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1  Java Game APIs & Engines / Xith3D Forums / Re: Using 2 Views crashes on: 2006-01-16 22:45:56
I found this old topic that asked for the multiple views feature to be functional in Xith3D.
Using multiple views
http://www.java-gaming.org/forums/index.php?topic=2893.0

I guess it's still not possible.
2  Java Game APIs & Engines / Xith3D Forums / Re: Using 2 Views crashes on: 2006-01-16 01:55:35
Using more than one view is quite usefull and quite powerfull. Look at a view as a camera. Each view can see the same world from a different perspective. For instance, let's say you have a fighter that launches a missile and there is a camera attached the missile. You might want to have a view that shows you what the missile sees while you still have the other view with the fighter. This is pretty good because you only have one instance of the world.
3  Java Game APIs & Engines / Xith3D Forums / Using 2 Views crashes on: 2006-01-15 17:12:23
Hi guys,

I modified the AseTransformGroup example from the Getting Started to have 2 views attached to the same universe and it crashes badly.

It's able to render both views correctly for a couple of renderOnce() and then it crashes.

I attached the modified AseTransformGroup.java with this post if someone wants to try it. I also attached the error report file.

I am using Windows XP x64 edition and my graphics card is a ATI Radeon X800 GTO.

The strange thing is that I also modified the HelloXith3D example to have 2 views and it doesn't crash. But on the other hand, only 1 view is rendered correctly. The other one is just black. Even more strange, the view that gets correctly rendered changes randomly every time I run the program. So it's not a case of: the first added view always gets rendered correctly or vice versa.
4  Java Game APIs & Engines / Xith3D Forums / Re: Got a gamedev job! on: 2005-11-16 23:15:19
Congrats! Enjoy it to the max Smiley
5  Java Game APIs & Engines / Xith3D Forums / Re: Lighting and shadows with textures on: 2005-11-03 18:59:09
By materials, I mean the settings of how an object reflect lights (ambient, diffuse, specular, ...). By bitmap textures, I mean an image loaded from disk and mapped as a texture on the object.

The model in 3DSMax responds to lights and has shadows because of the materials defined on the different object of the model. It also has textures.

When I load the model from a ASE file, it's has the textures on but it's flat because it doesn't repond to lights. Which is normal because the ASE loader doesn't import the materials from 3DSMax.

Now my question would be, is there a loader that can load those material (be it from a 3DS file, OBJ file or whatever)?

My other question is, if we don't put materials on an objet but just a texture, can it still respond to lights and have shadows?

Thanks
6  Java Game APIs & Engines / JOGL Development / How to detect if OpengGL is supported? on: 2005-11-03 17:51:03
Hi,

I tried to load a simple Jogl program (just a Canvas in a JFrame) on a cheap Intel 82845G integrated card. The driver doesn't support OpenGL. Is there a way to detect when this happens.

It throws me the following exception but I can't catch it since it's in the AWT Thread.

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Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at net.java.games.jogl.impl.windows.WindowsGLContextFactory.getDummyGL(WindowsGLContextFactory.java:168)
        at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:288)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:230)
        at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:136)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:129)
        at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:246)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.invokeGL(WindowsOnscreenGLContext.java:76)
        at net.java.games.jogl.GLCanvas$2.run(GLCanvas.java:130)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
7  Java Game APIs & Engines / Xith3D Forums / Re: Which loader supports materials? on: 2005-11-03 06:30:42
Quote
What exporter do you use ?
3dsmax

Can you please clarify what the OBJ loader supports?

Which loader should I use if I want to enabe shadow and lighting? That is without manually adding materials and calculating the normals by myself in the code.

Thanks
8  Java Game APIs & Engines / Xith3D Forums / Lighting and shadows with textures on: 2005-11-02 21:46:32
Is it possible to enable lighting and shadows in a scene of objects that don't use materials but uses bitmap textures?

Thanks
9  Java Game APIs & Engines / Xith3D Forums / Re: How to detect no 3d hardware available on: 2005-11-02 18:41:36
Are the options found in com.xith3d.render.jogl.OpenGlExtensions the extensions that the driver must support to be able to work with Xith3D?

If I detect that one of those booleans is false, is it a good assumption that it's not compatible with Xith3D?

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public class OpenGlExtensions {
    public static boolean ARB_vertex_buffer_object = false;
    public static boolean GL_ARB_vertex_program = false;
    public static boolean GL_ARB_fragment_program = false;
    public static boolean GL_ARB_texture_cube_map = false;
    public static boolean GL_EXT_texture_filter_anisotropic = false;
    public static boolean GL_EXT_separate_specular_color = false;
    public static boolean GL_EXT_texture_cube_map = false;
    public static boolean GL_ARB_transpose_matrix = false;
    public static boolean GL_NV_texgen_reflection = false;
    public static boolean GL_KTX_buffer_region = false;

    ...
10  Java Game APIs & Engines / Xith3D Forums / Which loader supports materials? on: 2005-11-02 18:16:29
Hey guys,

I'm sorry if there's already a topic answering this question but I would like to have an answer according to the lastest versions of the different loaders.

The only one I think supports materials (from reading other posts) is the OBJ loader. But for unkown reason, I can't make it load my model. Does one of the 3DS loader handle materials from 3DSMax?

Thanks
11  Java Game APIs & Engines / Xith3D Forums / Re: How to detect no 3d hardware available on: 2005-11-02 18:08:15
Thanks a lot for replies guys.

Is there a way at runtime to detect if the hardware is compatible with Xith3D? Would it be a fair assumption to ask JOGL for the OpenGL version supported by the driver and if it's < 1.2 take into account that it's not supported?

From the Xith3D FAQ:
Quote
Q: What do I need to run Xith3D?
A:
    * Java 1.4.2 or better
    * OpenGL 1.2 or better (ie. a graphics card or software implementation that supports this)

Thanks
12  Java Game APIs & Engines / Xith3D Forums / Re: How to detect no 3d hardware available on: 2005-11-02 16:54:57
Here a some more info when I disable the "hardware acceleration".

Init GL is net.java.games.jogl.impl.windows.WindowsGLImpl
OpenGL Renderer = GDI Generic
OpenGL Version = 1.1.0
OpenGL Vendor = Microsoft Corporation
OpenGL Extensions = GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
13  Java Game APIs & Engines / Xith3D Forums / Re: How to detect no 3d hardware available on: 2005-11-02 16:28:33
I tried it on a Dell box with an intergrated Intel graphics card which doesn't support OpenGL (at least the driver installed by Dell). When I run it, it throws an exception. This is no problem because I can handle because I can catch the exception.

On my box which has a GeForce FX 5200, it also throws an exception when I disable "hardware acceleration" in the display options of Win2k. This one is problematic because I can't catch it. Somewhere down in the path, someone calls System.exit(0).

Both exception seems to be thrown when I call renderOnce() on a View.

How can I handle this?

Exception thrown when disabling "hardware acceleration
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net.java.games.jogl.GLException: Method "glActiveTextureARB" not available
   at net.java.games.jogl.impl.windows.WindowsGLImpl.glActiveTextureARB(WindowsGLImpl.java:94)
   at com.xith3d.render.jogl.TextureShaderPeer.shade(TextureShaderPeer.java:616)
   at com.xith3d.render.CanvasPeerBase.setState(CanvasPeerBase.java:121)
   at com.xith3d.render.CanvasPeerBase.render(CanvasPeerBase.java:99)
   at com.xith3d.render.jogl.CanvasPeerImpl.drawBin(CanvasPeerImpl.java:759)
   at com.xith3d.render.jogl.CanvasPeerImpl.display(CanvasPeerImpl.java:1003)
   at net.java.games.jogl.impl.GLDrawableHelper.display(GLDrawableHelper.java:74)
   at net.java.games.jogl.GLCanvas$DisplayAction.run(GLCanvas.java:249)
   at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:292)
   at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.invokeGL(WindowsOnscreenGLContext.java:79)
   at net.java.games.jogl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:266)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:171)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:454)
   at vista.simulation.util.CustomAWTEventQueue.dispatchEvent(CustomAWTEventQueue.java:116)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:201)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:145)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:137)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:100)


Exception thrown when running on the integrated Intel graphics card
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Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at net.java.games.jogl.impl.windows.WindowsGLContextFactory.getDummyGL(WindowsGLContextFactory.java:168)
        at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:288)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:230)
        at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:136)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:129)
        at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:246)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.invokeGL(WindowsOnscreenGLContext.java:76)
        at net.java.games.jogl.GLCanvas$2.run(GLCanvas.java:130)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "Thread-4" net.java.games.jogl.GLException: java.lang.reflect.InvocationTargetException
        at net.java.games.jogl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:233)
        at net.java.games.jogl.GLCanvas.display(GLCanvas.java:77)
        at com.xith3d.render.jogl.CanvasPeerImpl.render(CanvasPeerImpl.java:1136)
        at com.xith3d.scenegraph.View.renderOnce(View.java:604)
        at com.xith3d.scenegraph.View.renderOnce(View.java:537)
        at generic3d.xith3d.view.SceneModelPanel$RenderingThread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
        at java.awt.EventQueue.invokeAndWait(Unknown Source)
        at net.java.games.jogl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:228)
        ... 5 more
Caused by: java.lang.NullPointerException
        at net.java.games.jogl.impl.windows.WindowsGLContextFactory.getDummyGL(WindowsGLContextFactory.java:168)
        at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:288)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:230)
        at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:136)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:129)
        at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:246)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.invokeGL(WindowsOnscreenGLContext.java:76)
        at net.java.games.jogl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:266)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
14  Java Game APIs & Engines / Xith3D Forums / How to export to OBJ from 3DSMax? on: 2005-11-02 15:20:54
Hey guys,

Right now I'm using the ASE loader to load my model because of its great feature to support pivot points. But the thing is that my graphic artist has lot of problems just working with textures and being able to use materials.

I saw that the OBJ loader supports materials but I can't load the model exported from 3DSMax. What are the options that I should check/uncheck when exporting to OBJ in 3DSMax.

I get this odd error when trying to load the model:
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java.lang.ArrayIndexOutOfBoundsException: -509
   at java.util.ArrayList.get(ArrayList.java:326)
   at org.xith3d.loaders.obj.VertexList.get(VertexList.java:33)
   at org.xith3d.loaders.obj.FaceList$Face.configure(FaceList.java:230)
   at org.xith3d.loaders.obj.FaceList.build(FaceList.java:172)
   at org.xith3d.loaders.obj.Group.build(Group.java:27)
   at org.xith3d.loaders.obj.Group.build(Group.java:30)
   at org.xith3d.loaders.obj.OBJLoader2.load(OBJLoader2.java:279)
   at org.xith3d.loaders.obj.OBJLoader2.load(OBJLoader2.java:207)
   at org.xith3d.loaders.obj.OBJLoader2.load(OBJLoader2.java:194)
   at org.xith3d.loaders.obj.OBJLoader2.loadScene(OBJLoader2.java:165)
   at org.xith3d.loaders.obj.OBJLoader2.load(OBJLoader2.java:128)
   at ase.AseTransformGroup8.<init>(AseTransformGroup8.java:81)
   at ase.AseTransformGroup8.main(AseTransformGroup8.java:65)


Anyone has clue?

Thanks
15  Java Game APIs & Engines / Xith3D Forums / How to detect no 3d hardware available on: 2005-11-02 15:15:16
Hey guys,

I'm using Xith3D with Swing. The owner of the canvas is JPanel. If there is no hardware acceleration available, I want to show "Not hardware acceleration available" on the JPanel and the program should continue to work with Xith3D disabled.

When should it throw an exception if there is no hardware acceleration available?

Thanks
16  Java Game APIs & Engines / Xith3D Forums / Re: ASE loader parsing error on: 2005-10-27 19:30:05
Actually, my graphic artist thinks he knows why it's not working. Apparently he did something called "collapse" or whatever in 3DS Max and that gave the faulty behavior. He repaired the model without the "collapsing" and now it works fine.
17  Java Game APIs & Engines / Xith3D Forums / Re: ASE loader parsing error on: 2005-10-24 17:24:24
Quote
Mmh ... Could it be, that the ASE loader doesn't support Sub-Materials?

After reading this conversation
http://192.18.37.44/forums/index.php?topic=5651.0
Quote
Materials are 3DS MAX specific.  While the loader might be able to support colours (one component of a "Material") - it doesn't.

The answer? use textures.
I thought it was the case.

But after following the code in a debugger, it throws the error on one of the sub materials. It let the others passed. Since it's a graphic artist that creates the model for me, I really have no knowledge of the matter. And he doesn't understand why it's not working.
18  Java Game APIs & Engines / Xith3D Forums / ASE loader parsing error on: 2005-10-24 16:08:04
Hi,

The ASE loader gives me this error and I really have no clue what is means.

     [java] java.lang.Error: Sub-Material index does not match material list
     [java]     at com.xith3d.loaders.ase.AseMaterial.parse(AseMaterial.java:279)
     [java]     at com.xith3d.loaders.ase.AseFile.parse(AseFile.java:488)


I loaded the model in viewers like Bitrun and it loads it correctly. Anybody has a clue on how to solve this problem?

Thanks
19  Java Game APIs & Engines / Xith3D Forums / Re: Radeon 7000 and ASE loader performance problem on: 2005-10-17 17:06:49
Actually, it's not the loading time the problem. It's the CPU usage when rendering the scenegraph.

Just displaying the scenegraph (no animation,  nothing) gives those CPU usage. Just a simple rendering loop:

while(true) {
     view.renderOnce();
     try {
         Thread.sleep(20);
     } catch(Exception e) {
         break;
     }
}

Why would it take 40% of the CPU just to render a simple model with the Radeon 7000? And why does it happen with a ASE model and not with a 3DS model?

Finally, what's the impact of not having those features (No Vertex Program support and No Fragment Program)?

Thanks
20  Java Game APIs & Engines / Xith3D Forums / Radeon 7000 and ASE loader performance problem on: 2005-10-16 20:12:41
Hi,

When I load a ASE model with the ASE loader and display it:
   - the CPU usage with a GeForce 5200 is 0% to 1%
   - the CPU usage with a Radeon 7000 is 40% to 50%
The machines configuration are exactly the same except the video card.

I've used several model (including the human body model , human.ASE, from the getting started document) and it always gives the same results.

On the other hand, when I load a 3DS model with the 3DS loader and display it:
   - the CPU usage with a GeForce 5200 is 0% to 1%
   - the CPU usage with a Radeon 7000 is 0% to 1%

I read on this forum that the Radeon 7000 drivers have problems with OpenGL but how come it gives a good performance with the 3DS model?

I don't want use the 3DS model because I really like the feature in the ASE loader which extracts the pivot points (really useful feature!!!!).

Here is the logs given by Xith3D:
-----------Radeon 7000-------------------
     [java] OpenGL Renderer = RADEON 7000 DDR x86/SSE2
    java] Chosen index: 3
    DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 5, Green: 6, Blue: 5, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ] MS: false 2
     [java] No Vertex Program support, skipping
    What do No Vertex Program support and No Fragment Program support mean?

-----------GeForce 5200------------------
    java] GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ] MS: false 0
     [java] Init GL is net.java.games.jogl.impl.windows.WindowsGLImpl
    java] OpenGL Vendor = NVIDIA Corporation


Someone has a clue on this?

Thanks
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