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1  Java Game APIs & Engines / Xith3D Forums / backface-clipping on: 2005-06-05 18:47:52
hi, do I have to activate this clipping for every Shae3D seperately, with the help of a PolygonAttributes-object, or is there a central way of doing it?
2  Java Game APIs & Engines / Xith3D Forums / Goraud-Shading on: 2005-06-05 18:44:17
hi, I use shading like described in the thread "shading" (the normal way).
But I noticed that flat-shading is used so I tried to activate smooth goraud-shading. I created an ColoringAttributes-object, used setShadeModel(ColoringAttributes.SHADE_GOURAUD) and added it to the object's  Appearance. But no difference can be seen.
So thx for help Smiley
3  Java Game APIs & Engines / Xith3D Forums / Re: Shading on: 2005-05-31 09:57:26
thank you very much arne, it finally works now Smiley
I forgot to add normals Sad
thx & cu
4  Java Game APIs & Engines / Xith3D Forums / Re: Shading on: 2005-05-30 09:13:22
Sad it doesn't work. Is it really that complicated to use simple shading in Xith? Has noone ever used it succesfully? In poor openGL it's quite simple. It seems I have to use it directly.
5  Java Game APIs & Engines / Xith3D Forums / Re: Shading on: 2005-05-28 10:40:21
hi & thx. I'm trying it on Monday, althoug I don't know how that influences shading.
6  Java Game APIs & Engines / Xith3D Forums / Re: Shading on: 2005-05-27 10:50:40
I played a bit with the settings but none did what I wanted them to do Sad
7  Java Game APIs & Engines / Xith3D Forums / Re: Shading on: 2005-05-27 10:49:49
hi & thx for your answer.
I use the normal HelloXith3D-demo with a light:

PointLight l=new PointLight();
l.setColor(new Color3f(1,0,0));
l.setLocation(new Point3f(0,0,4f));

and the cube with some attributes:

Geometry geo = Cube.createCubeViaTriangles(0, 0, 0, 1, true);        
           Appearance ap=new Appearance();            
           Material m=new Material(true);
           m.setEmissiveColor(new Color3f(1,0.5f,0.5f));
           ColoringAttributes ca=new ColoringAttributes(new Color3f(1,0.5f,0.5f), ColoringAttributes.SHADE_FLAT);
           Shape3D sh=new Shape3D(geo, ap);
8  Java Game APIs & Engines / Xith3D Forums / Shading on: 2005-05-25 11:52:58
hi, I tried to use shading in my small program. It is actually the HelloXith3D-code. I deactivated the colors of the cube, put a PointLight to the cam's position and enabled lighting  in the cube's material and in the RenderAttributes of the canvasPeer.
Now the cube is lit in a nice red light but without shading. You can't see the edges in front of the cam. It's like one level surface that is now red.
I belive someone here can help me,
thx & cu
9  Java Game APIs & Engines / Xith3D Forums / Re: Link+SharedGroup on: 2004-12-18 05:37:09
Smiley itistoday, no stress. it's not that due. I just meant it would be great if u completed it somewhen in the near future. thank u for your engagement :]
10  Java Game APIs & Engines / Xith3D Forums / Re: Link+SharedGroup on: 2004-12-15 05:31:32
hi & thx to all.
itistoday, pls hurry Smiley
we need it for our college-project. Otherwise our professor will tear our bodies in small pieces Smiley
11  Java Game APIs & Engines / Xith3D Forums / Re: Link+SharedGroup on: 2004-12-14 09:55:37
hi and thx.
for normal nodes it works well, but e.g. when I want to make a copy of a md2-model I can see 2 figures, but they always have the same animation at the same time  Sad.
Maybe I find a way to solve the prob.
If someone knows anythinh, pls tell me, thx, cu
12  Java Game APIs & Engines / Xith3D Forums / Link+SharedGroup on: 2004-12-05 18:28:29
hi, ich tried to render 1 Shape3D at 2 different positions. Xith just draw it once. So I tried the Link-class and the SharedGroup. But it didn't work either.
1) I created my scene
2) I put a TransformGroup (t1) at the scene
3) and a second one (t2) at the scene, too
4) I created a SharedGroup (sg) and gave it my Shape3D as child
5) I put a Link under t1 and gave it sg
6) and a second link under t2
Now Xith only draws the Shape3D at the position that is located last.
What am I gonna do?
Thx 4 help, cya
13  Java Game APIs & Engines / Xith3D Forums / Re: Culling on: 2004-11-16 17:22:00
ok, thx, that helped a lot
14  Java Game APIs & Engines / Xith3D Forums / Re: Culling on: 2004-11-16 06:48:12
ok, thx. Does Xith create such volumes also when the object is created with the 3ds or md2 loader?
thx, cu
15  Java Game APIs & Engines / Xith3D Forums / Culling on: 2004-11-14 12:43:14
hi, does Xith cull (frustrum culling) by default?
So when I add some objects (spheres, boxes,...) does Xith make a bounding-volume around theese objects by itself and then culls them, or do I have to create the boundings?
thx, cu
16  Java Game APIs & Engines / Xith3D Forums / Bounding-Groups on: 2004-11-14 12:41:15
hi, is it possible, to make a kind of bounding-group?
E.g., I have a couple of trees and because Xith should not cull (frustrum culling) every tree, I want to have one bounding-volume around all the trees.
Thx, cu
17  Discussions / General Discussions / Re: Deep Copy of Models on: 2004-11-06 10:32:12
hi and thx for all Smiley

this is a good idea, but so I need control of each frame within the animations. I don't know much about animation, but I wanted to use the AseFile from Xith. I saw a commnd like 'setAnimation("name");'. I thougt, this way, I would just start the animation. And the animation controlls the single frames to be shown.
18  Discussions / General Discussions / Deep Copy of Models on: 2004-11-04 11:52:36
Hi, how do I make a deep copy (not just a reference) of a loaded model (i.e. a creature)?
When I want to show 2 creatures of the same kind, one jumping and one walking, I need to have 2 copies of the original model.
Pls, tell me how, or if there r better ways in solving my problem.
Thx, cu
19  Game Development / Performance Tuning / Re: Y not let Hardware do transformations? on: 2004-10-30 16:05:32
u don't have to get the matrix back.
There r very effective calls in openGL directly for rotation, translation and scaling: glRotate, glTranslate and glScale. But theese commands r never used by Xith. Xith itself calculates a matrix and sends it to openGL by the much less efficient method glMultMatrix.
So, when I have to change (move, rotate) 100 objects in my scene the CPU has to do all the transformations, possibly hundreds.
Normally in openGL u walk through your scenegraph and call glRotate....
20  Game Development / Performance Tuning / Y not let Hardware do transformations? on: 2004-10-30 13:17:26
hi, y the hell, does Xith let the CPU do the matrix calculations and not openGL and the GFX-Card??
For example in the Class Transform3D:

private MatrixExt4f matrix = null;

public void rotX(float angle) {

MatrixExt4f is a subclass from Matrix4f from the package javax.vecmath.

One of the main advantages of today's GFX-Cards is that they do all the expensive calculations.
Pls, someone help me
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