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12045 Posts in 1593 Topics- by 594 Members - Latest Member: AinirishaSpantalpami

23. May 2013, 03:38:37 pm
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1  General Category / General Discussion / Re: how to read pixels on: 24. August 2009, 12:06:41 am
Hmm, this might be an expensive operation using glReadPixels/glDrawPixels. It might be better to render to textures and use a shader to do the inzigging. What hardware (GPU-wise) are you targetting?
2  General Category / Support / Re: Moving a Shape using the Mouse on: 31. July 2009, 08:26:38 pm
I will investigate this weekend. Since we can't reproduce the problem, I would need your help! Do you have a Skype, MSN or ICQ account? Send me a PM with your account id, so that we can chat a little to help me understand the behaviour on your system and maybe do a test session, to get some logging info for me.

Are you really from Malaysia? If so, you are 6 hours ahead.  I could be online tomorrow around 18:00-20:00 your time.
3  General Category / Support / Re: Moving a Shape using the Mouse on: 28. July 2009, 08:56:11 am
What am I supposed to do? Click on Martin and drag him to the Death Star?
LWJGL or JOGL? Whatever is the default set for the SelectionTest application.
Normally I use LWJGL for my own game.

If it had worked, you would have noticed it, since you get a blue selection box around the model, if you click on it. Seems like a bug to me Sad Do you use the cooker release or the latest svn version?
4  General Category / Support / Re: Moving a Shape using the Mouse on: 27. July 2009, 04:21:55 pm
Hmm, strange. Works for me. Maybe the zooming had some impact on the selection. Please try it directly after starting the testcase. If it does not work, please specify your systems spec (OS, java version, LWJGL or JOGL etc.)
5  General Category / Support / Re: Moving a Shape using the Mouse on: 27. July 2009, 12:07:19 pm
SelectionTest Wink

The Selection Test performs picking on "Selectable" objects and allows to move them corresponding to a MovementConstraints implementation. Try it out and see, if you miss a feature. I implemented the selection framework, so I might be able to help with specific problems.
6  General Category / Support / Re: TerrainTest5 uses planer mirror technique on: 10. July 2009, 05:06:55 pm
Ah Smiley, I wasn't sure, if you were makeing a pun out of my misspelling.  Shocked

But that's normal - I am german, we are the only ones that have their own iso-code for english: DE_en  (called Denglisch) Grin
7  General Category / Support / Re: TerrainTest5 uses planer mirror technique on: 10. July 2009, 10:29:57 am
I tend to enjoy other things after a normal working day as J2EE programmer - like my wife Wink or some drumming...

Those certainly sound "reliable."   Shocked

My wife or the drumming? Wink
8  General Category / Support / Re: TerrainTest5 uses planer mirror technique on: 09. July 2009, 11:46:13 am
Have you ever tried to use the underwater parts to, by mixing it with the water surface? is it difficult?

You misunderstood my statement. The underwater parts are only clipped away to get the reflection perspective you see, when you view the water from above. The shader theoretically does reflection, refraction (mixing in perspectively distorted underwater geometry) and fresnel, but I screwed it, so it doesn't look this way. I always wanted to rework the water shader to get a more realistic appearance, but I am very bad at doeing spare time work in a realiable manner (ask marvin Wink) I tend to enjoy other things after a normal working day as J2EE programmer - like my wife Wink or some drumming...
9  General Category / Support / Re: TerrainTest5 uses planer mirror technique on: 24. June 2009, 05:41:56 pm
Yes. The scene is rendered from "below" the water surface to get the reflection view and the unneeded parts (underwater) are clipped away.
10  General Category / Support / Re: Theme GTK Missing from Build 1711 on: 06. June 2009, 11:11:39 am
I have already asked Mathias to update the Netbeans projects and the ant built scripts and he will do it when he has time.

Just committed the change
11  General Category / General Discussion / Re: Integrate Xith w/ Netbeans Rich Client - Menus get clipped. on: 31. March 2009, 07:22:14 am
Add

Code:
  static
  {
      JPopupMenu.setDefaultLightWeightPopupEnabled(false);
  }

to one of your classes
12  General Category / General Discussion / Re: Netbeans java.library.path=${...} on: 24. March 2009, 11:40:15 am
I've noticed that xith-tk has a nblibraries.properties file that points to the location of the native .dll files.  The netbeans "run vm args" are: "-Djava.library.path="${libs.xith3d-third-party-natives.classpath}""  This is rather nifty as I originally had a rather long path list. 

I'm assuming that when I ask netbeans to execute a xith-tk program, netbeans will deference "${libs.xith3d-third-party-natives.classpath}" from the nblibraries.properties file and then execute.  Or does it?  I like the idea of referencing dll or jars from a properties file than one large monolithic classpath or -Djava.library.path command line entry.  Any info appreciated.

You are right. In xith-tk, we created a special native classpath, that points to the dlls (or other natives when you rename a "nblibraries-private-<platform>.properties" file to "nblibraries-private.properties"). You can even edit this in netbeans, if you temporarily add the "xith3d-third-party-natives" library in the projects properties and click the Edit-Button. You have to remove it from the classpath afterwards, though, since otherwise the natives are also includes in the - well - classpath Wink  You don't want that (could lead to problems). You only want the property being set to reference it in the JVM args.

Hope it helps.

PS. the same "trick" is mentioned in my "Setting up Xith3d in Netbeans 6.1" (currently the only Smiley) blog post.
13  General Category / News / Re: Animated Model rendering performance boost on: 22. March 2009, 02:51:22 am
I guess, his native language is belarusian  Smiley

Ooops, I didn't know, that they have an own language... mea culpa...
14  General Category / News / Re: Animated Model rendering performance boost on: 21. March 2009, 08:17:25 pm
He is from Belarus (look into his profile Wink), so I assume his first language would be russian.
15  Xith3D Internals / Developer discussion / Re: MD5Loader on: 20. March 2009, 01:36:47 pm
I disagree. If the tweaking the animation on coding level give some more lifelike appearance or smother transition, it is a good thing. Think about the parametric model animation in crysis - it is great. But I also think, you should do that only, if it is crucial for your game, or you have time left and want to do some polishing.
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