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Messages - EgonOlsen

Pages: 1 ... 819 820 [821] 822
12301
Support / Question about Primitives
« on: January 22, 2003, 08:29:42 pm »
Ok, i've added it to the latest release. Hope it helps.

12302
Support / JAW-file format specifications
« on: January 22, 2003, 08:28:50 pm »
0.83 beta 2 is out, the 3DS loader is in.

12303
News / Version 0.83 beta 2 has been released!
« on: January 22, 2003, 08:27:44 pm »
I've added a 3DS loader, some more options to the Primitives-class and made some minor fixes and improvements.

12304
Support / JAW-file format specifications
« on: January 21, 2003, 11:34:45 pm »
Finally, i decided to add support for the 3DS format to the next beta. I already have an alpha version of the loader running and it's working quite well so far.

12305
Support / JAW-file format specifications
« on: January 21, 2003, 06:33:54 pm »
Good question...one should think that it's easy to find some specifications at least for ASC, because it is a quite popular format (It's an ASCII export format of older versions of 3DStudio). But i have to admit, that i couldn't find any...the thing is that ASC is easy to understand by looking at an ASC-file in a text editor. jPCT's ASC loader doesn't use all the information an ASC-file offers. What's used is the vertex list (x,y,z and u and v if given) and the face list. A single file may contain a number of vertex and face lists. That's all...should be quite simple to understand by studying such a file.
I included an example file in an archive here: http://www.jpct.net/download/asc_and_jaw.zip

JAW is an outdated format of a discontinued engine that i'm using for historical reasons. It's basically a stripped down version of ASC which contains only one large vertex- and face list. It's still supported, because i own some simple JAW-objects myself that i would like to use and it may be handy as a quick-and-dirty format that your own applications may write.

I know that this is not very satisfying...some more advanced loaders for other formats would be nice, but i'm currently doing other things with the engine. (To be honest, i'm still waiting for someone to write them for me, because i don't have fun writing loaders... :lol: ...just kidding...but it would be nice though).

12306
Bugs / Object3d.cloneObject() doesn't copy Animation
« on: January 20, 2003, 11:54:09 pm »
0.83 beta 1 is out and hopefully fixes this flaw as well as some others.
Look here for more info: http://www.jpct.net/forum/viewtopic.php?t=19

12307
News / Version 0.83 beta 1 has been released!
« on: January 20, 2003, 11:50:34 pm »
This version is the first version of jPCT that offers hardware acceleration as an option (via OpenGL and using LWJGL). Adding OpenGL support required to do a lot of changes in some parts of the programming, so i decided to release this version as beta 1 and not as a regular release. The documentation reflects the changes but some parts will most likely need further work...anyway, here is 0.83 beta 1!!
I replaced the terrain example applet with a terrain application that makes use of the new OpenGL support (can be run in software as well).
The OpenGL support should be transparent to code written for older versions of jPCT, i.e. if you're not interested in OpenGL support but in the other features and fixes this version offers, just replace your old version of jPCT with the new one...it should work as usual without changes. If it doesn't, please let me know... :wink:
set- and getCamera() in the Camera.class are deprecated now. They have been replaced by set- and getPosition().

Edit: A slightly updated version has been uploaded that fixes a problem with drivers that return a refresh-rate of 0 Hz.

12308
Feedback / Re: tried it, love it.
« on: January 17, 2003, 08:37:25 am »
Quote from: "acorn98"
Quick question for Helge... I can't find a way to cast shadows.

It's not a big problem (because I can always burn them onto my textures :wink: ), but... is there a way to do it using the engine?
No, there isn't. You'll have to do it the "texture-way". I thought about shadows some weeks ago, but i ran into some problems (virtual ones...i didn't really implement something) with the software rasterizer. That, and they would be veeery slow in software. Maybe the upcoming support for OpenGL will make me re-evaluate this decision...but for now: No support for casting shadows, sorry.

12309
Support / more example files
« on: January 14, 2003, 12:45:49 am »
The same example using the new OpenGL support (not yet released!):

12310
News / jPCT is going OpenGL...
« on: January 14, 2003, 12:25:20 am »
Update: The OpenGL version is showing nice progress, Here is a screenshot of the terrain example converted to OpenGL (i.e. converted to an application...there's really not much more required to make it use OGL).
Some features of the software renderer like 2D blitting won't be supported by the first version of the OpenGL renderer. Anyway, the release date of the new version is...when it's done!
Edit: At least 2D blitting from textures WILL be supported... :D


12311
Feedback / New boy,eh?
« on: January 14, 2003, 12:19:25 am »
jPCT tries to hide the 3D specific stuff from the user as much as possible while maintaining an easy to use API. I hope that it not only tries this but achieves it to a degree. If it doesn't...feel free to ask...:)

12312
News / jPCT is going OpenGL...
« on: January 09, 2003, 01:17:33 am »
...i finally started to implement support for hardware accelerated rendering in jPCT (via OpenGL using LWJGL). It looks promising so far but there's still a long way to go until both renderers (software and OpenGL) will behave as similar as possible (that's quite difficult to achieve, because the software renderer is capable of some things OpenGL simply can't do...overbright lighting is one of them for example).
Anyway, here are two shots of the demo. The first one is rendered using the good old software renderer and the second one uses OpenGL (still very unoptimized).

Edit: I removed the poll from this thread. jPCT supports OpenGL nowm so the poll was rather outdated.





Edit: jPCT will remain Java1.1 compatible (the OpenGL renderer won't...) as it loads the renderers on demand, so don't worry... :D

12313
News / In case you haven't noticed...
« on: January 02, 2003, 03:29:38 pm »
...it's 2003 now. Happy new year!

12314
Projects / A brewing project and some arising questions...
« on: January 02, 2003, 03:28:20 pm »
Quote from: "RitschRatsch"

That shure is an option I'm actually considering, as jPCT is shurely a nice thing. I'd ask you to promise to release it under the GPL if you lose interest in jPCT, though. :-)

That time is far far away in the future... :)
But if it ever happens that i'm losing interest in jPCT, GPLing it is an option for sure.

12315
Projects / A brewing project and some arising questions...
« on: December 26, 2002, 08:00:21 pm »
Well, i'm not really happy with the GPL as i'm not really happy with the idea to release the sources. If following projects are GPLed or not doesn't matter that much to me. My point is, that i don't want to see a bunch of variants of jPCT floating around...GPLed or not...and that i can't say "hey, just update to the new version and it'll work" anymore.
Isn't it possible to enhance the license (if required) in a way that basically says: This project is released under the GPL with all the bells and whistles but this particular part of it (jPCT for example) is not and comes with its own license (which it already has), albeit it's part of the distribution/project. I don't have a single problem with jPCT being included in whatever projects, but don't like to be forced to release the sources.

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