Main Menu

Version 1.14 has been released!

Started by EgonOlsen, May 29, 2007, 11:11:36 PM

Previous topic - Next topic

EgonOlsen

I've changed quite a lot of internal stuff...i hope that everything still works. Changes are here: http://www.jpct.net/changes.html

Have fun!

hytparadisee

OMG, this one is fast. I'll take a look soon. 8)
Today I finally found a problem to my soluuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuution


AGP

Thanks a lot, Egon. I can't wait to try it out.

EgonOlsen

#4
I've uploaded an updated version of 1.14. The last version had a bug in matrix calculations for projective textures. And i've noticed that using the MOVELEFT-constant in Camera actually makes you move right and vice versa. I haven't changed the code, just the constants to fix this. So anything that has been compiled against an older version will work as before. Everything that will be compiled against the fixed version will get the new constants and the camera should behave correct then. But obviously nobody was using them anyway...and that includes me. This must have been wrong for years... ???

Klaudiusz

I'm using it and i was confused why it works like that, but i didn't post this on the forum...:) 

cyberkilla

You have made some phenomenal progress lately!

I am not ready to continue on my own 3d project yet, but I am noting your
new features, and how much easier they will make things for me:)

I wonder how effective those projected textures are at "highlighting" a character, with a ring of light on the ground.
The other option is to use the plane, as described on another thread, but this looks so much more detailed.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

EgonOlsen

Quote from: cyberkilla on June 04, 2007, 02:21:47 PM
I wonder how effective those projected textures are at "highlighting" a character, with a ring of light on the ground.
The other option is to use the plane, as described on another thread, but this looks so much more detailed.
You may use them for that purpose, but you are going to sacrifice a texture stage for each projection. Current hardware usually supports 4 stages. One more and jPCT will switch to multi-pass rendering, which will be much slower. I think for highlighting one unit, it should be fine. For highlighting 3, it's questionable.

cyberkilla

Well, I had better stick to the plane method:)
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG