Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AGP

Pages: 1 2 3 [4] 5 6 ... 116
46
Support / Re: Cpct?
« on: February 16, 2021, 07:16:10 pm »
I'm stuck here, Egon. I assume that that's a recursion problem, but I can't see where the recursion happens.

47
Support / Re: Cpct?
« on: February 08, 2021, 07:10:20 am »
For now my little cheat is working (as did yours), so I moved this annoyance to the backburner. I'm getting interesting blitting behavior, which is to say that all blitting methods work sometimes, and all fail others (work on simple demos, fail on stress-test ones). Alas, it is also in the backburner.

So I'm back with the AWTGLRenderer, where I'm getting StackOverflowExceptions. Logger.log("AWTDisplayList.switchBuffers(): count: "+count +", Is vl[1] null? "+(vl[1]==null)) prints AWTDisplayList.switchBuffers(): count: 346, Is vl[1] null? True. And for more detail, execute prints the following block of commands and, when finished calling FrameBuffer.display() my test program prints "Rendered once." AWTDisplayList.vl[0] and vl[1] have both shown themselves to be null.

Quote
execute(int, object[]): Parameters null? False Init? TrueMODE_CLEAR: 2
execute(int, object[]): Parameters null? False Init? TrueMODE_BLIT_TEXTURE: 4
execute(int, object[]): Parameters null? False Init? TrueMODE_SET_FRUSTUM: 0
execute(int, object[]): Parameters null? False Init? TrueMODE_REINIT: 23
execute(int, object[]): Parameters null? False Init? TrueMODE_GRAB_SCREEN: 6
execute(int, object[]): Parameters null? True Init? TrueMODE_SWAP_BUFFERS: 1
AWTDisplayList.switchBuffers(): count: 346, Is vl[1] null? True
Canvas.switchList() completing.
Rendered once.

48
Support / Re: Cpct?
« on: February 04, 2021, 07:18:35 am »
gx and gy are both 0. When I print the values of objVectorsnxTr[pos3] and invScaleFactor, as follows, I get the following output (at some point objVectorsnxTr[pos3] becomes 0).

Code: [Select]
Logger.log("objVectorsnxTr[pos3]: "+objVectorsnxTr[pos3] +", invScaleFactor: "+invScaleFactor);

Quote
objVectorsnxTr[pos3]: -0.02754658, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.3224086, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.001717074, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.5763285, invScaleFactor: 1
...
objVectorsnxTr[pos3]: 0.8757023, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.8600356, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.8600356, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.8709888, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9966896, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.4980774, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.3910597, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9446523, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.937071, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.07667674, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.8456958, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.1937691, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.5268521, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2584651, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.7911943, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.1983738, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.5489044, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.7925232, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.716369, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2036022, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.721458, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9182732, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.7018681, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.794013, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.5646043, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.6472638, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.1838191, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.4464325, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9402843, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.7470285, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.1453849, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.4424484, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.06958889, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.5219796, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.6994461, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.4723827, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2131859, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.5358245, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9231659, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.802191, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2096631, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9533308, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9807692, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9998421, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.766471, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.3366379, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.1630535, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.8853046, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2297132, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.08216921, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.970468, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.7117062, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.4429376, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.3802269, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2681608, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.923718, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9345775, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.8293254, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.6339014, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.2209611, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9219743, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.2492384, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.7921321, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9277812, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.995459, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9785283, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.7009124, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.084934, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.2503513, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.3185651, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.9098715, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.02948599, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9640496, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.4850884, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.5507149, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.2249548, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.2465971, invScaleFactor: 1
objVectorsnxTr[pos3]: 0.8845565, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.9476686, invScaleFactor: 1
objVectorsnxTr[pos3]: -0.8730187, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1
objVectorsnxTr[pos3]: 0, invScaleFactor: 1

49
Support / Re: Cpct?
« on: February 03, 2021, 10:55:58 pm »
In the gouraud shading block of Object3D.render(), I had to set colMul to 1 as follows. I hate that, but at least the lights are being calculated.

Code: [Select]
if (!discard) {
colMul += spec;
colMul = 1.00f;
...

50
Support / Re: Cpct?
« on: February 03, 2021, 05:31:11 am »
No, I knew that that was in transformVertices. It came down to another C# difference (Dictionary throwing an exception for not finding a key prompted me to catch it and create a new array in WorldProcessor.getArrays but I wasn't calling thread2Arrays.Add(tc, arrays) in the catch block). Voilá. Now to figure out why I'm only getting the ambient lighting. ; )

51
Support / Re: Cpct?
« on: January 29, 2021, 04:03:01 pm »
Found the issue, just don't get it. If it's not flatshaded, the following test will be false and even ambient lighting won't be calculated.

Code: [Select]
if (arrays[0][pos3] == 12345671 || isFlatShaded) { // Point already in the cache? Well then...

52
Support / Re: Object/Sprite Batching
« on: January 29, 2021, 09:29:45 am »
I have some examples of particle systems (fire, jetpack jet particles, even a fog of war) I did that were perfectly fast. I can look them up tomorrow.

53
Support / Re: Cpct?
« on: January 29, 2021, 09:26:27 am »
I'd say no lights are being calculated at all, because left untextured and gouraud all models appear black.

54
Support / Re: Cpct?
« on: January 28, 2021, 02:06:29 am »
Update: I had the epiphany of blitting the texture and calling setShadingMode(Object3D.SHADING_FAKED_FLAT). The texture blit looks perfect and SHADING_FAKED_FLAT made the model shade by the ambient light color (and still not by an added light), but fully and properly textured. I guess the problem would be in the gouraud shading block. Again, any direction would be greatly appreciated.

55
Support / Re: Cpct?
« on: January 27, 2021, 05:33:30 am »
I'm not even where I was when I started porting this thing: now even when I don't call setTexture I get a solid black, unshaded model. Same models that were working before. I had SoftGLRenderer print System.Console.WriteLine("Pixel color: "+r +", "+g +", "+b +" Pixel: "+pixels[tx]) and I get for uint[] pixels the interesting value of 4,278,190,335 (binary 11111111000000000000000011111111) in drawShadedZbufferedFilteredScanline(). If you have any insights, please share them because I need them.

56
Support / Re: Cpct?
« on: January 23, 2021, 11:03:33 pm »
I'm not getting any lights, I think, since I ported World to 1.31. Everything I render with the software renderer is fully, flatly, black.

And by the way, software rendering on 1.31 is SO MUCH slower than on 1.03 (possibly the transparency additions but I would think it's because of the overall bloating of the code).

57
Support / Re: Cpct?
« on: January 22, 2021, 05:30:59 pm »
Can you think of a reason why it might be null? It doesn't happen with the 1.03 World instance, but does with the 1.31.

58
Support / Re: Cpct?
« on: January 22, 2021, 02:40:30 am »
And what is supposed to be in visList.vobj[0]? It's become null as I tinkered with the World class.

59
Support / Re: Issue with Texture.overrideTexelData
« on: January 19, 2021, 03:41:29 am »
It does look horizontally flipped, but obviously there's more to it than that. Try ORing the prixel data with the appropriate value (255?) to make sure it's opaque.

60
Support / Re: Cpct?
« on: January 18, 2021, 10:30:58 pm »
Happy 95% of what remains of this year, pal.

What's with WorldProcessor.createWSNormals()? It seems to me to be both a waste of processing time and a waste of memory.

Pages: 1 2 3 [4] 5 6 ... 116