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1  Java Game APIs & Engines / Xith3D Forums / Re: Text2D quality problem on: 2006-07-31 10:29:02
ah .. i guess i know what you mean ... i had the same problem in the text2d demo ... i guess it is due to the way java2d renders the characters on the image ...
i guess they are antialiased somehow which results in a conora ...

greets ... Golly
2  Java Game APIs & Engines / Xith3D Forums / Re: Text2D quality problem on: 2006-07-29 13:42:00
can you specify 'ugly' ? ... i had no problems in scaling the Char2D's ... (which is why i created no scaling method)
3  Java Game APIs & Engines / Xith3D Forums / Re: Roadmap for 0.9.0 on: 2006-07-25 16:57:21
- CelShading : Well I forgot to commit when I posted this message. Look again, I now put again Java Cool Dude's model it's not working properly : outline is OK but white/gray shades are wrong.. Goliat, any idea ? I compared with previous version and nothing has changed apparently...

sorry ... haven't followed this one
that problem can't be related to my stuff ... the 'old' assembler style shader stuff that jcd is using there is totally unrelated to the 'new' glsl ones
(at least i think so)
4  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-24 19:59:52
@ bohdan: sorry must have forgotten that about being happy that shaders worked Wink
@ Qudus: thanks for submitting the stuff ... and for the quick fix

@ arne: ... no it isn't Smiley
5  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-22 14:15:23
actually i haven't heard anything from arne currently ...

but i'll attach 'my work'  as to patches against the current cvs tree so anyone with access can commit this ...

i have included a 'shader loader' ... which is in fact just a copy of the textureloader changed to support shaders (with caching and stuff)
but you can create the shaders yourself if you want

using shaders is easy to ... just create a GLSLShaderProgram, add GLSLVertexShaders and/or GLSLFramentShaders, add the program to your appearance with setGLSLShaderProgram ... enjoy Smiley ... i included a (very simple) demo for reference

as a last note i must mention that i won't support this patch ... i'm sorry ... and there won't be any updates to this too ...
but this stuff 'as is' is pretty usable ...

So far ... Flo

(the txt files in the attachment are in fact eclipse compatible patch files)
6  Java Game APIs & Engines / Xith3D Forums / Re: TimerInterface / JavaTimer on: 2006-07-20 17:01:16
it should be kept for java3d compability reasons ... even if it's just a wrapper to System.nanoTime
7  Java Game APIs & Engines / Xith3D Forums / Re: text3d package updated on: 2006-07-19 09:56:08
i can't say i'm happy with you changing stuff all over the cvs tree ... but i guess in this case it was for good ... my stuff is very unorganized Wink
8  Java Game APIs & Engines / Xith3D Forums / Re: QuickHUD on: 2006-07-17 14:06:09
that's not entirely true ...
this implementation seperates the FPS (frames per second) from the UPS (game logic updates per second)
and tries to hold a given ups rate at the cost of suspending rendering calls where necessary
for the user this results in smoother viewing as the updates are constantly kept the same even in graphic intensiv scenes
you can set the maximum number of skipped render calls so it won't drop below a fixed point
but afaik it won't annoy the view if the fps drops down to ~25fps as long as the ups stay at the needed rate

so far ... Flo
9  Java Game APIs & Engines / Xith3D Forums / Re: QuickHUD on: 2006-07-17 09:34:21
No offense, but why don't you use RenderLoop?

i actually don't want to use the render loop too ... i like the way shown in the book 'Killer game programming for java' ... it uses a single thread, but suspends the rendering if necessary to achieve a given ups (updates per second) rate
have a look at one implementation here:
10  Java Game APIs & Engines / Xith3D Forums / Re: Xith direction, something to talk about. on: 2006-07-17 09:20:26
i guess i should throw in my suggestion about seperating the core in several parts ... have a look at the later parts of this thread:

OTOH i believe that xith is missing some form of overall managment ... having a complete community based project like xith may work for some time but you can't deny that now that xith got that complex and large it doesn't work well anymore ... just have a look at all that stuff that is created twice ... got inserted in the project ... and every user is creating it again just because he doesn't know it exists

i believe that having a 'control instance' ... maybe even a jsr entry ... will lead to clearer design, more 'overview and generally better results as it forces the community to concentrate on specific milestones to reach ...
the downside will be slower code development and longer times that will be needed to check if new contributions will brake other parts

so far ... Flo
11  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-17 08:21:43
Which direct implications do you see : what should be done first.. Try to make the renderer a separate project and remove any dependencies ?
not necessarily a seperate project but a seperate unit ... i don't know for sure ... but i believe nobody from the community can tell how everything inside the renderer works (i got very confused when i implemented shader support) ... seperating it would make at least this part much easier

another thing that would be possible would be to split the scenegraph stuff in two parts, not like qudus suggests (create a new branch and leave an old, (unsupported?), but java3d compilant branch behind) but two packages in the main branch one java3d compilant, one with xith3d specific patches
(actually there should be 3 packages in this case ... one scenegraph-base which would hold common elements between the xith3d and the java3d interface)

@marvin: no i had no need for a hud system, and ,although this doesn't mean the new system is bad, i believe using a scenebased solution for 2d and maybe  10 quads is overkill ... (actually i read some threads here on where they suggest to use a pure ogl implementation for 2d games)

so far ... Flo
12  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-14 10:34:02
@hawkwind sorry ... it's not image :/ ... its a zipped patch file against the cvs tree ... but i guess after all those changes it doesn't work anymore

@blusky i guess it would be good to have several layers of functionality ... both in the core and the toolkit ... first layer would be the renderer system ... so you could use the abstracted renderer layer without any scenegraph functionality ... for example as a base for other engines
i haven't tried to acomplish this ... but i don't believe it would be possible at the moment due to dependencies on other parts of xith ... which in my eyes is a sign of bad source organisation ...
once the renderer is isolated we should assign some people to analyse this subsystem ... optimize it for performance and try to make it a more general rendering subsystem ...

same thing goes with the sound system (although i have never used it)

with a isolated renderer it should be possible to have several module accessing it in one program, example: the scenegraph (which in my eyes provides most xith functionality), and a (not yet existing) gui system. Each one having the same access to the renderer.
In my eyes the reason there is no such gui system is the fact that xith rendering is bound to work over the scenegraph ... it would be much easier to have direct access to the renderer ( scenegraph rendering finished -> switch to parallel and render some images over the whole thing )

so far
13  Java Game APIs & Engines / Xith3D Forums / Re: Getting Snapshot on: 2006-07-12 16:39:48
yep ... your code is fine ... i tried to get a screenshot over getView.getSnapshot too without any result
what i noticed is that if i take alot screenshots (i'm trying to take some sort of animated series from my stuff) that there are many blank screens just like the one being shown in the blank screenshot image ... afaik there is an additional render call for every picture, maybe this renderpass doesn't work correctly?
i haven't tried with lwjgl ... is the lwjgl backend broken?

just another idea: could the xith internal screenshot mechanisms (as soon as they work again) write the image to disk in another thread?
something like a threaded screenshot writer:
   private class ScreenySaver extends Thread{
      BufferedImage screeny;
      String name;
      public ScreenySaver( BufferedImage screeny, String name) {
         this.screeny = screeny; = name;
      public void run() {
         try {
            ImageIO.write( screeny, "jpg", new File( "screens/" + name + ".jpg" ) );
         } catch (IOException e) {}

this just doesn't interfere with the rendering
14  Java Game APIs & Engines / Xith3D Forums / Re: Getting Snapshot on: 2006-07-12 10:49:26
sorry to dig out this topic again ...
but using the method ExtXith3DEnviroment.takeScreenshot( String filebase ) in this way:
proteced void loopIteration( ... ){
         if ( takeScreen ){
         takeScreen = false;

also results in blank black pictures ... any idea anyone?
15  Java Game APIs & Engines / Xith3D Forums / Re: loader updated to COLLADA 1.4.1 on: 2006-07-12 10:39:29
then ... great news Smiley
16  Java Game APIs & Engines / Xith3D Forums / Re: loader updated to COLLADA 1.4.1 on: 2006-07-11 09:18:56
have you kept an eye on backwards compability? ... can i load 1.4.0 collada files with this?
17  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-08 23:19:39
im all for some design cleanup ... and i would suggest making the core more modular ... the thing is a whole mess ...

just my opinion
-> Flo
18  Java Game APIs & Engines / Xith3D Forums / Re: Logging in Xith3D on: 2006-07-08 10:05:14
just a quick request:
can anyone please change a line in CanvasPeerImpl?
274:  ps = new PrintStream(new FileOutputStream(new File("c:/opengl.log")), true);

reason: there is no "c:/" on unix based systems ... i guess it would be ok to change this to new File("opengl.log") ... this would place the log file into the working directory ... or to create a public static string containing the location

-> Flo
19  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs finally on: 2006-07-08 09:13:56
don't get me wrong ... but afaik those classes are merely wrappers for the canvas and the renderer abstraction ...
to implement glsl support i had to extend some of the renderers classes directly (actually RenderPeerImpl and ShapeAtom) and had to add a new (xith) shader to the renderers

as to progress: i spend last day at my parents so i had no more time to do stuff ... but there isn't much left todo ...

-> Flo

oooookey ... i've finished my work ... it is a complete glsl implementation for xith3d ... (ok ... there's one thing missing but xith users couldn't use it anyway)
i've attached a patch that was created against the current cvs tree ... usage is very simple (add GLSLVertex and GLSLFragment shaders to a GLSLShaderProgram and put this into Appearance), but i'll create some demos today or tomorrow ...
one thing is missing: attribute variables .. these allow users to set shader variables for every fragment if necessary ... but this isn't possible in Xith as there is no way to interfere with the render pipeline ... use uniform variables instead that should be sufficient

just one thing: i put stuff into the scenegraph package ... but i believe that it would be better to create a new package xith.scenegraph.glsl to store my stuff so i could discard the GLSL prefix

-> Flo again
20  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs once again on: 2006-07-07 11:58:30
i guess i have implemented glsl support for xith3d ... i'm astonished about myself ... 0o

i'd commit it to the toolkit but it relies on some changes in the core ... and i'm not sure if it works completly ... so i'll play around with it some time today, implement the lwjgl parts (i've done jsr231 first) and post a patch this evening or tomorrow ...

maybe i'll catch arne today ... than i'll send him my stuff

greetz goliat

EDIT: i just noticed there is no way to specify parameters ... but i guess it won't take long to implement that ... now i'll be of to my parents ... cya guys Smiley

EDIT2: just one last question ... does xith uses opengl 2.0 functions? or the ARB stuff?
i used the ARB way ... should i?
21  Java Game APIs & Engines / Xith3D Forums / Re: Shader Programs once again on: 2006-07-06 18:07:25
may i point you at this fine piece of html code:

the opengl part doesn't look hart ... although i have no deeper knowledge of opengl :/
22  Java Game APIs & Engines / Xith3D Forums / Shader Programs finally on: 2006-07-05 18:41:12
today i tried to create a simple vertex shader ... and although i finally got around compiling some glsl code with nvidias cg compiler i'm not quite happy with the results

first: nvidias compiler creates wrong 'machine code' (or however those compiled shaders are called)
i found a very simple example on

void main(void)
    gl_Position = ftransform();

which should be the simplest vertex program around ... using the cg compiler ( with -oglsl -profile arbvp1 parameters ) i get this:

# cgc version 1.4.0000, build date Sep 26 2005 22:13:28
# command line args: -v -oglsl -profile arbvp1
# source file:
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbvp1
#program main
#semantic gl_ModelViewProjectionMatrixTranspose
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose :  : c[1], 4 : -1 : 1
PARAM c[5] = { program.local[0..4] };
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
# 4 instructions, 0 R-regs

which doesn't contain any error ... but isn't the correct result
the correct version (and the one that is displaying stuff onscreen) would be:

PARAM c[4] = { state.matrix.mvp };
DP4 result.position.w, vertex.position, c[3];
DP4 result.position.z, vertex.position, c[2];
DP4 result.position.y, vertex.position, c[1];
DP4 result.position.x, vertex.position, c[0];

any idea if i just have to change some parameters of cgc ?

second: why do i even have to compile the glsl stuff myself?
i searched the web and found some pages that tell the user to let opengl compile the glsl source directly using the method void glCompileShaderARB(GLhandleARB program);

last: i have used this shader stuff for the first time today ... so if i have made a capital fault in my approach ... please point me at it  Undecided

23  Java Game APIs & Engines / Xith3D Forums / Re: Converting world to screen coords on: 2006-07-04 17:51:57
i believe there are some points that can be optimized ... but that'll be low priority for me ...
OTOH i believe this should go to the core (or the toolkit) somewhere
24  Java Game APIs & Engines / Xith3D Forums / Re: Converting world to screen coords on: 2006-07-04 17:01:43
you're using a libary called VecLib ... as it seems this is a mac libary
is this just a simple rV = w0 - nVz ?
Vector3f rV = VecLib.subVV(w0, nVz);

EDIT: i changed it to
Vector3f rV = new Vector3f();
rV.sub( w0, nVz );

and it works fine Smiley
(i just believe there are too many 'new's in there to get the best performance .. or am i wrong Huh )
25  Java Game APIs & Engines / Xith3D Forums / Converting world to screen coords on: 2006-07-04 12:05:47
Howdy again

i try to convert world to screen coordinates ... my guess was to use View.getProjView( canvas ) to get the view projection matrix (or transform3d) and then Transform3D.transform ( point3f ) with some of my world coordinates which should move them to screen space ... but given a simple example:

camera position: (1,1,0) looking at (0,0,0)
and two points: p=(0,0,0) and q=(0,0,1)

gives the following result:

q (after transformation): (-0.70,-0.70,0)
p (after transformation): (-3.41,-3.41,0)

camera position: (0,0,1) looking at (0,0,0)
and two points: p=(0,0,0) and q=(0,0,1)

gives the following result:

p (after transformation): (0,0,-1)
q (after transformation): (0,0,-4.002001)

i have no idea how to interpret those values ... is there another step needed to get screen coordinates? (and will they be 'pixel-perfect' -> one unit per pixel ? )

Greetz Goliat
26  Java Game APIs & Engines / Xith3D Forums / Re: Geometry problem on: 2006-07-04 09:54:02
found my mistake ...

i replaced "new int [indexcount]" with "new int [] {indexcount}" in the constructor of IndexedTriangleStripArray
27  Java Game APIs & Engines / Xith3D Forums / Geometry problem on: 2006-07-03 20:07:09
howdy i'm back again Wink

and i start with a little problem ... i have created another patch typ geometry ... as far as i see everything should work (vertex data and indices are set correctly) ... but if i try to insert it into the screengraph it doesn't show up on the screen ( i took the skeleton test base for testing and just replaced the quad with my patch geometry )

i'll attach my patch source ... hopefully someone can help me ... :/
28  Java Game APIs & Engines / Xith3D Forums / Re: Yeeeha ! COLLADA 1.4 export for Blender ! on: 2006-04-20 18:04:25
that's great news ... better if anyone can confirm that blender exported dae's can be imported in xith
(no offense agains croft but there have been issues in several blender exporters yet)
29  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d release + newest JOGL release? on: 2006-04-17 20:33:55
i don't know if anyone else uses a full 64bit system ... but if anyone could point me to the 'old' jogl sources i could create the native parts for jogl, jsr231 and lwjgl
30  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d release + newest JOGL release? on: 2006-04-16 13:01:55
would it be possible to release native builds for amd64 along with the 32bit ones for lwjgl jogl and jsr231?

i switched to native 64bit and build jsr231 in 64bit but without changing lots of code i won't even be able to run the xith (or joode) samples ...
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