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Messages - orange451

#1
Support / Re: Trouble running in OpenGL renderer
May 10, 2012, 01:50:30 AM
Quote from: EgonOlsen on May 09, 2012, 11:44:32 PM
Please post the complete log.
QuoteJava version is: 1.7.0_01
-> support for BufferedImage
Version helper for 1.5+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Current mode:800 x 600 x 32 @60Hz
Driver is: lmimirr/2.50.0.596 on ATI Technologies Inc. / ATI Mobility Radeon HD 4670
GL_ARB_texture_env_combine supported and used!
FBO supported and used!
VBO supported and used!
OpenGL renderer initialized (using 4 texture stages)
Software renderer disposed
Loading Texture...from Image
Loading Texture...from Image
Loading Texture...from Image
Loading Texture...from Image
Adding Lightsource: 0
32
Loading file zombie.MD2
Expanding buffers...1000000 bytes
Expanding buffers...1500000 bytes
Expanding buffers...2000000 bytes
File zombie.MD2 loaded...1782248 bytes
Magic number: 844121161
Version: 8
Skin width: 1024
Skin height: 1024
Frame size: 17276
Number of skins: 1
Number of Vertices: 4309
Number of Texture coordinates: 25230
Number of triangles: 8410
Number of GL-commands: 84101
Number of Frames: 72
Reading Texture coordinates...
Done!
Reading polygonal data...
Done!
Reading keyframes...
Done!
Coverting MD2-format into jPCT-format...
Processing: idle...
Processing: walk...
Processing: sprint...
Processing: climb...
Processing: death...
Done!
Adding Lightsource: 1
33
com.threed.jpct.FrameBuffer@3e401b01
java.lang.NullPointerException
   at org.lwjgl.opengl.GL11.glClearColor(GL11.java:570)
   at com.threed.jpct.GLBase.clear(Unknown Source)
   at com.threed.jpct.GLRenderer.execute(Unknown Source)
   at com.threed.jpct.FrameBuffer.clearHardware(Unknown Source)
   at com.threed.jpct.FrameBuffer.clear(Unknown Source)
   at org.orange451.game.gfx.Screen.render(Screen.java:57)
   at org.orange451.game.Launcher.run(Launcher.java:84)
   at java.lang.Thread.run(Unknown Source)
#2
Support / Re: Trouble running in OpenGL renderer
May 09, 2012, 11:43:13 PM
Quote from: EgonOlsen on May 09, 2012, 08:42:00 PM
Any log output?
the console now says:
Quoteat org.lwjgl.opengl.GL11.glClearColor(GL11.java:570)
   at com.threed.jpct.GLBase.clear(Unknown Source)
   at com.threed.jpct.GLRenderer.execute(Unknown Source)
   at com.threed.jpct.FrameBuffer.clearHardware(Unknown Source)
   at com.threed.jpct.FrameBuffer.clear(Unknown Source)
   at org.orange451.game.gfx.Screen.render(Screen.java:57)
   at org.orange451.game.Launcher.run(Launcher.java:84)
   at java.lang.Thread.run(Unknown Source)

Screen.Java Line 57 is:
buffer.clear(java.awt.Color.BLUE);

yes, buffer is NOT null.
#3
Then everytime I create the Model object, I need to reload the model, rather than just copy it from the already existing model.
#4
Support / Re: Trouble running in OpenGL renderer
May 09, 2012, 05:14:45 PM
okay, I added lwjgl.dll into my games path. Nothing errors now, but the window that comes up is just pitch black.
#5
Support / Re: Trouble running in OpenGL renderer
May 09, 2012, 02:11:19 PM
I added lwjgl.jar and lwjgl_util.jar
now the error I get is:
QuoteException in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:73)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
   at org.lwjgl.Sys.loadLibrary(Sys.java:95)
   at org.lwjgl.Sys.<clinit>(Sys.java:112)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.init(Unknown Source)
   at com.threed.jpct.GLRenderer.init(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at org.orange451.game.gfx.Screen.<init>(Screen.java:36)
   at org.orange451.game.Launcher.<init>(Launcher.java:95)
   at org.orange451.game.Launcher.main(Launcher.java:25)
#6
Support / Trouble running in OpenGL renderer
May 09, 2012, 01:47:19 PM
When I add:
buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
buffer.enableRenderer(IRenderer.RENDERER_OPENGL);

just after creafing my FrameBuffer, I get this error:
QuoteException in thread "main" java.lang.NoClassDefFoundError: org/lwjgl/opengl/Display
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.init(Unknown Source)
   at com.threed.jpct.GLRenderer.init(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at org.orange451.game.gfx.Screen.<init>(Screen.java:36)
   at org.orange451.game.Launcher.<init>(Launcher.java:95)
   at org.orange451.game.Launcher.main(Launcher.java:25)
Caused by: java.lang.ClassNotFoundException: org.lwjgl.opengl.Display
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more

Which other libraries (becides the jpct.jar) should I include in my buildpath to solve this issue?
#7
the only problem, which I probably should have mentioned, is that I created a new class, called Model. Model extends Object3D. Using the way you just provided wont work, because you can't cast the Object3D class D:
#8
In a project I'm doing, I need to use the .setMesh() method on an Object3D object, and the paremeter passed into the .setMesh() is the mesh (.getMesh()) of another object3D object.
basically:
object2.setMesh(object1.getMesh());

However, when I applied a texture to object2, I found that object2's UV coords are all at 0,0 on the UV map.

Any ideas?
#9
Support / Re: Creating a polygon and UV mapping it
December 14, 2011, 11:52:29 PM
Quote from: EgonOlsen on December 14, 2011, 11:02:57 PM
It's in the zip  ???
...I completely missed the "page 2" of this topic... I'm sorry! XD

[edit]
I love you! :D
#10
Support / Re: Creating a polygon and UV mapping it
December 14, 2011, 09:33:39 PM
I could really use that example :P
#11
Support / Re: Creating a polygon and UV mapping it
December 11, 2011, 11:33:06 PM
Quote from: EgonOlsen on December 11, 2011, 11:29:39 PM
Of course you could...sadly, i don't get what you don't get here...!?

A texture has an alpha channel, which defines the transparency IF transparency is actually enabled for an object using this texture OR when blitting this texture. If the texture has no alpha in the file or you don't want to use it, jPCT will calculate one based on the black pixels at load time of that texture.
Perhaps you could supply me with a code example?
For some reason, I just can't grasp what you're saying...
#12
Support / Re: Creating a polygon and UV mapping it
December 11, 2011, 11:10:20 PM
Quote from: EgonOlsen on December 11, 2011, 10:44:53 PM
Transparency is based on objects, not on textures. To make an object transparent, use the mentioned setTransparency(...)-method. The rest of the post was just about using the textures alpha channel or calculate a new one. If you want to make parts of an object transparent while others are not, you have to split into several objects.
So basically, if I wanted to make a billboard gui with say, this texture:


I couldn't?
#13
Support / Re: Creating a polygon and UV mapping it
December 11, 2011, 10:23:19 PM
Quote from: EgonOlsen on December 11, 2011, 10:13:17 PM
No, that doesn't make it transparent...i never said this. What makes it transparent was written in the first sentence of my reply.... ???

To draw a 2D image, have a look at the blit-methods in FrameBuffer and/or at the Overlay-class in the util-package.

I'm still a bit confused, can you reexplain how I cna make a texture support transparencies?
#14
Support / Re: Creating a polygon and UV mapping it
December 11, 2011, 10:05:21 PM
Quote from: EgonOlsen on December 11, 2011, 09:03:52 PM
Sure: new Texture(<yourTexture>, true);

I'm not 100% sure what you mean with "orthographicly projecting an image on to the screen"!?
That doesn't make it transparent... I've tried, but the transparent pixels remain black

By orthographicaly projecting an image, I mean draw an image on to the screen in a 2d space.
Such as a health bar, or other gui's.
#15
Support / Re: Creating a polygon and UV mapping it
December 11, 2011, 08:31:48 PM
Can you provide me with an example on how to use the second thing you mentioned?

Could you also point me in the right direction of orthographicly projecting an image on to the screen? I've tried getting the screens graphics, and then drawing, but it isn't double buffered.