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1  Java Game APIs & Engines / Xith3D Forums / Re: Who wants shadow support? on: 2004-11-08 06:07:20
and a double order of fries thanks.  It's a nice idea to have shadows and IMHO there are a lot of extremely talented people working on Xith3d, but I think it will take a very directed and concentrated effort to get fully functioning shadow support into xith.  *shrug* hopefully somebody will prove me wrong.
2  Java Game APIs & Engines / Xith3D Forums / Triangulation on: 2004-08-03 05:45:16
Hey, I have an object of class java.awt.Polygon (extends java.awt.Shape) which currently has stored in it a set of vertices.  I can retrieve the order and positions of the vertices in 2D space using the PathIterator from the Polygon class.  

I was hoping to be able to render the Shape using those set of vertices in Xith3D, however Xith3D only renders in triangles/quads not polygons (correct me if I'm wrong here) so I was wondering if anybody knew of any algorithms or links to such algorithms that might be able to form a set of triangles out of the given set of points?

Bit of a strange question I know, just wondering if anybody could think of a workaround/solution though?

Thanks in advance.
3  Java Game APIs & Engines / Xith3D Forums / Re: Let there be Fog. on: 2004-08-03 05:36:30
Awesome, so fog should be pretty much finished off then?
4  Java Game APIs & Engines / Xith3D Forums / Re: Let there be Fog. on: 2004-08-02 05:46:25
Yeah I meant to mention something about that, it sort of seems like both Linear and Exponential fog allow for setting of front and back distances and density as well as that GL.GL_NICEST rendering hint.  

I just left it with some default values for each to try and keep the LinearFog and ExponentialFog nodes similar to the Java3D ones, although I'm sure it would be possible to allow the setting of density + front/back distances in both ExponentialFog and LinearFog nodes with minimal effort.  Personally I don't really know enough about JOGL/OpenGL to know what all the rendering options for fog are though?   :-/
5  Java Game APIs & Engines / Xith3D Forums / Re: Effort to improve the Xith3D API documentation on: 2004-07-29 05:36:35
+1 also
6  Java Game APIs & Engines / Xith3D Forums / Re: Javadoc Comments on: 2004-07-28 11:49:07
Yeah I think organising some kind of collaborative effort would be a very good idea assuming can get enough people.  Count me in.
7  Java Game APIs & Engines / Xith3D Forums / Javadoc Comments on: 2004-07-28 05:37:06
Just thinking that current Xith3D javadoc comments aren't as good as they could be, most of them are only 1 or 2 lines long and I seem to find myself continuously looking @ the Java3D javadoc comments to get a more precise idea of what some classes/methods do.

I was just wondering if anyone had any thoughts on just how much rephrasing would have to be done (so as not to bring up any copyright/licensing issues and to make them specific to Xith3D) if some of the javadoc comments from Java3D were exported across into Xith3D?
8  Java Game APIs & Engines / Xith3D Forums / Re: Let there be Fog. on: 2004-07-26 04:25:54
Kewl, thanks, glad to have helped.  Smiley
9  Java Game APIs & Engines / Xith3D Forums / Re: Let there be Fog. on: 2004-07-25 08:18:00
Added zip file containing the OLD files I edited and the NEW files that I ended up with.  Included is also a collection of 10 .txt files that were the output from the cygwin "diff" command when comparing the old and new files so hopefully they should help a bit.  The old files that I edited are from the
"Xith3D_2004-05-03_cvs.tar.gz" file as downloaded from
xith3d.org/downloads/build/2004-05-03_cvs/ directory.

I will work on doing up a simple test case for it now, and hopefully submit it shortly as an attachment onto Issue 78 thingy also.

Argh, just noticed I forgot to remove a line I was using to test the code from FogShader.java, please remove line 98 of FogShader.java when using it, the line looks like this:
System.out.println("Added some fog! numFogs=" + numFogs + ";");


[EDITED POST:  Added 2 x .java test files for testing of ExponentialFog and LinearFog nodes to Issue 78.  Place files in com.xith3d.test package to compile, use Up/Down arrow keys to move forwards/backwards to see the effects of the fog - ExponentialFog settings might need some tweaking too, anything > 0.1f for fog density seems to be REALLY thick fog.]
10  Java Game APIs & Engines / Xith3D Forums / Re: Let there be Fog. on: 2004-07-25 05:55:39
Sorry yeah, having a bit of trouble with the whole making a patch file thing at the moment.  Sad

Is it okay if I just zip the files that I have changed/added and add a note as to where the changes are?  Sorry again, I'm new to the whole making patches thing.
11  Java Game APIs & Engines / Xith3D Forums / Let there be Fog. on: 2004-07-24 12:52:54
Hey, I believe I have successfully implemented LinearFog and ExponentialFog in Xith3D, I have tested them both using JOGL for rendering and I *think* the LWJGL one works too but I haven't tested it yet.

Currently it seems impossible to have more than 1 Fog node in the scenegraph but I haven't the *foggiest* idea why this is. (hehehehe)  I'm not sure if this is due to JOGL not being able to render more than 1 instance of fog or simply because my JOGL code is just sucky.  So at the moment if two Fog type nodes are added the last one to be added to the scenegraph will be the only one displayed.  I don't really think too many people would really need > 1 Fog node in the scenegraph anyway?  But it's a start.

PICTURES:
No Fog:
http://www.users.on.net/~jwinters/nofog.jpg

Linear Fog:
http://www.users.on.net/~jwinters/linearfog.jpg

Exponential Fog:
http://www.users.on.net/~jwinters/exponentialfog.jpg


This is the list of files I ended up adding/changing (2 new files FogShader.java and FogShaderPeer.java).  Basically all I did was copy the code from how Light nodes are already rendered in the scenegraph and apply it to Fog nodes, so it should fit in fairly nicely.

CHANGES:
View.java (scenegraph package - added instanceof check for Fog nodes if "nn" node variable is a state modifier)
ViewState.java (render package - added variables to store/support new FogShader class)
ViewStack.java (render package - added variables to store/support new FogShader class)
Fog.java (scenegraph package - added stateModifier = true)
FogShader.java (render package - newly created class to store rendering/shading information about Fog nodes)
ShapeAtom.java (render package - changed so that FogShader object in ViewState object is added as a shader correctly along with the LightingShader object)

RenderPeerImpl.java (render.jogl package - changed so that FogShaderPeer is registered shader class for FogShader class)
FogShaderPeer.java (render.jogl package - newly created class to handle rendering of fog)

RenderPeerImpl.java (render.lwjgl package - changed so that FogShaderPeer is registered shader class for FogShader class)
FogShaderPeer.java (render.lwjgl package - newly created class to handle rendering of fog)


Can somebody please tell me how I submit the changes/updates that I have made to the Xith3D code?

Also what is the difference between GL_EXP and GL_EXP2 fog modes in JOGL?  Currently set ExponentialFog to use GL_EXP mode instead of GL_EXP2 mode (and LinearFog is set to GL_LINEAR mode).

Thanks.
12  Java Game APIs & Engines / Xith3D Forums / Re: Fog not visible on: 2004-07-23 10:21:14
I was thinking maybe that the reason that your code wasn't working was because you hadn't called the setInfluencingBounds(new BoundingSphere(new Point3f(), 1000.0f));  method to set the bounds of the ExponentialFog node.  But I tried that and it didn't seem to work either for me.

It would seem that Xith3D doesn't have fog support yet?
:-/
13  Java Game APIs & Engines / Xith3D Forums / Re: java 1.5 on: 2004-07-20 16:24:46
Java 1.5.0 beta 2 here with Xith3D 2004-05-03 CVS tarball, runs like a charm windowed and full screen.  Although I'm still annoyed that a single Shape3D node doesn't support multiple Geometry nodes in it (loved the "todo" comment in the Shape3D.java source code).   Tongue
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