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Java Game APIs & Engines / Xith3D Forums / Re: PickingLibrary new supports QuadArrays
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on: 2006-06-30 14:20:47
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You should think about about picking the OpenGL redbook. Its the defacto reference on OpenGL, and gives loks of nifty insight into 3d constructs. Otherwise, you can just take a look at : http://www.falloutsoftware.com/tutorials/gl/gl3.htm . Its got a pretty good example of a triangle fan. Basicly, imagine you have 6 points in your coordinates (A,B,C,D,E,F), then you need to check for triangle ABC, ACD, ADE, AEF. Alex
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Java Game APIs & Engines / Xith3D Forums / Re: Picking, ExtXith3DEnvironment and Perspective Projection
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on: 2006-06-28 23:28:28
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Using your ExtEnv and ExtRender loop, I did some experiements and I think I found a bug: if I do somethig like this: 1 2 3 4 5 6
| scenePass = new RenderPass(RenderPass.PERSPECTIVE_PROJECTION); hudPass = new RenderPass(RenderPass.PARALLEL_PROJECTION); environment.addRenderPass(hudPass); environment.addRenderPass(scenePass); |
Then the picking for scenePass gets calculated as if I was in Perspective Project. However, if I switch the addRender calls 1 2 3 4 5 6
| scenePass = new RenderPass(RenderPass.PERSPECTIVE_PROJECTION); hudPass = new RenderPass(RenderPass.PARALLEL_PROJECTION); environment.addRenderPass(scenePass); environment.addRenderPass(hudPass); |
then the picking results for scenePass are given to me as if I was in Parallel projection, even if I'm displaying in perspective mode. They way I see it, the picking library is using the last projection to resolve the coordinates, not the for the corresponding branch. Alex
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7
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Java Game APIs & Engines / Xith3D Forums / Re: Picking, ExtXith3DEnvironment and Perspective Projection
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on: 2006-06-28 21:46:24
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Actually, I wasn't having problems with the parralel view, its the perspective projection that is giving me incorrect view.
In addition, if I want to implement a game using 3/4 view (ala Diablo for example), then I need parallel view.
As for the PickListener, I could use that, its just that I have to wait for the new frame to render to get my results ... this means I'm going to have to change a lot of logic ...
Alex
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Java Game APIs & Engines / Xith3D Forums / Picking, ExtXith3DEnvironment and Perspective Projection
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on: 2006-06-28 20:48:41
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Hi guys,
Things are slowing moving along. I'm getting a better understand of Xith. However, I just hit a snag.
I'm currently workin with the Picking Library and everything looks good when I'm in Parallel projection (using the most excellent ExtXith3DEnvironment ). However, when I switch to perspective projection and try out picking, I get the same result as if I were in Parallel (i.e. not taking into account the Perspective pass).
Is it possible that MultiPass and Picking don't work ell togheter ?
Alex
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Java Game APIs & Engines / Xith3D Forums / branchgroup.compile?
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on: 2006-06-28 15:48:08
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Hi,
I'm a little confused about the branchgroup.compile() function. I know that it compiles why scene tree into a more render-friendly format, but I'm not sure when I need to call it.
1) If a add an object to the tree, do I need to call it? 2) If I change a transformation on an object, do I need to call it? 3) If B is the child of A and I add C as the child of B ( A <-- B <-- C ), do I call B.compile, or do I need to call A.compile ?
The answer to this question might be useful addition to the Javadoc (cut & paste).
Thank you all for your patience.
Alex
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15
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Java Game APIs & Engines / Xith3D Forums / Re: MultiPassView and Locale
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on: 2006-06-28 15:44:26
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Ok, that helps! Its difficult to start when the Javadoc has errors in it.  The code bellow bring two other questions to mind. 1) When working with a single view, I would use something like 1 2 3 4
| view.getTransform().lookAt( new Vector3f(0, 0, 2.41f), new Vector3f( 0, 0, 0), new Vector3f( 0, 1, 0)); |
Now, that I have two render pass,I still want the perspective pass to look at that direction, but I want the parallel pass to stay fixed. I saw your previous message where you used hud.setCameraMode(View.VIEW_FIXED); , however, what object is hud. I can't find the setCameraMode function in any of my objects (i checked, the view, the nodes, the renderpass, etc). To change the perspective pass, do I still call the lookAt function at the view level? 2) If my two branches (perspective and parallele) are added to the view, do I still need to add them to the local? Thanks
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Java Game APIs & Engines / Xith3D Forums / MultiPassView and Locale
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on: 2006-06-28 05:11:55
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Hi, Quick question for the Xith experts: I want to use a MultiPassView to draw in both Perspective and Parallele view (view for the scene and the hud). When I check the java doc for the MultiPassView constructor, I find: 1 2
| MultiPassView(BranchGroup sceneGraph) Creates a new MultiPassView associating the given Locale with it. |
But when I check, Locale is not a BranchGroup. They are both nodes, but thats about where there common ancestry ends. Im confused. Alex
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Java Game APIs & Engines / Xith3D Forums / glDrawPixels IN Xith3d?
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on: 2006-06-09 14:49:22
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Hi,
My group is currently looking to switch from Jogl (doing everything ourselves) to Xith3d (where a lot is done for us). Xith seems to fit all our needs, except for one thing,
In our old interface, we would use glDrawPixels to draw the UI (the HUD). Is this functionality still available. I know that Xith3d does HUD using JPanel, but in my experiences, support for that has been buggy.
Thanks,
Alex
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20
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Java Game APIs & Engines / Xith3D Forums / Re: Scaling of swing overlay
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on: 2006-04-09 18:02:34
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I think I understand the bug, but I don't know how to fix it in the XithCode.
When you create a fullscreen canvas of 800x600, it is really 800 by 600.
However, when you create a windowed canvas of 800 by 600, it is realy about 770 by 590, after counting in the topbar and the borders.
So when the UI is initializes, it uses a calcPlate() or something like this to calculate the size of the window and figures out the scaling factor of the screen. Since its does not take into account the new size of the screen (770 by 590), it scales improperly.
Any ideas on this?
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Java Game APIs & Engines / Tools Discussion / Re: Webstart Configuration
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on: 2005-07-15 16:56:59
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Me bad, didn't explain myself properly.
It's not Webstart that's not properly configured, it's their browser. So the proper question I should have asked is : Does anybody know of a good resource that will allow people to configure their browser to Webstart starts properly. In my experience, MacOs X is the only OS i've seen where every browser is configured correctly to use Webstart by default. Under Windows, Explorer is usually ok, but I've had to configure Firefox in the pass. With Linux, the browser always needs to be reconfigured.
Alex
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Java Game APIs & Engines / Tools Discussion / Webstart Configuration
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on: 2005-07-14 04:25:19
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Hi,
Im currently working on a project which we wish to distribute using Java WebStart. Unfortunately, we are discovering that a large number of users do not have Java Webstart properly configure (both on Windows and Linux). Does anybody know of a good webpage I can point my users to they can fix their webstart configuration. Most of my users are pretty computer savy, but I don't want to write a WebStart guide if one already exists.
Thanks,
Alex
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Discussions / Miscellaneous Topics / Looking for Java 1.4.0 for AMD 64
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on: 2005-06-09 17:58:12
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Hi,
A friend of mine is doing rearch on visualing data structures in the JVM. Currently, her research works on Sun's JVM 1.4.0. Because of some special plugins, she cannot upgrade JVM.
She wants to run her project on an AMD 64 machines. Does a Sun version of 1.4.0 exist for AMD 64. Does anybody know who I could contact at Sun about this topic?
Thanks,
Alex
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Java Game APIs & Engines / JOGL Development / Re: glGenTextures always returns 0
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on: 2005-05-18 17:54:29
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Wow, that simple statement about only GLEventListener having a valid context solved all my JOGL problems. Thanks!
BTW, I already knew about the excellent Nehe ressources. Almost everything was already working in my program, I just needed to fix that nasty glGen problem and a few bus errors I was getting on Mac.
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Java Game APIs & Engines / JOGL Development / glGenTextures always returns 0
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on: 2005-05-17 18:24:01
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Hi,
I'm currently have problems with glGenTextures always returning a value of 0. After searching a lot of the Net, I found that the most common cause for this is not having a valid rendering context. However, using some println statements, I found that I'm calling glGenTexture after having created glCanvas, showing it, and having completed the init function from my GLEventListener. If I manually assign texture numbers, everything works fine. Oh, and I made sure that glGenTexture is not behind called between a glBegin and a glEnd statement.
Any hints on what could be causing glGenTextures to always return 0.
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Java Game APIs & Engines / Java 2D / Re: Incorrect Insets in Linux
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on: 2005-03-16 01:49:24
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So i decided to go with inserting a Canvas in my JFrame since I need to be able to create a buffer strategy. Right now my code looks like this:
if (fullscreen) { // create bufferstrategy on jframe // draw in jframe } else { // insert canvas in jframe // create bufferstrategy on canvas // draw in canvas }
Also, in fullscreen mode, I put the mouseListener on the jframe. In window mode, the mouseListener goes on the canvas.
So everything looks stable. I'm doing extensive testing tomorrow. I'll post if I have any problems.
Thanks for the help.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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