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Messages - EgonOlsen

Pages: 1 ... 791 792 [793] 794 795 ... 823
11881
Feedback / kind of brain storming
« on: March 24, 2005, 10:24:41 am »
Quote from: "raft"
it almost lost its meaning to get karga back to java 1.4.x since sun updated getjava page to 1.5. to tell the truth i am quite unhappy with download size of java5. maybe its time for sun to make partial-java versions with desired packages only. afterall it is not the jvm but all that huge library packages that make java5 so download unfriendly
It's not so much about what to download but what you already have IMHO. People are still using 1.4.x a lot. May it be because they can't update or because they won't for whatever reason. And there is still no Java5 for Mac, or is there?
The problem with a partial download/distribution of Java is, that SUN's license doesn't permit that. That's making the distribution of the JRE together with your application unnecessary difficult. For Paradroidz, i made a version that includes the 1.4.2 JRE. With CAB-compression, i'm down to 15MB but it doesn't get any smaller than this, because you are not allowed to remove unneeded things from the JRE...annoying...

11882
Support / Loading animation from a md2 file
« on: March 23, 2005, 09:49:55 am »
If you are loading a MD2, there's no need to create an Animation by yourself. The loader already does this for you. So reduce your code to something like this:

Code: [Select]
Object3D hombre=Loader.loadMD2("3d"+File.separator+"hombre.md2", 1f);
hombre.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
TextureManager.getInstance().addTexture("hombretex", new Texture("3d"+File.separator+"hombre.jpg"));
hombre.setTexture("hombretex");
hombre.translate(50, 0, 0);
hombre.build();
theWorld.addObject(hombre);

private void gameloop() {

while (!exit) {
hombre.animate(anim, 0);
if (anim>1) {
anim=0;
} else {
anim+=0.1f;
      }
                ....
}
}

11883
Support / Undersampling
« on: March 18, 2005, 02:55:18 pm »
No, that's not possible ATM, i'm afraid. I also think that it would look strange to use a 0.75 factor and upsample that for example. Like the scaling a TFT does in these cases... barely usable IMHO.

11884
Support / Object Rotation
« on: March 16, 2005, 07:43:34 am »
Depends on what you mean exactly. You may try to align them using Camera.align(<Object3D>) or use Camera.lookAt(<SimpleVector>) with the transformed center of the Object3D as point to look at.

11885
Support / Applying Colors to Objects - a possible solution
« on: March 16, 2005, 07:40:24 am »
Quote from: "tomzwo"
have you thought about my question (edged in different color)?
Opps, i must have missed this one...to keep it short: That's hardly possible in jPCT without adding additional geometry that simulates it. You may draw a wireframe over the rendered scene, but that's most likely not what you want.

11886
Support / Object Rotation
« on: March 15, 2005, 12:40:30 am »
Quote from: "bgilb3"
so complicated :oops:
Not really. It's in the CarTest.java in moveCamera. It's not that complicated...

11887
Feedback / Do you have any ideas of porting the engine to J2ME?
« on: March 14, 2005, 05:10:33 pm »
No, i don't have such plans ATM. I think that jPCT is too demanding in terms of memory and CPU requirements to be usefull on current mobile devices.

11888
Support / Object Rotation
« on: March 14, 2005, 05:06:55 pm »
Depends on your actual needs. One way of doing it be found in sources of the  car example.

11889
Support / Object Rotation
« on: March 13, 2005, 06:47:10 pm »
Try something like this:

Code: [Select]
SimpleVector s=shape.getZAxis();
s.scalarMul(speed);
shape.translate(s);

11890
Support / Object Rotation
« on: March 13, 2005, 05:29:00 pm »
If i understand you correctly, try something like

Code: [Select]
shape.translate(shape.getZAxis());

11891
Support / Applying Colors to Objects - a possible solution
« on: March 10, 2005, 11:08:46 pm »
Adding a constructor that takes an Image should be easy and may appear in one of the next versions. Anyway, thanx for sharing the code. May i ask what kind of project that is?

11892
Support / VertexController
« on: March 10, 2005, 12:46:21 am »
Quote from: "tomzwo"
Did I get this right: applying VertexController Things and other transformations go together quite well? That would make things very easy: translate and rotate with the standard methods - (btw: being able to set the rotation pivot spot is very useful) and do some non-uniform scaling with VertexController.
That's the way it's supposed to work.

Quote
Something else: I found a - in my eyes - rather smart solution for the obstacle of not being able to apply colors to objects. Interested, anyone? if(InterestList.length > 0) postExample();
I'm not sure what you mean, but i think that i'm interested... :wink:

11893
Support / VertexController
« on: March 09, 2005, 05:16:14 pm »
Well, the example that i've written in that thread ommits an important step: How to apply the assigned controller... :wink: But it's quite simple. Just call
applyVertexController(); on the Object3D's Mesh and it will be applied.
Vertices and normals in the controller are all in object space, so that transformations don't matter. If you need to pre-transform the object, have a look at rotateMesh() and translateMesh() in Object3D.

11894
Support / Fast access to pixel data?
« on: March 08, 2005, 05:01:31 pm »
10 seconds for a 500*500 image :?: That's way too much. I'm using a PixelGrabber to access the texture data after loading...and i'm loading a lot of 512*512 textures. Can you post some code?

11895
Feedback / kind of brain storming
« on: March 07, 2005, 06:32:18 pm »
Is it supposed to show a single plane only? Or am i doing something wrong?

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