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12045 Posts in 1593 Topics- by 593 Members - Latest Member: zhang

24. May 2013, 01:02:23 pm
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16  Xith3D Internals / Developer discussion / Re: GLSL Shadow Mapping on: 26. November 2007, 04:59:58 pm
Quote
I've started a GLSL shadow mapping implementation today using this tutorial.

I was taking a look at this code:

http://www.google.com/codesearch/url?hl=es&ct=rp&url=http://www.gametutorials.com/gtstore/download/473E2610-C38E-431F-907C-EA5BD89C70FREE/ShadowMappingGLSL_GL.zip&usg=AFQjCNE_d2OE5vBNojuIdn_gFYZNDPp1fw
17  Xith3D Internals / Developer discussion / Re: OK. You've finally got me in on this.... on: 26. November 2007, 03:38:11 pm
Hi.

I was terrible busy with the university and I couldn't code much.
But I'll be on holiday in a month. So maybe I'll be able to continue my part.


However, as Amos says,It would be nice to join new colaborators.

I am already intersting in doing a GLSL shadow mapping implementation. I have a few ideas. I just need to have time to sit down.
Have you test the AMD RenderMonkey shader editor? It's really amazing.
18  General Category / Support / Re: VERY simple collision detection on: 21. November 2007, 03:58:09 pm
I am using the Triangle class.
It has an intersect( Ray3f ) method.
19  General Category / Support / Re: VERY simple collision detection on: 21. November 2007, 02:52:26 pm
Which is the best way to use regular picking?
20  General Category / Support / Re: Multitexture question on: 09. November 2007, 12:05:52 pm
So, I cannot have a TriangleArray, where some triangles map texture 1 and others map texture2.

I have to do two differents shape, each one with a different texture, isn't it?
21  General Category / Support / Multitexture question on: 09. November 2007, 11:18:13 am
Hi

I want to build a Cube with 6 differents textures, one in each face.

I watch the MultitextureTest, and it has two texCoords arrays, one for each texture. But the two texCoords arrays are applied to the whole shape, so cross.jpg texture is above the stone.jpg texture.
I would like to have a Cube with cross.jpg in faces 1, 2, 3, and stone.jpg in the rest of the faces.

Is this possible?
22  General Category / Support / Re: Point3f Serialization on: 26. October 2007, 05:07:33 pm
Thanks!
23  General Category / Support / Re: Point3f Serialization on: 26. October 2007, 11:32:52 am
Sorry I forgot something.
I did not delte the non-arguments constructor from Child.

We cannot thorws an Exception on the protected constructor of the Father, because the exception is thrown when we creates an instance.

Here is the correct example.
24  General Category / Support / Re: Point3f Serialization on: 26. October 2007, 11:29:35 am
Here is a test for the first solution.
It seems to work.
25  General Category / Support / Re: Point3f Serialization on: 24. October 2007, 06:24:38 pm
I found this in http://www.jguru.com/faq/view.jsp?EID=251942

Quote
Are classes that implement Serializable required to have no-argument constructors?

No. This is a common misconception. The deserialization process does not use the object's constructor - the object is instantiated without a constructor and initialized using the serialized instance data. The only requirement on the constructor for a class that implements Serializable is that the first non-serializable superclass in its inheritence hierarchy must have a no-argument constructor. This makes sense: deserialization needs to reconstruct the entire object state, which includes the state of any superclasses. If the superclass is not itself serializable, then deserialization needs to instantiate that superclass from scratch - thus the requirement


TupleNf has not a no-argument constructor
26  General Category / Support / Point3f Serialization on: 24. October 2007, 12:46:12 pm
Hi
I updated from vectmath to vectmath2 and now I cannot serialize Point3f, using java serialization.
An exception is thrown when I try to read the saved object.
Here is the exception (SerializationUtils just does loadObject() ):

Code:
Exception in thread "main" java.lang.RuntimeException: Error al deserializar por java el archivo temp
at org.openmali.SerializationUtils.loadObject(SerializationUtils.java:31)
at org.openmali.TestSerializePoint3f.main(TestSerializePoint3f.java:17)
Caused by: java.lang.RuntimeException: Error al deserializar por java
at org.openmali.SerializationUtils.loadObject(SerializationUtils.java:41)
at org.openmali.SerializationUtils.loadObject(SerializationUtils.java:28)
... 1 more
Caused by: java.io.InvalidClassException: org.openmali.vecmath2.Point3f; org.openmali.vecmath2.Point3f; no valid constructor
at java.io.ObjectStreamClass.checkDeserialize(ObjectStreamClass.java:713)
at java.io.ObjectInputStream.readOrdinaryObject(ObjectInputStream.java:1733)
at java.io.ObjectInputStream.readObject0(ObjectInputStream.java:1329)
at java.io.ObjectInputStream.readObject(ObjectInputStream.java:351)
at org.openmali.SerializationUtils.loadObject(SerializationUtils.java:38)
... 2 more
Caused by: java.io.InvalidClassException: org.openmali.vecmath2.Point3f; no valid constructor
at java.io.ObjectStreamClass.<init>(ObjectStreamClass.java:471)
at java.io.ObjectStreamClass.lookup(ObjectStreamClass.java:310)
at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1106)
at java.io.ObjectOutputStream.writeObject(ObjectOutputStream.java:326)
at org.openmali.SerializationUtils.saveObject(SerializationUtils.java:19)
at org.openmali.TestSerializePoint3f.main(TestSerializePoint3f.java:15)


The java API says that InvalidClassException is thrown when:

1) The serial version of the class does not match that of the class descriptor read from the stream
2)The class contains unknown datatypes
3)The class does not have an accessible no-arg constructor

It cannot be 3, beacuse it already has a no-arg constructor
27  General Category / Support / Re: Terrain Following with picking on: 17. October 2007, 11:15:48 am
Quote
You could directly use the Terrain's HeightMap
Ok, that´s a good idea. So if I use HeightMaps, It seems I can solve Terrain Following. And I think I can solve collision detection too(with terrain). I can see the next height if it is too high, it´s a collision.
So HeightMaps seems to be a really good solution for Terrain Following and Collision Detection in external scenaries.


What I really don´t know is how to do Terrain Following in an internal scenarie, like a Quake 2's level. I can check simple bounds all the time (like spheres and boxes) to solve Collision detection but how do I find the correct height?
Does Quake 2 use picking for that?



28  General Category / Support / Terrain Following with picking on: 16. October 2007, 02:01:17 pm
Hi

I am planning to do my own Ray3f impl for terraing following using picking. I need to test the terrain height each time the user moves.
I will not do picking with the hole terrain, all the time, it´s subdivided by sections, so I will only pick over the current section.
Is there a better way?


I also need collision detection with the terrain, but I read it should be better to use JOODE´s collision engine, isn´t it?

Thanks.
29  General Category / Support / Re: TriangleArray missing in action on: 16. October 2007, 01:55:53 pm
Quote
Please ask, if I wasn't clear enough.
Thanks for the explanation!
That´s why I love 3d programming. There´s always something new to learn about.

Quote
As a result, you should use Optimization.NONE
What about
Code:
OptimizationUSE_VBO_FOR_TEXTURE_COORDINATES
?
I only sets the texture coordinates once, when I load the model, and they won´t change later.


30  General Category / Support / Re: TriangleArray missing in action on: 12. October 2007, 06:50:19 pm
Quote
This way the mesh's shape will always be inside the bounds, no matter which animation is being played. And the bounds don't need to be expensively recomputed each frame.

Thanks for the tip. I just have finished and It increase a little the FPS.


Quote
Additionally you should consider to not deform the TriangleArray itself, but put the model parts into different TransformGroups.


I don't understand this tip very well.
I am currently doing:
Code:
triangleArray.setCoordinates( 0, vertexBuffer );
every frame.

And I am using VBOs optimization, but I suppose it's not doing too much.
What's the difference beetween VBOs and DisplayList?
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