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Topics - acorn98

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1
Support / using camera.lookAt
« on: October 31, 2005, 05:26:16 am »
Hi Helge,

I'm trying to point a camera at an object with this:

camera.lookAt(obj.getTransformedCenter());

It works, but afterwards my camera movement develops a fault. If I move the camera forward, the camera moves along the 'old' path (the path I would expect it to take if I hadn't performed the lookAt() ).

Any idea what might be happening?

2
Support / openGL and a browser
« on: September 20, 2004, 11:32:15 pm »
I was wondering if the openGL implementation would run inside an applet, in a browser?

3
Bugs / CloneObject and lighting
« on: February 25, 2004, 05:03:16 am »
Not sure if this is a bug, but I have a template object3D that I use to spawn new 'enemies', like this:

              enemy = enemyTemplate.cloneObject();
             
              enemy.translate(0, 0, 0);
              enemy.setTranslationMatrix(new Matrix());
              enemy.setLighting(Object3D.LIGHTING_ALL_ENABLED);
                           
              theWorld.addObject(enemy);

The problem is, my enemies don't seem to react to light sources at all.

The enemy model was created in MAX and uses default diffuse colours (I don't manually texture them after importing with the load3ds method). Have I missed something obvious?

Thanks..

4
Support / Illuminating objects
« on: February 18, 2004, 01:36:41 am »
Is there a way to make an object appear to be 'super-white', regardless of the surrounding light-sources? I'd like to make the entire object appear completely white (RGB=FFFFFF) if possible.

Thanks!

5
Support / edges
« on: January 28, 2004, 04:49:34 pm »
A question for Helge..

I'm trying to soften (anti-alias) the edges of my on-screen objects. I've  used frameBuffer.getPixels and blurred the image array. This produces a good result but it's a bit slow. I also tried SAMPLINGMODE_OGSS_FAST, but the result wasn't quite what I was after.

Any suggestions/ideas gratefully received.

6
Projects / tokima
« on: January 20, 2004, 03:52:54 pm »
www.tokima.com uses the jPCT API. It's up and in beta - enjoy.

7
Projects / fps showcase
« on: January 11, 2004, 01:31:49 am »
I'm building an applet and thought you might like some pix:


8
Support / repeating textures
« on: January 05, 2004, 12:04:51 am »
hi,

I've got a 3ds file with loads of textured objects, where the textures repeat, like tiles. It works great using the fps demo, with no problems.

I've now converted the app to run as an applet, but suddenly all my textures only appear once on each object - they're no longer tiling. The rest of the untextured area shows a repeated one-pixel edge from the texture. I know the 3ds file is fine, because it renders correctly in the non-applet version.

I suspect there's some property or other i need to set on my loaded objects, but I can't find anything in the API docs.

Any suggestions/pointers greatly appreciated..

9
Projects / tip on using the fps demo
« on: December 19, 2003, 11:41:17 pm »
If, like me, you're experimenting with the excellent 'fps' demo bundled with the API, and you're using 3dsMAX for modelling, you might find this useful.

I was trying to modify the main .3ds map file using an ancient copy of MAX (v3.1 I think), but I discovered that if I imported the file then immediately re-exported it again, all the textures vanished and I was left with a load of blank white models in the demo.

It turned out that when 3dsMAX exports .3ds files, the embedded .jpg filenames get converted to uppercase, so the demo no longer recognises them.

To get around this, change the following line in JPCTDemo.java as follows:

From this:

texMan.addTexture(name , new Texture("textures"+File.separator+name));

to this:

texMan.addTexture(name.toUpperCase() , new Texture("textures"+File.separator+name));

Recompile it, and you can now mod the .3ds map using 3dsMAX and see the result immediately in the demo.

10
Feedback / tried it, love it.
« on: January 17, 2003, 01:52:07 am »
Quick question for Helge... I can't find a way to cast shadows.

It's not a big problem (because I can always burn them onto my textures :wink: ), but... is there a way to do it using the engine?


By the way - I've tried IDX, but jPCT is my first choice. Keep up the good work!

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