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Messages - C3R14L.K1L4

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Support / Nearest Neighbor filtering (OpenGL)
« on: January 11, 2016, 02:14:13 am »

I'm doing an oldskool platformer and I wish to use Nearest Neighbor filtering with the textures. How can I set this up?

Best regards,

Support / Re: Smoke animations
« on: May 13, 2009, 10:15:08 pm »
Ehehehe, a smoking helicopter ;D
Well done, and if you animate the smoke clouds (and perhaps some kind of morphing between frames) that would be perfect.

Support / Re: Smoke animations
« on: May 12, 2009, 01:37:07 pm »
Humm, I want to see the ending result ;)
What kind of smoke are you trying to produce? From a cigar? Fire? Soot?

LOL cute! ;D I hope your mom gave you a huge kiss :D

I'll download and see it the soonest possible.

It doesn't run. The jar's manifest doesn't specify the booting class...

Support / Re: Smoke animations
« on: May 11, 2009, 08:39:23 pm »
Holy s*** :P doing that work by hand and frame by frame... mercenary job... and if you want it fluid (with high fps) -> more job :o
I have no experience in photoshop's masks (I think they're related to transparency, right?) but in paint shop pro you can easily do that by taking the original smoke image and create a new mask from the pixel's intensity value so you'll end with a graymap as alpha map. Then you can go back and forth between the smoke and transparency images refining what you want.

Look at the following skillfully drawn images:  ;)

nice smoke hein?

creating the mask

from illuminance


viewing the mask, then allowing editing it

inverting the mask and doing some excellent painting work -> extremelly sexy smoke ;D

I think it's this you wanted to know but as I said, doing this is boring... Doing a "simple" program to generate smoke and save it's animation may prove worthwhile on the long run... And there must be free software for this (procedural generation and animation?...)

I don't know about netbeans, as I use eclipse (only falling back to nb to create user interfaces) and eclipse loads and edits texts files independtly of it's line separator. In fact, it saves the modificated file with the same format (tested now with win/unix/mac formats).

Damn vista... I had it for a week and when I tried win7, vista got immediately kicked from my pc. I suppose you want to save your data temporarely to format the hdd or something similar... For windows systems and optical drives there are basically two file systems: CDFS (iso9660 and extensions) and UDF, which are supported in the usual linux distros. (and possibly apple's HFS, I don't know for shure this one).
If you have more than one partition (excluding vista's one with the windows folder) you can always save the data to the other one. If you reinstall vista (without formatting partitions) it only clears the windows folder and others like users data, programs (can't be shure about this one) and their data.
and there are the portable usb drives...

Oh, and you can always come back to our beloved and very old :P windows xp. If upon installing it can't detect your hard disk, use nlite and integrate your motherboard drivers (you only need the southbridge ones).

News / Re: Second beta of jPCT 1.18 released!
« on: April 23, 2009, 07:03:39 pm »
Oh good!  ;D I have a small, very small project in mind, and I was thinking lense flare would put a nice touch on it. I unfortunately had no idea how to do it. So again good! Now I won't have to :)

Usually games render a texture quad (rectangle) with a transparent texture of the flare. Obviously, that quad is always facing the camera. For multiple flares it's the same, but their distributed in a line from the light source to the camera. An example of the first one in WET (quake 3 arena based engine):

As you can see there are three quads on front of all lights.

I've not seen yet the feature Egon added, but quite prossibly it's based on this "technique"...  ::)

Support / Re: jPCT benchmark?
« on: April 22, 2009, 08:18:19 pm »
It restructures the Object3D for optimized rendering and, depending on the compile-mode, puts the result into vertex arrays or display lists.

Humm... I thought that was done already...
Then it's obviously that caching the geometry on the gpu (or using DLs which also stores more data and optimizes it) is faster than before, as the api was sending the commands in realtime :o

I've coded in OpenGL before and I can tell (by personal experience, using nVidia drivers ::)) that DLs are faster than compiled vertex arrays and vertex buffer objects (VBOs), but that depends on the driver. As you know, a DL is created once and can't be changed anymore, so the driver can optimize it's data and command as it sees best. In the extreme, it can even issue the gl commands in a total different order.

As long as you are not artificially limiting the frame rate by using a sleep or at least Vsync, any engine will consume 100% of at least one CPU because it will pump out data as fast as possible. It's a myth that the cpu sits there doing nothing while the gpu does all the work.

I forgot that detail... OOPS :-\

Support / Re: Okino Website Claims 3DS Exports Cameras
« on: April 22, 2009, 04:56:49 pm »
Egon, how is it going? Solved the 3DS problem?
I've checked wavefront's specs and theres no camera information tag :-\

News / Re: Compatibility test for compiled Object3Ds
« on: April 22, 2009, 04:34:24 pm »
Just because you requested "Preferably with frame rate and system configuration" and I detailed it :D

At my sister's PC, GF7600GS + 1.5GB DDR400 + VIA K8M800 + Sempron 3100+ ~ 76 fps.

Support / Re: jPCT benchmark?
« on: April 22, 2009, 04:30:51 pm »
I'm very happy to see this jump on jpct. Some months ago I studied almost all 3D game engines / APIs in java (for my AI project) and got divided between jpct and jme.
For the first one I had the impression of simplicity but at the same time of missing features, when compared to jme. I also had the impression jme was faster but seeing this now... it's always nice to know the API you know the most is improving a lot.

I just did not understood this compiled thingy...
I've played with very detailed models in jpct and saw java's process cpu go way up... yeah, the engine was doing some kind of hidden surface removal in software (else the java's process was stalled quite probably at some SwapBuffers() or glFlush() methods) so what does this Model3D.compile() do, exactly?

Feedback / Re: Egon is that you on that picture?
« on: April 22, 2009, 04:09:13 pm »
It's a good idea for a plot. I might use it in a game or something.

"The misterious transformation..." November at the stores, X360, WII and PC (earlier at torrent) ^^

I agree that your real picture is much more human and humble. I usually can 'sense' the kind of person from his/her face and by yours, you seem a nice person and a family guy. As I said is much better than that Egon gangster.

I'm afraid of him... with that side look and the cigar... Is he mad?
I'm going back to my cave :D

News / Re: Compatibility test for compiled Object3Ds
« on: April 18, 2009, 09:50:42 pm »
At my desktop got ~243 FPS.

CPU Type   Mobile AMD Turion 64 ML-34, 2289 MHz (9 x 254) 
   Motherboard Name   Asus K8N4-E Deluxe (3 PCI, 3 PCI-E x1, 1 PCI-E x16, 3 DDR DIMM, Audio, Gigabit LAN, IEEE-1394) 
   Motherboard Chipset   nVIDIA nForce4-4X, AMD Hammer 
   System Memory   2048 MB (PC3200 DDR SDRAM)

Video Adapter   Asus EN8600GT  (512 MB)
   GPU Code Name   G84GT (PCI Express 1.0 x16 10DE / 0402, Rev A2) 
   GPU Clock (Geometric Domain)   648 MHz (original: 540 MHz, overclock: 20%) 
   GPU Clock (Shader Domain)   1404 MHz (original: 1188 MHz, overclock: 18%) 
   Memory Clock   837 MHz (original: 700 MHz, overclock: 20%) 

OS: Microsoft Windows XP Professional 32-bit SP3

At my laptop got ~36 fps.

Operating System   Microsoft Windows 7 Ultimate
CPU Type   DualCore AMD Athlon X2 QL-62, 2000 MHz (10 x 200)
Motherboard Name   Toshiba Satellite L300D
Motherboard Chipset   AMD M780V, AMD K11
System Memory   2816 MB  (DDR2-800 Registered DDR2 SDRAM)
DIMM1: Samsung M4 70T2864QZ3-CF7   1 GB DDR2-800 DDR2 SDRAM  (6-6-6-18 @ 400 MHz)  (5-5-5-15 @ 333 MHz)  (4-4-4-12 @ 266 MHz)
DIMM3: Samsung M4 70T5663QZ3-CF7   2 GB DDR2-800 DDR2 SDRAM  (6-6-6-18 @ 400 MHz)  (5-5-5-15 @ 333 MHz)  (4-4-4-12 @ 266 MHz)
Video Adapter   ATI Radeon 3100 Graphics  (256 MB)

I hope I didn't scare anyone with this...

News / Re: Second beta of jPCT 1.18 released!
« on: April 18, 2009, 09:37:43 pm »
Humm I've been away for a while but the API is always evolving, nice...
"The 3ds- and obj-loaders now load transparency information"

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