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Java Game APIs & Engines / Xith3D Forums / Goraud-Shading
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on: 2005-06-05 20:44:17
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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 
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Java Game APIs & Engines / Xith3D Forums / Re: Shading
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on: 2005-05-30 11:13:22
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 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. cu
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Java Game APIs & Engines / Xith3D Forums / Re: Shading
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on: 2005-05-27 12:49:49
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hi & thx for your answer. I use the normal HelloXith3D-demo with a light:
PointLight l=new PointLight(); l.setEnable(true); l.setColor(new Color3f(1,0,0)); l.setLocation(new Point3f(0,0,4f)); scene.addChild(l);
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.setDiffuseColor(1,0.5f,0.5f); m.setEmissiveColor(new Color3f(1,0.5f,0.5f)); m.setShininess(0.9f); m.setSpecularColor(1,0.5f,0.5f); ap.setMaterial(m); ColoringAttributes ca=new ColoringAttributes(new Color3f(1,0.5f,0.5f), ColoringAttributes.SHADE_FLAT); ap.setColoringAttributes(ca); Shape3D sh=new Shape3D(geo, ap);
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Java Game APIs & Engines / Xith3D Forums / Shading
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on: 2005-05-25 13:52:58
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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
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11
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Java Game APIs & Engines / Xith3D Forums / Re: Link+SharedGroup
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on: 2004-12-14 10:55:37
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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  . Maybe I find a way to solve the prob. If someone knows anythinh, pls tell me, thx, cu
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Java Game APIs & Engines / Xith3D Forums / Link+SharedGroup
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on: 2004-12-05 19:28:29
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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
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Java Game APIs & Engines / Xith3D Forums / Culling
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on: 2004-11-14 13:43:14
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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
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Java Game APIs & Engines / Xith3D Forums / Bounding-Groups
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on: 2004-11-14 13:41:15
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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
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Discussions / General Discussions / Re: Deep Copy of Models
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on: 2004-11-06 11:32:12
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hi and thx for all  @kul_th_las: 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.
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Discussions / General Discussions / Deep Copy of Models
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on: 2004-11-04 12:52:36
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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
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19
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Game Development / Performance Tuning / Re: Y not let Hardware do transformations?
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on: 2004-10-30 18:05:32
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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....
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Game Development / Performance Tuning / Y not let Hardware do transformations?
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on: 2004-10-30 15:17:26
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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) { setIdentity(); matrix.rotX(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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