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Messages - MichaelJPCT

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31
Projects / Re: my project - Vehicle Simulation
« on: January 31, 2021, 10:02:47 am »
with gif files, i can show you more interesting things.
this one shows the vehicle drifting, when rear tyres have much lower friction coefficient, any vehicle can do this.


the colored polylines is a tool for testing purpose.

with jpct-ae engine i can easily control the render order of multiple Worlds, very flexible - my app uses dozens of RenderScene calls to render the whole scene. i have to thank Egon for providing this engine and his much support.

32
Support / Re: Issue with Texture.overrideTexelData
« on: January 19, 2021, 08:28:20 pm »
i use overrideTexelData at low frequency so it's not a problem for me.
but with FrameBuffer.getPixel i have to convert color format, and at high frequency (to output thousands of jpg files).
so i wish getPixel outputs the correct color format directly.
i mean in jpct-ae .

33
Projects / Re: my project - Vehicle Simulation
« on: January 18, 2021, 07:12:43 pm »
hope you like these

 

34
Support / Re: can the blend mode of blitting be subtractive?
« on: November 30, 2020, 10:25:46 pm »
it's not about looking good. it should be used only in special case.
when several operations are organized in different ways, different effects are achieved. having more options is always better. one would not know its use until he encounters the case.

35
Support / can the blend mode of blitting be subtractive?
« on: November 30, 2020, 02:37:53 pm »
this is not absolutely necessary, but it may provide more flexibility.

36
Projects / Re: my project - Vehicle Simulation
« on: November 24, 2020, 12:03:02 pm »
i think i will make it releasable in the next year. but not through google or other app stores.

37
Projects / Re: my project - Vehicle Simulation
« on: November 21, 2020, 04:49:38 pm »
cockpit MFD rendered with RTT techniques

38
Support / using depth buffer as a texture of another object3d, possible?
« on: November 19, 2020, 07:57:11 am »
i don't mean using it in shadow mapping, but in other situations.
although i haven't found a use of this , but i think it has special use.

39
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 16, 2020, 12:34:49 pm »
thanks.
i.have multiple rtt textures , but their sizes (some) are different. your way can still save some ram though.
if the pointed vram space is only 1x1 in size, that would be great.

40
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 15, 2020, 07:34:11 pm »
Hi Egon,
i have another question: if a RTT target texture is rendered with depth test off, can the DepthBuffer of this texture be deleted? saving vram is the main concern.

41
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 13, 2020, 07:36:05 pm »
ha, i found the reason.
blitting must have enabled depth test, while the following RTT operation requires depth test off.
i can fix it now.

42
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 12, 2020, 07:59:37 pm »
Hi Egon,
i found a problem caused by blitting into texture - a following render-to-texture (another texture) operation doesn't work.
tested on powerVR6250 and mali450.
i don't know why blitting would affect rendering into another texture, i tried fb.flush() and sync() before setRenderTarget(the other tex), not helping. any ideas?
if i use object3d/overlay to replace blitting, i expect lots of draw calls or complicated programming.

43
Support / Re: Render a plane seen from the side as line?
« on: November 11, 2020, 04:33:24 pm »
can you pre-create (before  runtime) a 3d model which looks like wireframe of desktop GL?

44
Support / switching shape from time to time, new Object3d or setMesh?
« on: November 11, 2020, 04:12:13 pm »
Hi Egon,
i want some 3d models in main World to be rendered also in another World, and the models in the other World need to be switched from time to time, assuming the meshes are all in GPU, how to switch models?
create new Object3d or call Object3d.setMesh ?
an object3d needs some initialization before rendering, i guess setMesh would be quicker?

45
Support / Re: clearAll option of setRenderTarget doesn't work?
« on: November 10, 2020, 02:34:18 am »
i don't mean something need to be fixed/changed.
i'm just saying, i might have found the way to guarantee the blit result is correct.
after setRenderTarget(tex), we either only do blit or do blit after rendering any World.
if we only do blit, we use scaling, if we blit after calling World.renderScene, we use position offset. both lead to correct blit result.
i can miss other conditions, but in the 2 situations i tested, i got correct results.
you can test in your RPG game, if you add emptyWorld.renderScene(fb) just before blitting the quest book, you can see the blit result becomes different. if you add a position offset and remove scaling, you can see the blit result become correct again - if i am right.

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