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Topics - LRFLEW

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Support / Anisotropic Filtering
« on: March 24, 2012, 01:03:01 am »
Ok, I found Config.glTrilinear, which allows me to use trilinear filtering, and Texture.setGLFiltering() and Texture.setMipMap(), which allows me to use Pick Nearest Filtering (although I hope I never have to use them) (Unrelated, but is there a way to change the default values of these two?).  With my game, I'm wondering if I can get Anisotropic Filtering.  Is this supported?  If yes, how?  If no, is it a planned feature?

Support / uv-coordinates HELP?
« on: March 15, 2012, 09:10:24 pm »
Ok, I have a basic understanding of how uv-coordinates work to put an image on a 3D object, but I don't get how jPCT is using it, or with what unit's it does it. 

Specifically, this is what I'm trying to do: I have a texture file which is 256 pixels square.  The image is designed as four 128 pixel square textures (but put in the same image file so I can load it all at once).  In order of first left to right, then up to down, the textures are the floor, all four walls (they share one texture), and the ceiling.  The fourth sub-image is blank and currently holds my secrets to world domination, but it shouldn't be shown in the cube at all. 

How might I go about setting up the uv-coordinates to get this to work?

Support / FPS style camera rotation? HELP!
« on: March 13, 2012, 08:44:50 pm »
I'm trying to get started on my first FPS game, and I love that this API exists, as I would never get anywhere without it, but I'm so lost right now with the camera. 

I looked at the wiki (after first trying to figure out the api by itself), and have tried the code there for the fps camera, but that doesn't seem to work right.  I'm testing this by placing a triangle in front of the camera and using a MouseMotionListener to track the mouse movements and a Robot to prevent the cursor from running away (although it's not a perfect setup, but I'll deal with that later).  The problem is the code on the wiki makes no sense, and the outcome makes about as much sense as the code itself.  The triangle seems to warp and distort around as I look.  I can even get the triangle to appear rectangular, which befuddles me.  If there's an object behind me, no amount of looking around seems to find it. 

Also the code itself makes little sense in what functions are used.  Why does the yaw change with camera.rotateAxis() and the pitch with camera.rotateX()?  Why not camera.rotateY()? and why not camera.rotateCameraX() and camera.rotateCameraY()?!?

I need some clarification as to what's going on here and how I should fix it.  Any help is appreciated.

EDIT: Ok, after another look at the code, I realized that the thing I said about not being able to see something behind me was just a problem with the counter clockwise-ness of the vertices, but I am definitely getting a single triangle to have four sides, which totally and completely befuddles me.

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