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Messages - aZen

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31
Projects / Re: VoxelShop - voxel editor
« on: February 09, 2014, 06:13:30 am »
Does this application have the option to export any created models into a jPCT usable format?

You can export to COLLADA, so yes.

Nvm, the COLLADA importer doesn't ship with jpct. So no, unfortunately atm you would need to convert the output (should be easy and fast, e.g. with blender) before you can import it to jpct.

Other formats are on my todo list though!

32
Projects / Re: VoxelShop - voxel editor
« on: February 08, 2014, 08:31:02 pm »
Created a new promo page. Certainly worth checking it out again!

Click me!


33
Support / Re: Build .OBJ model with Android
« on: February 04, 2014, 11:18:21 pm »
I have a working COLLADA exporter and will need an OBJ exporter some time in the future as well. So would be really nice if you could publish it!

34
Support / Re: Rendering Quality
« on: January 27, 2014, 11:46:02 pm »
Ok, thanks for the quick reply!

35
Support / Re: Rendering Quality
« on: January 27, 2014, 11:37:20 pm »
software, sorry I forgot to mention that

36
Support / Rendering Quality
« on: January 27, 2014, 10:23:46 pm »
Is there a way to create a frame buffer that allows for rendering with different sampling modes (quality)? Or do I have to create two instances (seems like it's redundant, memory wise)?

I would like to be able to render with low quality when frame rate is important and with high quality when quality is. Would that be possible to implement it?

37
Projects / Re: VoxelShop - voxel editor
« on: December 22, 2013, 10:59:43 pm »
Cool, looks good!

Is there a way to create a frame buffer that allows for rendering with different sampling modes? Or do I have to create two instances (seems like it's redundant, memory wise)?

38
Projects / Re: VoxelShop - voxel editor
« on: December 14, 2013, 10:51:50 pm »
Just a quick update.

I've improved the "hull detection" and tested with large amount of voxels. At 63 ^ 3 = 250047 voxel it was getting a bit laggy. Also I think I need to adjust the heapspace (and rewrite the voxels data structure to be more memory/speed efficient). But pretty happy so far!



(click to enlarge)


Note: You can also see that the triangle count was exceeded (the selection doesn't show all triangles in the right bottom corner).

39
Support / Re: Triangle Count
« on: December 13, 2013, 12:27:58 am »
That works, thanks for the reply!

40
Support / Triangle Count
« on: December 11, 2013, 11:38:47 pm »
Is there an easy way to access how many triangles were rendered in the previous frame (software renderer)?

I'd like to use it for my dynamic optimization algorithm (it's actually only an idea right now).

Thanks!

41
Support / Re: Culling inner-cubes
« on: December 11, 2013, 11:25:46 pm »
The triangle count in this scene was reduced by more than 90% (!). So if you have performance problems, hull triangle reduction is certainly the way to go.


42
German corner / Re: 3D Picking ohne Object3D
« on: December 11, 2013, 10:58:41 pm »
Code: [Select]
    public final SimpleVector get3DPoint(MouseEvent e, SimpleVector refPoint) {
        SimpleVector result = Interact2D.reproject2D3DWS(camera, buffer,
                e.getX() * SAMPLING_MODE_MULTIPLICAND,
                e.getY() * SAMPLING_MODE_MULTIPLICAND).normalize();
        result.scalarMul(camera.getPosition().distance(refPoint));
        result.add(camera.getPosition());
        return result;
    }

To compute a point
1) in the direction of the point of the mouse event and
2) at the same distance from the camera as the reference point.

SAMPLING_MODE_MULTIPLICAND depends on your sampling mode

Hope that helps =)

43
Projects / Re: VoxelShop - voxel editor
« on: December 11, 2013, 10:41:09 pm »
Reducing the triangle count made a huge difference. The program is now a pretty neat tech demo and, more importantly, quite fast! Work continues =)



Thanks for all the support!

44
Support / Re: Texture Interpolation Request
« on: December 10, 2013, 09:40:12 pm »
The loading times by themselves are not the problem. I think the issue is that all mipmaps are created in the same frame, when the plane (with many textures) is rotated into view. Will test and report back.

For reference, this is what fixed the initial problem for me (used in the ITextureEffect apply function):
Code: [Select]
            int[] pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
            System.arraycopy(pixels, 0, dest, 0, pixels.length);
            int diff = dest.length - pixels.length;
            System.arraycopy(pixels, pixels.length - diff, dest, pixels.length, diff);
Note: You need to be careful that the data buffer of the BufferedImage "img" is actually an int[] array(!)

45
Support / Re: Texture Interpolation Request
« on: December 09, 2013, 11:49:04 pm »
Yes. Is that bad?

Edit: I read the documentation. Is there a way to enforce the creation of the mipmap?

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