Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - OrangyTang

#1
Support / Re: Ortho Rendering part 2
September 29, 2011, 09:40:43 PM
No per-vertex colours at all? Well that sucks, I think that makes my rendering impossible, since I need to calculate the lighting and tinting myself and that's all per-vertex.

Is there no way to fake this?
#2
Support / Ortho Rendering part 2
September 29, 2011, 06:30:27 PM
A resurrection/continuation of http://www.jpct.net/forum2/index.php/topic,1789.msg13178.html#msg13178

Lots of whining users means I'm looking into this (again), this time I'm going to see how much I can fake it by using a regular perspective camera with a tight fov. Questions:

1. I can't figure out how to set the near/far planes on the Camera object. How do I do this? Currently my geometry is being lost behind the far plane.

2. What's a suitable 'small' fov value to try and produce a fake-ortho view? I guess there's a tradeoff between depth buffer precision and minimising the perspective shift. Just how accurate is the depth buffer in software mode?

3. Unrelated, but how do I set per-vertex colours for geometry? None of the Object3D.addTriangle take a vertex colour. Do I have to use another method?

Thanks.
#3
Support / Re: Ortho projection and other newbie questions
November 14, 2010, 03:08:14 PM
The idea is to write a minecraft map renderer (along the lines of Cartographer and the like), and output tiled images which would then be fed into google maps or OpenLayers to get a nice high-res, explorable map.

Similar to the second example, it'd be for an offline render on a headless server (which may or may not have a proper graphics card, hence wanting a software renderer). So speed isn't an issue, but I think without a proper ortho view transform the map tiles aren't going to join up correctly.

Since I don't care about speed, is there some way to hack it? The Camera seems to basically just be a matrix, can I construct an ortho matrix manually and force the camera to use that somehow? Obviously things like Camera.lookAt would cease to work, but it'd be a heck of a lot easier than writing my own software renderer.
#4
Support / Re: Ortho projection and other newbie questions
November 14, 2010, 12:20:13 AM
Wow, a 3d engine without ortho support. ??? Is there any chance of adding it? Otherwise it's completely unsuitable for my project and I'll have to look elsewhere (which is a shame, as none of the other 3d engines have software renderers as far as I know).
#5
Support / Ortho projection and other newbie questions
November 13, 2010, 10:03:06 PM
Hello, I thought i'd give this a try for my current project, but seem to have found a few snags:

1. Is there a way to set an orthographic camera projection? There doesn't seem to be a way to specify the projection that the camera uses, other than setting the FOV. Perspective seems to be implied. How do I set it to ortho?

2. Primatives.creatBox returns a box rotated by 45 degrees, wtf? What's up with that?

3. Camera.setLookAt seems to not be remembered if I call Camera.setPosition(). I have to re-specify the look at point whenever changing the position. Is this normal? Is there a way around this?

4. The hello world code uses direct calls to LWJGL's Display.isCloseRequested, and there doesn't seem to be any window management. Am I missing something? How do I control the window settings (in both GL and software mode).

Thanks.