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Messages - mogli

Pages: [1] 2 3
1
Support / problem with applet and heap space
« on: August 28, 2006, 04:14:01 pm »
...oh too bad! i believe i'm such a silly idiot. this should is the problem. have to test it this evening.
sorry, i'm a little bit under pressure...to finish my diploma ;)

2
Support / problem with applet and heap space
« on: August 26, 2006, 05:43:35 pm »
hi!

i implemented to version to run as an applet. first one uses open-hardware-renderer and second one the software-renderer.
ok, that works greate.

problem is that the heap space is typically limited to 96MB.
after loading the textures and some parts of the world free space is very critical and added a function that removes parts of the world which are invisible (as application i still set them invisible and it works also). ok, that's not the problem as the case may be could be better if i could set them also in applet invisible. but in this place the user has to change the settings for reserved space for applets himself.

but the biggest problem is reloading the applet without restarting the browser.
i set destroy and stop function to free used space but it don't work.
destroy() function looks like

Code: [Select]

texMan.flush();
Object3D.resetNextID();
stop();
super.destroy();


and stop()
Code: [Select]

if(loopThread == null){
  loopThread.destroy();
  loopThread = null;
}

exit = true;


after the (!exit)- loop ( ;) ) in mainloop()
i set the following
Code: [Select]

world.removeAll();
world = null;


and destroy in opengl-mode the key- and mousemapper

but then i reload the page or get page back and return the applet begins to start...first with adding the textures to texmanager...but then it stops with the error memoryoutofspace: java heap space...

what could be wrong with this?
i test to clear cache and restart it but the same mistake. when i restart the browser i can start it normally. i also tested it by calling the carbage collection (System.gc()) at the end but also without any changes...

could be very nice if someone could help me because the hand over for the applet is in a few days  :?

3
Support / obj.lookAt ()
« on: August 23, 2006, 10:09:47 am »
ok, i solved it. i set the pointing object as origin for the cam in the other world and rotate with the cam in mainworld.

4
German corner / lookAt
« on: August 22, 2006, 07:36:54 pm »
ok, vielleicht besser auch noch mal auf deutsch.

Ich will einen Kompass für eine Raumsuche darstellen.
Dafür habe ich einen Pfeil als Object in einer parallelen Welt, die ich rendere, wenn die Raumsuche aktiv ist. Der Pfeil zeigt dann von Raum zu Raum (bzw. immer in den Mitelpukt des nächsten Raumes).
Mit dem Code oben zeigt der Pfeil auch in die richtige Richtung.
Allerdings, nimmt er nicht die Drehung des Benutzers an. Damit meine ich, wenn man sich zum Beispiel um 180 Grad und der Pfeil vorher nach Vorne hätte zeigen müssen, muss er ja dann quasi hinter einen zeigen. Macht er aber nicht. Er zeigt weiterhin grade aus. Er nimmt dann nur die Vektor zwischen den beiden Punkten und lässt die Drehung ausser acht.
Ich denke mal, dass ich den Vektor in der anderen Welt irgendwie mitdrehen müsste oder die andere Welt drehen. Allerdings weiss ich nicht genau wie, bzw bekomme es nicht wirklich hin.
Vielleicht kannst du mir jetzt helfen.

Gruss Mogli

5
Support / obj.lookAt ()
« on: August 22, 2006, 03:33:25 am »
i have a similar problem.

i need an object that look at a point in the world.
but my problem is that this object needs to orientated at the camera direction.
this
Code: [Select]

SimpleVector la=world.getObjectByName("xx.3ds").getCenter();
la=la.calcSub(camera.getPosition());
obj.setRotationMatrix(la.getRotationMatrix());

points to the right in the world but it doesn't notice that camera has turned... :(

hope you could understand what i mean and help me...

6
Support / performance and collision with visible objects
« on: August 05, 2006, 02:10:37 pm »
hi!

hope my question is not to silly.

i want to optimize my app and ask myself if it's a strong difference if i set all the visible objects to collisionmode check_others and collisionmode check_none.
the actual room with the user inside must certainly set to check_others. ;)
but the neighbour rooms have only to be visible.
so i could change the collisionmode with every "room-change".

hope it's to understand what i mean.

7
German corner / Text blitting
« on: July 31, 2006, 10:31:41 pm »
...das mit der Hintergrundfarbe hab ich auch schon probiert. Passiert leider nichts. :(

Hmm, ok, dann werd ich das noch mal mit dem ITextureEffect probieren.
Mein Ziel ist es vor Türen eines Gebäudes so ne Art Namensschilder zu erzeugen. Dabei lese ich den Text aus ner Datenbank un will ihn dann auf ne Fläche "setzen"...

8
Support / blitting text
« on: July 31, 2006, 10:23:03 pm »
thx, that's very greate!

9
German corner / Text blitting
« on: July 30, 2006, 06:52:46 pm »
Quote from: "EgonOlsen"
...oder du renderst den Text mit Java2D in ein Bild, machst daraus eine Textur und blittest die.



Hast du evtl. ein Beispiel wie man das macht! Ich bekomme es leider nicht hin!

Ich hab es folgendermassen probiert:

Code: [Select]
BufferedImage bf = new BufferedImage(128,128,BufferedImage.TYPE_INT_RGB);
Graphics2D g = bf.createGraphics();
g.drawString("test",20,40);
texMan.addTexture("test", new Texture(bf));



Eine Fehlermeldung erhalte ich nicht. Aber die Textur wird auf dem Objekt auch nicht angezeigt bzw das Objekt bleibt einfach schwarz. :(

10
Support / blitting text
« on: July 20, 2006, 09:22:22 am »
thx,

i use the last option and it works great.
but i load the image/s from a webserver.

is there a possibility that you add also a constructor for texture with docbase, filename and useAlpha because there is only one for using urls without useAlpha.

11
Support / blitting text
« on: July 19, 2006, 05:29:50 pm »
hi!

is it possible to blit a text having black as color?
i think black is used as the color who will be cleared. is there a way to take another color which should be used for this?

12
Support / problem with hardware renderer
« on: June 30, 2006, 09:04:16 am »
i don't really know what you want to say me with this...sry.

i know that lwjgl is an implementation of opengl but for hardwarerenderer it has tu use the openldriver or interface from the vendor, isn't it?

13
Support / problem with hardware renderer
« on: June 29, 2006, 10:11:23 am »
hmm, don't work. i think there must be an entry in registry for these libs. :(

the card is a 82865g from intel. full 2d/3d hw acceleration is supported.

the application must be presented on a pc with newest driver and if they enjoy it they have to give the orders to it departement to install the drivers on all employee-pcs  ;)

14
Support / problem with hardware renderer
« on: June 28, 2006, 06:19:57 pm »
it is a intel card. now, i'm at home. to tell the exact one i have to look tomorrow.
i think this is the default driver from windows. i tried to install the driver from vendor but i haven't the permission to do this.

perhaps, is there another way to use the driver by loading the driver at my one with my app?


edit: i downloaded the driver-package from intel. i found inside two dlls that are the libs for opengl (iglicd32.dll, igldev32.dll). is there a possible way to use these libs with my app? is it enough to place it also in the lib-dir where the wljgl are located?

15
Support / problem with hardware renderer
« on: June 28, 2006, 05:18:14 pm »
sorry, i don't find the right topic for my problem.

i port my applet to an java application for a "download" version or webstart (testing phase for me ;) )

the problem is that the application should work on pcs in my company and users haven't the permission to install a newer graphics-driver. ;)
i got the following exception when stating the application on the companys pc when switching to hardware renderer.
 
Code: [Select]
default mode: sun.awt.Win32GraphicsConfig@77a7f9[dev=Win32GraphicsDevice[screen=
0],pixfmt=0]
org.lwjgl.LWJGLException: Could not find a valid pixel format
        at org.lwjgl.opengl.Win32PeerInfo.nChoosePixelFormat(Native Method)
        at org.lwjgl.opengl.Win32PeerInfo.choosePixelFormat(Win32PeerInfo.java:5
2)
        at org.lwjgl.opengl.Win32DisplayPeerInfo.<init>(Win32DisplayPeerInfo.jav
a:50)
        at org.lwjgl.opengl.Win32Display.createPeerInfo(Win32Display.java:93)
        at org.lwjgl.opengl.Display.create(Display.java:656)
        at org.lwjgl.opengl.Display.create(Display.java:632)
        at com.threed.jpct.GLHelper.init(Unknown Source)
        at com.threed.jpct.GLRenderer.init(Unknown Source)
        at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)


videomodes are listed when using VideoMode v[] = buffer.getVideoModes(IRenderer.RENDERER_OPENGL);

is it possible to download a newer opengl32.dll or something like that? in the systems32 is placed a opengl32.dll.

i don't really know if the driver version is the problem or it is another prob. could be nice if someone could help me.

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