. I'm not sure, if it's really useful. After all, I even left it out when setting up multi texturing, because I see no purpose whatsoever in subtractive blending. Does this ever look good?

195
You can assign the texture with the rendered depth buffer to another object and do something with it in the shader. That said, jPCT's shadow mapper doesn't do this but it's encoding the depth values in the actual pixel data for reasons that I can't remember anymore. Some compatibility issues, I guess...

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