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Discussions / Miscellaneous Topics / Re: Locking threads
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on: 2004-10-25 17:43:58
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Sorry, but that's too important to remain silent. History repeats itself all over again. We were 2 posts from the first mention of Hitler I reckon... ... when it is put into perspective, mentioning Hitler isn't bad at all. Many people know what he did, but few know how something like this could happen in the first place. History must not repeat itself when it comes down to such an issue. Therefore Malohkan's quote should be taken seriously and should have a chance of beeing discussed! Don't forget and don't ignore - even (or especially) when it is not that easy to deal with... Just my opinion, gismo
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Game Development / Newbie & Debugging Questions / webstart file access
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on: 2004-10-04 16:57:58
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I like to provide a property file with my webstart application for changing some of features/properties before startup. Putting the file into a jar seems to be no solution, as it is only readable; providing it as a resource in the jnlp-file didn't work, because only jar's are allowed (that, unfortunately, makes totally sense :-/). Does anyone knows if it is possible to make the file easily (not hidden somewhere in the javaws directory) accessible by the user on the client-side? Or are there any alternatives? thx, gismo 
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4
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Java Game APIs & Engines / Xith3D Forums / PointLight and FPS
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on: 2004-10-04 11:54:49
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I noticed that my fps drops down quite a lot when using one PointLight. I never thought that it would have such a big impact on the performance. Is this a normal behavior? Where is the bottleneck (GFX card, driver, OpenGL, Jogl, Xith or maybe the shape geometry)?
My scene contains basically one terrain shape (IndexedTriangeStripArray) and I got a GeForce 3 and P4 2.4Ghz.
Terrain (350k) - w/o light 20 fps Terrain (350k) - one ambient light 20 fps Terrain (350k) - one directional light 16 fps Terrain (350k) - one point light 10 fps Terrain (350k) - one of each 10 fps
Terrain (110k) - w/o light 31 fps Terrain (110k) - one ambient light 30 fps Terrain (110k) - one directional light 30 fps Terrain (110k) - one point light 22 fps Terrain (110k) - one of each 26 fps (!)
...just curious - gismo ;-)
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7
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Java Game APIs & Engines / JOGL Development / glSelectBuffer - NVIDIA
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on: 2004-06-15 12:27:48
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Hi, I'm having some trouble with picking. Not sure if it is related to Xith or jogl. Here's what I get when picking the terrain of my scene: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
| Init GL is net.java.games.jogl.impl.windows.WindowsGLImpl OpenGL Renderer = GeForce3/AGP/SSE2 OpenGL Version = 1.5.0 OpenGL Vendor = NVIDIA Corporation OpenGL Extensions = GL_ARB_depth_texture ... No Fragment Program support, skipping Picking at 267, 213 java.lang.UnsatisfiedLinkError: glSelectBuffer at net.java.games.jogl.impl.windows.WindowsGLImpl.glSelectBuffer(Native Method) at com.xith3d.render.jogl.CanvasPeerImpl.renderStart(CanvasPeerImpl.java:361) at com.xith3d.render.jogl.CanvasPeerImpl.display(CanvasPeerImpl.java:891) at net.java.games.jogl.impl.GLDrawableHelper.display(GLDrawableHelper.java:74) at net.java.games.jogl.GLCanvas$DisplayAction.run(GLCanvas.java:194) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:192) at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182) at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82) at com.xith3d.render.jogl.CanvasPeerImpl.render(CanvasPeerImpl.java:1007) |
Whats strange is, that picking works (in the same app) on a Radeon 7500 (Catalyst 4.6) but not on my good old GeForce 3 (Driver 56.72)! Any ideas why this happens and how I can fix it?
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Java Game APIs & Engines / Xith3D Forums / Re: GL_SELECT causes long delay
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on: 2004-04-21 11:52:31
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We tried the testcase and got the following results: - Geforce3, driver version 6.14.10.5672: 2-3 sec. - Geforce4 ti4600, driver version 5.6.7.2: 2-3 sec. - Radeon 9200, catalyst 4.3: about 7 sec. the geforce4 showed some strange artefacts. But this is probably related to the old driver:  On every system we saw the "ghost window". When I maximized it on the geforce3 system, it was just black and everything else still worked fine. I checked my app on the geforce3 system and noticed times between 2-3 seconds with 80.000 triangles and about 4 seconds for 160.000 triangles. I never had problems with the ghost window in my app. hope it helps, gismo
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Java Game APIs & Engines / Xith3D Forums / Re: Changes to match latest JOGL build
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on: 2004-04-18 20:49:00
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b) GL_SELECT: I can confirm this although I definitely use an older Xith3D and JOGL build. Like bombadil said it takes about 3 seconds to pick a Shape with prox. 60000 Polygons. I thought this might be related to my scenegraph structure: The shape is about 6 nodes under the root, so I had to set each one pickable... Since then, I haven't done any additional tests.
gismo
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Java Game APIs & Engines / Xith3D Forums / Re: GIS app
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on: 2004-03-23 08:58:32
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I am not sure if I understand you right, Roger. Basically you can do pretty much everything within xith or at least with java. You just should be aware what you like to achieve and what the cost for that are. We are using two approaches related to coordinate systems. The first one scales down the real world coordinates of a map to fit into specified Xith coordinate bounding box (for example a box of 10 units). But be aware that his could lead to problems related to accuracy (z-buffering, collision detecting, picking ...). The other one simply maps one real world unit to one unit in xith coordinate space. If you got very high coordinate values, then you should use a org.xith3d.scenegraph.Locale to offset you data. So far we can load terrain data and vector data for overlays like roads, oceans, etc and you can fly around and look at various features. I know that this is not really related to xith, but integrating vector data into the terrain is our next goal. Right now we load terrain data and drape different maps (topology, soil, orthophotos,...) on top of it. How do you integrate features in your terrain? We are about to implement an algorithm from Lenk ( http://www.ipi.uni-hannover.de/isprs-wg2-4/oeepe01_pdfs/lenk_paper.pdf). This algorithm is superfast and looks pretty cool. It "seams" the data into the terrain. Do you use a similar approach or know of other methods to do this? gismo
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Java Game APIs & Engines / Xith3D Forums / Re: GIS app
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on: 2004-03-22 22:18:40
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I'd like to box the maps in a cube and texture map weather conditions on the cube sides... I think the most difficult part is getting the data. How to texture cubes is explained in the Xith3D tutorials and examples... but I'm not there yet. happy coding  , gismo
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Java Game APIs & Engines / Xith3D Forums / Re: GIS app
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on: 2004-03-22 21:48:55
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Still gotta get city maps and hopefully some topology data to create height maps, but I'm still in the early phases. For example, I don't know how to take a map and assign it to a GPS coordinate system. There are quite a few GIS packages out there. I am sure you heard about ArcView/ArcInfo which are designed for exactly that purpose. But there are also a lot of other free GIS packages available (you might wanna take a look at http://www.freegis.org. If you are interested in Web Services, check out http://deegree.sourceforge.net/Do you want to write your own app or are you just interested in getting the maps done? Should it be interactive and/or in 3D? gismo
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Java Game APIs & Engines / Xith3D Forums / Re: GIS app
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on: 2004-03-22 21:13:25
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Hi, I am about to implement an interactive 3D client for Web Mapping Services. I did simliar stuff a while ago with Java3D but think it's time to try Xith3D  ! So I ported my client and am very happy  about it! I think Xith3D will become a great API (not only for games!). BTW, to all the devs: Two thumbs up! One crucial point for us will be offscreen and stereo rendering. Any chance to get it up and running in the next couple of weeks/month? What are you up to, Roger? gismo
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Java Game APIs & Engines / Xith3D Forums / Re: kev 3ds loaders setBounds
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on: 2004-03-04 17:13:22
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Yes, using 32bpp PNG textures solved the problem  , but it wasn't easy to find a tool that is able of writing/converting 32bpp PNGs (What are you guy using?) XFrog textures are TIFFs with alpha channel. In the first place I converted them to PNG, but only to 24bpp with transparency based on color opacity (-1 for Photoshop7 and PaintShopPro7  ) AC3D imported and displayed the XFrog-3DS model with 24bpp PNGs correctly, tough (as far as I remember DE didn't) Now, I am using ImageMagick to convert the RGBA-TIFF to 32bpp PNG and bingo, xith-rendered XFrog trees looks sweeeet...  Thanks for support, gismo
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Java Game APIs & Engines / Xith3D Forums / Updating TransformGroup
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on: 2004-03-03 13:00:48
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Hi, I like to use a JSlider to change a TransformGroup at runtime. What I do is simply 1
| tg.getTransform().setTranslation(new Vector3f(0,0,value)); |
Although the Transform3D seems to be updated immediately, I see the result only after moving the viewpoint. I remember that somebody had a similar question a while ago, but I couldn't find it. What am I doing wrong? PS: The new Logo is +1 and the new build fixed a lot of Texture problems... Xith3D simply rules!!! 
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Java Game APIs & Engines / JOGL Development / Re: ATI 9800pro
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on: 2004-02-09 17:04:03
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Well, maybe some more people report their problems here in the forum? Well, my program crashes (error outside VM - [atioglxx.dll]) when setting some TIN geometry to wireframe. I tried the radeon 7500 and 9200 running on 4.1 catalyst drivers. I haven't checked older drivers, but the same code worked for a GF4600ti and FX5600... 
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