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Pages: [1] 2 3 ... 26
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General Category / General Discussion / Re: Applying for team lead at my company - need testimonials from people I've worked
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on: 27. June 2011, 03:57:05 pm
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Awwww you guys are killing me here...memory lane. I remember David, all that effort and then to drop the project...ouch. Croft amazed me with his holier than thou / my way or the highway approach to things.
Amos I certainly had no issues with your work, I also feel Marvin put so many of the finishing touches to Xith I would hate to see him leave as captain. I am good either way.
I still actively use Xith but the real world prevents me from completing anything.
I do intend to add my Blender=>Xith exporter to the system as soon as I tighten it up a bit.
Amos, what would you do as the Lead programmer???
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6
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General Category / Support / Re: help| the Cube's metheds are static Why ?
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on: 02. June 2011, 09:17:05 pm
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IN the BumpmappingTest example in xithtk you see code like the following, which sets the bump mapping and bumpmap texture to use. If this is not adequate I can paste some lower level code Torus torus = new Torus( 2.0f, 0.375f, 48, 48, Geometry.COORDINATES | Geometry.NORMALS | Geometry.TEXTURE_COORDINATES, false, 2 ); //torus.getAppearance().getMaterial( true ); Texture tex = TextureLoader.getInstance().getTexture( "lena.dds", TextureFormat.RGB, Texture.MipmapMode.MULTI_LEVEL_MIPMAP ); torus.getAppearance( true ).setTexture( tex ); torus.setBumpMappingEnabled( true, "normalmap.bmp" );
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9
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General Category / Support / Re: quation on texture coordinates
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on: 11. February 2011, 12:59:32 pm
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Well with an exported cube, for example, I have access to 8 point, 24 indexes to these points (4 per face), 4 texture coords, 24 texture indexes to the tex coords (4 per face). I am able to create an IndexedQuadArray or IndexedTriangleArray and generate a shape3d. I can display these as solid or wireframe. Whenever I try to set the texture coords I seem to die with some buffer overflow. I am speculating that since I have 24 point3f values, I need 24 tex coords also. So I wondered if there were a way to pass in texture coord index (24) the same way I pass in vertex indexes (24)
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10
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General Category / Support / quation on texture coordinates
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on: 10. February 2011, 11:37:41 pm
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All
I am writing a Blender to Xith3d exporter. I have access to vertex, vertex indexex, tex coord, tex coor indexex. I am looking for the best way to create IndexTriangle or IndexedQuad shapes. In addition I don not see any way to use texture indexes in xith3d. My current attemts blow up in some nio buffer when I set the texture coords. ANy thoughts appreciated.
I want to do explict texture coord hadnling and not have them generated so I can support multiple textures per face for shapes.
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11
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General Category / Support / Re: Problems
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on: 14. August 2010, 01:56:16 pm
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Uncertain of your error but the best way o learn Xith3D is to extract the associated XithTK package which is FILLED with working example broken up into meaningful categories
The image you posted is the Xith fallback texture, which is used when the target texture cannot be found.
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12
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General Category / Support / Re: Odd HUD behavior..
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on: 09. February 2010, 02:33:16 am
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In this hacked example, find two panels, which are moved down using an interval handler. As each panel approaches the bottom they disappear instead of scrolling out of view. I modified WidgetTest for this example. package testbed;
import org.jagatoo.input.InputSystem; import org.jagatoo.input.devices.components.Key; import org.jagatoo.input.events.KeyReleasedEvent; import org.openmali.types.twodee.Sized2iRO; import org.openmali.vecmath2.Colorf; import org.openmali.vecmath2.Tuple2f; import org.xith3d.base.Xith3DEnvironment; import org.xith3d.loop.CanvasFPSListener; import org.xith3d.loop.opscheduler.Interval; import org.xith3d.render.Canvas3D; import org.xith3d.render.Canvas3DFactory; import org.xith3d.resources.ResourceLocator; import org.xith3d.test.Xith3DTest; import org.xith3d.test.util.TestUtils; import org.xith3d.ui.hud.HUD; import org.xith3d.ui.hud.base.AbstractButton; import org.xith3d.ui.hud.base.WidgetContainer; import org.xith3d.ui.hud.layout.BorderLayout; import org.xith3d.ui.hud.listeners.ButtonListener; import org.xith3d.ui.hud.widgets.Button; import org.xith3d.ui.hud.widgets.Image; import org.xith3d.ui.hud.widgets.Label; import org.xith3d.ui.hud.widgets.Panel; import org.xith3d.utility.commandline.BasicApplicationArguments; import org.xith3d.utility.events.WindowClosingRenderLoopEnder;
@Xith3DTest.Description(fulltext = { "This testcase proofs many Widget types." }, authors = { "Marvin Froehlich (aka Qudus)" }) public class FlickerTest extends Xith3DTest // InputAdapterRenderLoop { @Override public void onKeyReleased(KeyReleasedEvent e, Key key) { switch (key.getKeyID()) { case ESCAPE: this.end(); break; } }
private void createHUD(Sized2iRO resolution, Xith3DEnvironment env) { final HUD hud = new HUD(resolution, 800f); WidgetContainer contentPane = hud.getContentPane(); Panel p5 = Panel.createContentPane(220f, 200f); p5.setLayout(new BorderLayout(5f, 5f, 5f, 5f, 5f, 5f)); p5.setBackgroundColor(Colorf.BLACK_TRANSPARENT); p5.addWidget(new Image(0f, 30f, "stone.jpg"), BorderLayout.Area.SOUTH);
p5.addWidget(new Image(20f, 0f, "stone.jpg"), BorderLayout.Area.CENTER); Button button = new Button(100f, 40f, "Move Window"); contentPane.addWidget(button, 10f, 10f); contentPane.addWidget(p5, 0f, 400f); final Panel fpanel = p5; final Xith3DEnvironment fenv = env; button.addButtonListener(new ButtonListener() {
@Override public void onButtonClicked(AbstractButton button, Object userObject) { fenv.getRenderLoop().getOperationScheduler().addInterval( new Interval(fenv.getRenderLoop().getTimingMode() .getFromMilliSeconds(30L), "test") { float x = 0; float y = 400;
@Override protected void onIntervalHit(long gameTime, long frameTime, TimingMode timingMode) { super.onIntervalHit(gameTime, frameTime, timingMode); Tuple2f pf = fpanel.getLocation(); y++; fpanel.setLocation(x, y); }
}); } }); env.addHUD(hud); }
private void createSceneGraph(Xith3DEnvironment env, Sized2iRO resolution) { createHUD(resolution, env); }
public FlickerTest(BasicApplicationArguments arguments) throws Throwable { super((Float) null);
Xith3DEnvironment env = new Xith3DEnvironment(this);
ResourceLocator resLoc = TestUtils.createResourceLocator();
resLoc.createAndAddTSL("textures"); resLoc.createAndAddTSL("HUD");
createSceneGraph(env, arguments.getResolution());
Canvas3D canvas = Canvas3DFactory.create(arguments .getCanvasConstructionInfo(), getClass().getSimpleName()); env.addCanvas(canvas);
canvas.addWindowClosingListener(new WindowClosingRenderLoopEnder(this)); this.addFPSListener(new CanvasFPSListener(canvas));
InputSystem.getInstance().registerNewKeyboardAndMouse(canvas.getPeer()); }
public static void main(String[] args) throws Throwable { FlickerTest test = new FlickerTest(parseCommandLine(args));
test.begin(); } }
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13
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General Category / Support / Re: The hawk is confused..about render to texture and viewports
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on: 02. February 2010, 01:20:36 am
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I had not considered that, I will try let you know. How would I reposition the texture created in the upper left corner in RenderToTextureTest3?? I have looked through the code but cannot seem to find this?? Does the rendered texture need to be in its own renderpass? Whenever I do anything that differs from the example I end up with null pointer in the image.
java.lang.NullPointerException at org.xith3d.scenegraph.TextureImage2D.getBufferedImage(TextureImage2D.java:430) at org.xith3d.ui.hud.utils.DrawUtils.drawImage(DrawUtils.java:84) at org.xith3d.ui.hud.widgets.Image.drawWidget(Image.java:169) at org.xith3d.ui.hud.base.Widget.drawWidgetContents(Widget.java:2879) at org.xith3d.ui.hud.base.Widget.drawAndUpdateWidget(Widget.java:2928) at org.xith3d.ui.hud.base.WidgetContainer.drawChildWidgets(WidgetContainer.java:1897) at org.xith3d.ui.hud.base.WidgetContainer.drawWidget(WidgetContainer.java:1911) at org.xith3d.ui.hud.widgets.Panel.drawWidget(Panel.java:95)
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14
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General Category / Support / Odd HUD behavior..
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on: 01. February 2010, 07:29:15 pm
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I move panels up and down as needed, sliding them out of view etc. I am seeing that HUD widgets disappear completely as they slide out of view. If any portion of the widget gets next to the borders, the whole widget goes away. Any thoughts??
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