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Messages - bili

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1
Support / Re: primitive plane's size
« on: July 09, 2012, 01:51:46 pm »
  :o thx!

2
Support / primitive plane's size
« on: July 09, 2012, 02:39:53 am »
I can't figure out what is the size of plane (4, 150). From the api, it would be (4^2)*2 = 32 polygons each "scale" units in size but i don't understand that...

3
Support / Re: collision detect one against other objects
« on: July 07, 2012, 08:42:13 pm »
Thx it works.

I use a loop to check for collision between other cube and the main cube and set collided cube visibility to false.

4
Support / collision detect one against other objects
« on: July 05, 2012, 09:31:43 pm »
I just wonder on how to do collision for the following scenario. I got one main cube moving along the horizontal line and 5 other cubes moving along the vertical line at different position i.e. not in the same line. I want to test the collision between the main cube and other cubes so that if any other cube collides with the main cube, i will set it visibility to false.

How should I do this?

I already set collision mode for main cube to self and other cubes to others.

Thanks.

5
Support / Re: strange problem with blitString and blit
« on: April 02, 2012, 10:49:31 pm »
Thanks! it works now. I put blits after the rendering the scene and everything shows up again!   :)

Cheers!

6
Support / Re: strange problem with blitString and blit
« on: April 01, 2012, 11:18:33 pm »
Ah! With two normal blits, only the second one is displayed  :o And that is strange because I had blit-ted four blits before and everything worked.

7
Support / Re: strange problem with blitString and blit
« on: April 01, 2012, 10:58:13 pm »
If I blit just the skybox and the texture then it's fine. Everything shown. Im' using OpenGL version 1.1.  Haven't tried latest beta. I use jpct version 1.24 or something like that.  Do you have links for beta?

8
Support / Re: strange problem with blitString and blit
« on: April 01, 2012, 09:55:23 pm »
blitString is from glfront package that comes Bones. Here is my rendering part:
Code: [Select]
frameBuffer.clear(back);
skybox.render(world, frameBuffer); // render the skybox
flower.warning(frameBuffer, displayLevel);
displayLevel.blitString(frameBuffer, "-", frameBuffer.getWidth()-30, 50, 10, null);
displayLevel.blitString(frameBuffer, "+", frameBuffer.getWidth()-30, 150, 10, null);
frameBuffer.blit(trophy, 0, 0, 15, 30, 32, 32, true);
world.renderScene(frameBuffer);
world.draw(frameBuffer);
frameBuffer.display();

9
Support / strange problem with blitString and blit
« on: April 01, 2012, 03:12:52 am »
If I do blitString before blit texture then only the texture shows ...but if its other way around, only strings shows  :o

Any advice plz?

Edit1: I should mention that I use a skybox also.
Edit2: ha! If i comment out skybox in rendering loop, everything shows up ...but I still need the skybox.

10
Support / Re: adding surrounding image
« on: March 04, 2012, 09:26:57 pm »
I got it. Thanks!

11
Support / adding surrounding image
« on: March 04, 2012, 02:58:39 am »
I seen two example project using an object on a plane look very nice but the surrounding still uses the background colour. If I want to add in a new background, does it meant I need to add in something like a cube or sphere so that the model is contained within it? Is there easier way to do this?

Cheers.

Edit: I see, I need to use a skybox. Any tutorial on how to use a sky box? I see none on wiki.

12
Bones / Re: multiple action timing
« on: February 24, 2012, 11:28:08 am »
Thanks and sorry for late reply, I was just too busy last 2 weeks. Had no time to work on this.

I realised that I did it wrong after looking at the code from the Bones sample files.

Cheers.

13
Support / Re: jws deployment for jpct
« on: February 14, 2012, 11:18:11 pm »
Many thanks.

14
Support / Re: jws deployment for jpct
« on: February 14, 2012, 02:41:48 am »
  • Convert your resource loading so that resources can be loaded from a jar
  • Create jars for the native parts (i.e. the DLLs and the SOs and such) by simply zipping and renaming them to .jar
  • Create jars out of your classes and your resources
  • Sign all jars
  • Create a .jnlp-file that loads everything. You can use the ones for the demos as examples.
  • Upload the jnlp and the files to a server. Depending on the server, you might have to crate a .htaccess file make it return the proper mime-type for jnlp.
Sorry to trouble you again. But I need few clarification:
  • Convert your resource loading so that resources can be loaded from a jar
  I'm a little confused, java doc says to use classloader to load resources file like pictures but I have to files "*.bones* and "*.jpeg" that the game read from InputStream so does this mean I need to use the code below instead?
Code: [Select]
this.getClass().getResourceAsStream("b.bones");
  • Create jars for the native parts (i.e. the DLLs and the SOs and such) by simply zipping and renaming them to .jar
what are SOs and such? I have no DLLs as I'm running on Linux.
  • Create jars out of your classes and your resources
It doesn't matter if I use eclipse export feature or do it from termial right like jar cf <files>?
Lastly, I can test the jnlp file on local machine right just by running
Code: [Select]
javaws *.jnlp
Thanks.

15
Support / Re: jws deployment for jpct
« on: February 12, 2012, 09:42:28 pm »
Thank you!

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