Main Menu

Currently working on...

Started by EgonOlsen, June 26, 2007, 09:59:34 PM

Previous topic - Next topic

EgonOlsen



Does anybody say "finally"...? ;)

Still a lot of work to do in this domain though, but i wanted to share this to show that the next version will indeed bring something new...

Klaudiusz

 :o Shadows in java :) This is great:)

Melssj5

Nada por ahora

raft


Melssj5

I dont know if cry or laugh! Anyway I am waiting the next release with the change Egon made for appling the env map and the method to join two textures into one without the textureInfo.
Nada por ahora

hytparadisee

That's s/w rendered right? If yes, it looks really good.
Today I finally found a problem to my soluuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuution

EgonOlsen

Quote from: hytparadisee on June 28, 2007, 05:32:50 AM
That's s/w rendered right? If yes, it looks really good.
No, it's hardware. The software renderer won't support it.

cyberkilla

http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

Melssj5

"The software renderer won't support it."   I just can say: :'(
Nada por ahora

EgonOlsen

Quote from: Melssj5 on June 29, 2007, 04:51:58 PM
"The software renderer won't support it."   I just can say: :'(
The per pixel depth query would be too costly. Of course it's possible to do it in software too, but it's just too expensive to be useful, so i won't waste my time on it.

raft

Quote from: EgonOlsen on June 29, 2007, 07:51:32 PM
Of course it's possible to do it in software too, but it's just too expensive to be useful..
i remember once upon a time you were saying same thing for software mipmapping ;)

EgonOlsen

#11
Quote from: raft on June 29, 2007, 09:05:16 PM
i remember once upon a time you were saying same thing for software mipmapping ;)
Did i?... ;)

Edit: But this IS more expensive for sure. It's an expensive operation plus you have to render the scene multiple times.

cyberkilla

I look forward to messing around with this:)

I am considering making a "cutscene" api for jpct.

What I mean is, an api that wraps around a few other things, including the skeletal api,
which will allow a "scene file" to be read, allowing the programmer to make on-the-fly actor models,
conversation boxes(speech bubbles or convo box on bottom), and time animation sequences.

In addition, I have a pretty document from Microsoft Speech API, which shows the standard mouth positions.
It could be possible to assign texture frames to a model for textureeffect, allowing mouth movement while talking:).

It wouldnt be perfect, but heck, if you have seen Deus Ex's intro cutscene, you will see just how cool it is!
The possibilities are endless. I plan to do it in a few weeks.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

hytparadisee

QuoteThe possibilities are endless.

Me, combining with jorbis for sound and with jspeex for speech now ;), plus what I hate the most -> networks.
Today I finally found a problem to my soluuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuution

raft

Quote from: EgonOlsen on June 29, 2007, 10:32:07 PM
But this IS more expensive for sure. It's an expensive operation plus you have to render the scene multiple times.

so, you say there arent and cant be any software based shadow implementations which can render at a reasonable time

or ?