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Topics - mogli

Pages: [1]
1
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  :?

2
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

3
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.

4
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?

5
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.

6
Support / possible to use real streaming?
« on: June 14, 2006, 09:56:46 am »
hi!

is it possible to use a real streming for building objects?

i have to use a streaming algorithm for streaming objects over network.
i start at a first room and load the neighbour rooms one after the other. when i change the rooms i load the neighbours of this one and delete old rooms and so one...
the problem is when i add the objects the screens jerks.
i add the objects by using
Code: [Select]
Loader.load3DS( InputStream resource, float scale  ). creating an octree and building an Object3D and save it ot a renderqueue.
after rendering the scene i take the first object from renderqueue and add it to the world.

but there is no difference between using load3DS with inputstream or with file because the object is only build when the inputstream is finished. :(

has somebody a notion how to do this in a better way?

perhaps it's possible to load one polygon after the other from the 3ds file and add polygon after polygon to the object. perhaps as child of the first polygon from the object so when i delete the first one from the world the childs are also deleted or by using the object3d megerobjects function.

hope to understand what i mean and somebody could help me...plz ;)

7
Support / portals are the right thing for me?
« on: June 02, 2006, 11:15:02 am »
Hi!

i have to visualize a large building which should be also reachable by low speed internet. that is at least the illusion ;)

so i split the complex into many rooms and floors etc.

to get right performance i stream the neighbour rooms of the room where i actually stand.
ok for the first room this works ;)

but now i want to change the room and stream the next neighbour rooms and possibly destroy some. i think i can use portals for this by placing the portals at the alley where the doors are placed.

may this the right beginning for my problem or could somebody give me a better approach?
 

PS: i know that i have to set portals by hand. but i save the rooms as strings in an array with their names in world, position for the lights and also coordinates for the portals. with another array (same size) i represent a tree of dependency of rooms in detail. a special function add and destroy the right rooms by handling with this array. hope it is to understand what i mean ;)

8
Support / lighting/illumination howto?
« on: April 12, 2006, 08:42:43 pm »
Hi!

I'm searching for a good lighting/illuminating tutorial.
i did not find the one that is suitable for rooms and worlds.

would be nice if someone how knows some good one could tell me.

9
German corner / FCP Code als applet
« on: March 16, 2006, 04:47:31 pm »
Hi!

Ich versuche momentan den FPS Code in ein applet umzuwandeln.

Leider allerdings ohne Erfolg. Kann mir vielleicht jemand dabei helfen? Bzw mir ein paar Tips geben?

gruss mogli

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