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11991 Posts in 1587 Topics- by 3509 Members - Latest Member: lioneltenel

26. May 2012, 11:12:48 pm
Xith3D CommunityGeneral CategoryFeature Requests & Brilliant Ideas (Moderators: Marvin Fröhlich, 'n ddrylliog)JavaCoolDude's Stuff...
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kukanani
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« on: 27. June 2007, 03:26:45 pm »

JavaCoolDude's demos are some of the most visually stunning demos I have seen, surpassing the tutorial demos and jMe too.  Would it be possible to port some of his code into Xith?  For example, the cloth and water simulations.  Also, perhaps an implementation of the CubeMap textures.  I'll have to check out the code...
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Marvin Fröhlich
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« Reply #1 on: 27. June 2007, 05:19:29 pm »

JavaCoolDude's demos are some of the most visually stunning demos I have seen, surpassing the tutorial demos and jMe too.  Would it be possible to port some of his code into Xith?  For example, the cloth and water simulations.  Also, perhaps an implementation of the CubeMap textures.  I'll have to check out the code...

These deoms are written with an old xith release. So, yes, they can be ported to xith Wink (even to the current SVN). Most of the demos are already in the toolkit. OK, not the water simulation and cloth simulation. But I will try to port them when I have time. Please remind me from time to time, if I don't.

Marvin
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'n ddrylliog
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« Reply #2 on: 27. June 2007, 05:46:23 pm »

Dear Marvin, don't take others' work Smiley kukanani proposed that so kindly Smiley

Dear kukanani, here you go : http://www.xith.org/users/JavaCoolDude/
Good luck Smiley
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kukanani
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« Reply #3 on: 28. June 2007, 02:30:39 am »

Dear Marvin, don't take others' work Smiley kukanani proposed that so kindly Smiley

Dear kukanani, here you go : http://www.xith.org/users/JavaCoolDude/
Good luck Smiley
Actually, I was planning on trying it myself... Grin I started with the WaterCubeMap...

Working...
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'n ddrylliog
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« Reply #4 on: 28. June 2007, 12:01:54 pm »

Actually, I was planning on trying it myself... Grin I started with the WaterCubeMap...

Working...
Oh my Smiley Up-to-date code anywhere ?
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kukanani
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« Reply #5 on: 28. June 2007, 03:03:25 pm »

Well, I fixed most of the legacy code, except I can't seem to get the ResourceLocator stuff working...I've never been too good at that stuff...Perhaps you'd like to take a look at what I have done?
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kukanani
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« Reply #6 on: 28. June 2007, 03:04:02 pm »

Oh, in case you can't open .RAR...
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Marvin Fröhlich
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« Reply #7 on: 29. June 2007, 08:51:54 pm »

I have ported the WaterCubeMap into a xith-tk testcase. It works, but it doesn't seem to be as it was supposed to be. But we can still pimp it Wink.

Have a look at org.xith3d.test.render.WaterCubeMapTest and org.xith3d.test.util.RippleFactory.

The whole thing should now be transformed into a general Water tool.

Marvin
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'n ddrylliog
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« Reply #8 on: 30. June 2007, 01:58:47 pm »

(and BTW, sorry to point it out here, but this : http://www.xith.org/users/JavaCoolDude/JWS/Xith3D/CelShadingVS/ is in the toolkit, but broken. it should be reviewed, if there are some guys interested)
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kukanani
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« Reply #9 on: 30. June 2007, 08:41:13 pm »

Wahoo!! I'm not as dumb as I thought  Smiley.  I managed to get the water looking the same as JavaCoolDude's.  The trick was to invert all of the textures horizontally, so that the reflection would appear upside-down.  I'm attaching the source and the special inverted textures (they go in the same place as the other sky box textures).  Maybe we should have an InvertedCubeTextureBox, Marvin?  Wink.  Oh, keep in mind, the box itself does not have to be inverted, just the textures/texture coord's.
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kukanani
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« Reply #10 on: 30. June 2007, 08:45:02 pm »

Oh, also, I discovered that the method createLights() is unnecessary - The reflection will always be as bright as the skybox.
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Marvin Fröhlich
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« Reply #11 on: 30. June 2007, 11:33:42 pm »

Wahoo!! I'm not as dumb as I thought  Smiley.  I managed to get the water looking the same as JavaCoolDude's.  The trick was to invert all of the textures horizontally, so that the reflection would appear upside-down.  I'm attaching the source and the special inverted textures (they go in the same place as the other sky box textures).  Maybe we should have an InvertedCubeTextureBox, Marvin?  Wink.  Oh, keep in mind, the box itself does not have to be inverted, just the textures/texture coord's.

I have added a FlipMode flag to the CubeTextureSet. It is directly passed through to the TextureLoader to control the vertical flipping. Additionally I have added the FlipMode setting to the cacheTag in TextureLoader. This way you can use a Texture flippedand unflipped at the same time.

But I don't see a difference. I think, the problem is, that the water should be in some kind of pond or in a hole in some kind of terrain to look realistic.

Oh, also, I discovered that the method createLights() is unnecessary - The reflection will always be as bright as the skybox.

Indeed. removed.

btw. kukanani, do you want dev-rights on SVN?

Marvin
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kukanani
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« Reply #12 on: 01. July 2007, 02:02:15 am »

Wahoo!! I'm not as dumb as I thought  Smiley.  I managed to get the water looking the same as JavaCoolDude's.  The trick was to invert all of the textures horizontally, so that the reflection would appear upside-down.  I'm attaching the source and the special inverted textures (they go in the same place as the other sky box textures).  Maybe we should have an InvertedCubeTextureBox, Marvin?  Wink.  Oh, keep in mind, the box itself does not have to be inverted, just the textures/texture coord's.

I have added a FlipMode flag to the CubeTextureSet. It is directly passed through to the TextureLoader to control the vertical flipping. Additionally I have added the FlipMode setting to the cacheTag in TextureLoader. This way you can use a Texture flippedand unflipped at the same time.

But I don't see a difference. I think, the problem is, that the water should be in some kind of pond or in a hole in some kind of terrain to look realistic.

Thanks for the implementation...You just saved me a lot of work in GIMP!  The "square" of water did look a bit fake, but I had noticed that the water seemed to take on the exact color of the texture behind it, instead of reflecting normally.  I only noticed this when moving around extensively, but, hey, every little bit helps.

Oh, also, I discovered that the method createLights() is unnecessary - The reflection will always be as bright as the skybox.

Indeed. removed.
Thanks again.

btw. kukanani, do you want dev-rights on SVN?

Marvin
Wow, that would be kind of scary.  I would have to do some researching on SVN.
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kukanani
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« Reply #13 on: 01. July 2007, 02:55:10 am »

Yeah, actually, dev-rights would be cool/scary.  What would I have to do?  Install SVN, or does it come with Eclipse?  I really would have no idea where to begin.
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Marvin Fröhlich
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« Reply #14 on: 01. July 2007, 11:19:15 am »

Yeah, actually, dev-rights would be cool/scary.  What would I have to do?  Install SVN, or does it come with Eclipse?  I really would have no idea where to begin.

Well, first of all you would have to create an account on suorceforge.net. Than I would need this account name to add you to the list of devs.

I guess, you already have installed Subclipse to checkout the projects. If you have, then you don't have to do anything more. If you want to checkin something, you simply have to right-click the project and select Team->Synchronize. Then select all the files, you want to checkin, right-click and commit... Enter a meaningful comment (never commit anything without a comment) and you're done. That's all.

Marvin
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