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 - ErDetEnAnd?

Pages: 1 2 3 [4] 5 6
46
Support / Re: Transparent blitting
« on: December 22, 2008, 08:28:01 pm »
Exactly and impressive!

Respect for your work with this engine, but you really should elaborate the rather bland doc for this engine (eg. with references from the blit to the alpha-channel texture). It would take time but really pay off.

Btw. where do I find the version of my jPCT?

47
Support / Re: Transparent blitting
« on: December 22, 2008, 07:59:51 pm »
Another 2 issues:

Where do I find the package version of a downloaded jPCT?

The blit method you refered to makes colors less than 0x0f transparent using transparency. I guess this is correct. However setting the transvalue argument to -1 (disabled), the method is ignoring the alpha-channel. Again, how to I draw a dark image with the only transparent pixels having an alpha-value?

48
Support / Re: Transparent blitting
« on: December 22, 2008, 06:35:55 pm »
Thank you.

I had to update my jPCT version in order to get that method, but know my billboarding objects not facing the camera and not transformed. What is changed?

49
Support / Transparent blitting
« on: December 22, 2008, 04:18:33 pm »
Hello!

How do I blit a dark picture (r/g/b<0x0F) using transparency?

When blitting images the image must fit into a texture, even though the extra space in unwanted. The image cannot be scaled, thus the extra space is made transparent using an alpha channel (see image).



Using a dark(er) image as destination, and a transparent border as source to fit into a texture, blitting by

public void blit(Texture src,
                 int srcX,
                 int srcY,
                 int destX,
                 int destY,
                 int width,
                 int height,
                 boolean transparent)

doesn't make use of the alpha values. So how do I fit a darker image into a texture, showing only the image?

50
Support / Blit with z-value.
« on: December 18, 2008, 09:13:03 am »
Hello again guys.

I need text to appear among the object3ds, and cant find the right way to go.

Can it be achieved by assigning the texture to an object3d, and make the object invisible by using alpha-values in the texture?

Please help.

51
Support / Re: Get world position of untransformed object.
« on: December 10, 2008, 03:56:30 pm »
It must be a lack of understanding.

Isn't a loaded 3ds model placed in the world according to its vertice values, or at world origom or? If the model (an edge to be simple) has a vertex with value 100,100,100 and another at 20,20,20, I would at first think that I could get the object's center in worldspace somehow. Which is 60,60,60.

52
Support / Get world position of untransformed object.
« on: December 10, 2008, 11:28:34 am »
Hi.

I've imported an object3d an need to translate it to world origo, but how to I get the objects world position when it hasn't been transformed?

53
Support / Re: Translation on rotation
« on: November 28, 2008, 07:24:51 pm »
Almost all the complex models i've downloaded from web repositories were dislocated. I'll take a closer look and paste the result if I still find the problem.

Thank you for the hint about the pivot. It solved the problem.

54
Support / Re: Translation on rotation
« on: November 27, 2008, 10:05:25 pm »
Do the operations on the merged object is prefered, however, several 3ds test have shown that their subobjects were dislocated. I cant imagine that you haven't experienced this, or did I miss something?

55
Support / Re: Translation on rotation
« on: November 27, 2008, 06:23:26 pm »
You mean obj.getCenter()!=obj.getRotationPivot()

Both object center: 0,0,0 from obj.getCenter()
respective rotation pivot: 0,0,0 from obj.getRotationPivot()

56
Support / Translation on rotation
« on: November 27, 2008, 04:57:52 pm »
Put sense into this.

// I read a 3DS file that contains 2 object3ds.
Object3D[] obj = Loader.read(...)

// I have translation and rotation offsets for both object3ds.
obj[0].translate(translation_offset1);
obj[1].translate(translation_offset2);
obj[0].translateMesh();
obj[1].translateMesh();

obj[0].rotateX(rotation_offset1);
obj[1].rotateX(rotation_offset2);
obj[0].rotateMesh();
obj[1].rotateMesh();

Object3D o3d = o3ds[0];
            for (Object3D o: o3ds)
                if (o!=o3d)
                    o3d = Object3D.mergeObjects(o3d, o);

o3d is added to the world etc.

Why is mesh translation/rotation necessary when merging objects?
Without rotation the translation part works, but then I rotate and the obj moves!? Why does it move on rotation?

57
Support / Re: GLCanvasRender performance and mouse events
« on: October 01, 2008, 09:56:43 am »

58
Support / Re: GLCanvasRender performance and mouse events
« on: October 01, 2008, 09:49:19 am »
From an experienced gamer's point of view I'd say 30+ frames/s in the loop regardless of render, and same fps with mouse using the software render.

Compared to:

Less than 1 frame/s using the mouse (same code) and the opengl canvas render.

59
Support / Re: GLCanvasRender performance and mouse events
« on: October 01, 2008, 09:31:35 am »
The issue is not the fps-counter, but the fps I get when using the mouse compared to the infinite loop (above). The visual result is still the same: smooth scene movement in the loop, and very poor fps on mouse drag - the mouse drag is calling the render method less times than the loop. The rendering nearly stops if i move the mouse quick enough - and thats not very fast. With software rendering the fps are also fine when rotating with mouse drag events.

Does anyone have experience with the GLCanvasRender and mouse events?

60
Support / Re: GLCanvasRender performance and mouse events
« on: September 30, 2008, 09:27:29 pm »
Info: The mouse drag events dont seem to have same effect on the software render.

Pages: 1 2 3 [4] 5 6