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12046 Posts in 1594 Topics- by 594 Members - Latest Member: phFmuarmv

18. June 2013, 06:00:14 am
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1  General Category / Support / Re: Is there a simple way to color the default color of a rendered boundingbox?? on: 22. February 2013, 01:54:17 pm
Appreciate it. Grin
2  General Category / Support / Is there a simple way to color the default color of a rendered boundingbox?? on: 21. February 2013, 03:10:54 pm
Walking the code gets me to a bunch of opengl calls.  Is there an api to set the color??
3  General Category / Support / Re: Skeltal Animation Tutorial on: 18. July 2011, 01:04:58 am
there is support for md2/md4 animation formats...you can possibly use this
4  General Category / Support / Re: Rectangle and Grid don't seem to respond to ray picking? on: 18. July 2011, 12:59:43 am
I think all of the parent nodes also need to be pick enabled
5  General Category / General Discussion / Re: Applying for team lead at my company - need testimonials from people I've worked on: 27. June 2011, 03:57:05 pm
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???
6  General Category / Support / Re: help| the Cube's metheds are static Why ? on: 02. June 2011, 09:17:05 pm
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

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" );
7  General Category / General Discussion / Re: How to attach custom data to nodes [SOLVED] on: 02. June 2011, 09:13:20 pm
dont limit yourself to data, I add collections of shader info, AI, behavior etc.   A defensive tower may have a Battle AI and a force field shader, once destroyed change the user data to no AI and a smoke particle system.
8  General Category / Support / Re: quation on texture coordinates on: 11. February 2011, 01:14:14 pm
Question, do I need to explicitly use flags like Geometry.TEXTURE_COORDINATES or are they inferred by calling texture coordinate functions
9  General Category / Support / Re: quation on texture coordinates on: 11. February 2011, 12:59:32 pm
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)
10  General Category / Support / quation on texture coordinates on: 10. February 2011, 11:37:41 pm
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.
11  General Category / Support / Re: Problems on: 14. August 2010, 01:56:16 pm
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.
12  General Category / Support / Re: Odd HUD behavior.. on: 09. February 2010, 02:33:16 am
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.



Code:

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();
}
}


13  General Category / Support / Re: The hawk is confused..about render to texture and viewports on: 02. February 2010, 01:20:36 am
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)
14  General Category / Support / Odd HUD behavior.. on: 01. February 2010, 07:29:15 pm
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??
15  General Category / Support / The hawk is confused..about render to texture and viewports on: 01. February 2010, 07:26:46 pm
What I want to do is put an over head view into a hud image or panel and update as my avatar moves.  Using example code I can get an render to texture to work and showthe scene graph in a window.  I can move that window, change its size, or plce it in a HUD widget.  Any ideas??



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