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  3DzzD, JOGL support planned  (Read 9340 times)
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Offline thijs

Junior Devvie




Lava games rock!


« Reply #60 - Posted 2006-03-21 11:50:43 »

Yes it would be great if someone could polish the code up (haven't got any spare time neither to spend on it Sad )... it would be even greater if Ken Russel would then take some time to look if he could add it to the JOGL distribution like the JOGLAppletLauncher Wink

Thijs

<a href="http://www.dzzd.net">3DzzD!</a>
<a href="http://www.arcazoid.com">Arcazoid!</a>
Offline DzzD
« Reply #61 - Posted 2006-04-12 20:47:52 »

Thanks to Killix for having polished the code, just some few tests and settings and the new class will be submitted to Ken

Offline DzzD
« Reply #62 - Posted 2006-05-23 20:15:26 »

Here is a sample of the native loader used in 3DzzD API

EDIT: the model has been converted from quake to 3ds, this result in visual imperfection (smooth groups are wrong) more visible on soft engine, also perf maybe not very good as bsp produce a lot of unecessary face for 3DzzD engine  and conversion produce curved surface with a fixed quality

Note that for now  there is only windows native libraries on the server and so this demo will not work in hardware mode for other platform than window, this will be updated soon

this is a quake level, once started it will be rendere using the 3DzzD software renderer, to switch to Hardware mode click the applet and press H

http://dzzd.net/demo/QUAKE/

as the software engine may be slow, here is the same applet with a smaller size

http://dzzd.net/demo/QUAKE/indexSmall.htm

this feature is available in the last 3DzzD API wich will be published as well as this demo source code in the comming days






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Offline kylix999

Junior Devvie





« Reply #63 - Posted 2006-05-24 14:29:49 »

have you implemented in this quake demo level some fps counter, is it posiible to see it if yes?

good job DzzD
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