When can I expect a stable release with these new features? I'm wondering because I'm worried about releasing code that relies on a beta version of the API.
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 MenuQuote from: EgonOlsen on March 24, 2012, 11:33:08 PMWorks brilliantly. For anybody trying to get this to work, here's how to do it.
I've updated the beta jar...FrameBuffer now has a resize(width, height)-method. It works when using OpenGL only and is silently ignored when using the software renderer. Please give it a try: http://jpct.de/download/beta/jpct.jar
Display.setResizable(true);
if (Display.wasResized()) {
buffer.resize(Display.getWidth(), Display.getHeight());
}
Quote from: AGP on March 24, 2012, 02:57:26 AMI did some testing with this. I tried disposing the OpenGL Render, making a new FrameBuffer, and reenabling it, and it seems to have only one flaw: when this happens, it tries to reconstruct the screen and will throw an "Unsupported Size" error, as it will look for a display mode. Support for changing the display size will require an update to the FrameBuffer class that makes sure it doesn't try to reconstruct the Display and just changes the buffer size for the render.
I would think destroying the Display (if possible) and just re-creating the FrameBuffer would do it. But you can't do it while the user is dragging window's edges (you could do it as I suggested: set the new size and then try that). But I really don't see the usefulness of doing it in the same program instance. Restarting is fine.
Quote from: TimmerCA on March 23, 2012, 03:14:52 AMQuote from: AGP on March 23, 2012, 02:46:18 AMI have the following code in my game loop:
Usually I make my programs read a configuration file which either specifies a resolution (which the user can change) or has something like fullscreen=true and getCurrentResolution in place of the numerical values, which initializes the app in fullscreen and with the current resolution. If you notice, most games tell you after you change their resolution that in order to see the change you'll have to restart the game. So just do that.if (Display.wasResized()) {
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
scene.resize();
gui.resize();
}
Why wouldn't this port over to jPCT well?
Quote from: EgonOlsen on March 18, 2012, 08:24:41 AM*googles 'pick nearest filtering'* oh, so like minecraft rendering . Just out of curiosity, how would i tell jPCT to use that?
You'll run into the same issues with hardware rendering as long as you are using anything but pick nearest filtering (which looks ugly).
Quote from: EgonOlsen on March 18, 2012, 08:24:41 AM1) can I do this with software render, or should I just go over to OpenGL, which I will probably do inevitably?
I would go for separate textures instead.
Quote from: Hrolf on March 18, 2012, 04:02:18 AMYeah, and from what I tried, not even a full solution
Texture bleed. The best answer I've found is to tweak the uv coords from say 0,0 - 0.5,0.5 to 0.05,0.05 - 0.495,0.495 - not so pretty.
Quote from: Hrolf on March 18, 2012, 04:02:18 AMUnless memory or latency are really important issues it would be much better to simply use one texture per surface.although memory and latency are not issues *yet*, I had thought (from what research I tried to do) that using multiple textures on a 3D model was a pain, especially using software render. I don't really know why I'm using a software render and would probably switch over to OpenGL if I had a reason to...
Quote from: Hrolf on March 18, 2012, 03:19:29 AM
...
room.setEnvmapped(Object3D.ENVMAP_ENABLED);
Quote from: EgonOlsen on March 17, 2012, 09:51:33 PMThis is actually quite hard to explain what's going on. The room is a cube, but viewed from the inside. It appears that the texture is centering on one wall, warping around the other walls, and converging again on the other side. It's really hard to explain exactly what's happening because I'm not sure entirely what the problem is.
I can't try the code right now...do you have a screen shot that actually shows this in a clearer way!? I've no idea what i'm looking at nor how it is supposed to look.
Quote from: Marlon on March 17, 2012, 08:45:37 PMThe image is 256x256, so that can't be the problem...
Keep in mind that the resolution of the texture should be a power of 2.
E.g:
64X64, 128x128,256x256 or 512x512
Quote from: EgonOlsen on March 15, 2012, 12:18:59 AMWhy not simply transfer the rotation matrix?That makes sense. Now I just need to serialize it...
Quote from: EgonOlsen on March 15, 2012, 12:18:59 AMThere is no matching between a unit in world space and in the real world. You should use a reasonable value though, like 10 units=1 meter or similar.I had a feeling that there was no universal unit for this, but with the standard FOV of 1.25, 10 seems quite close. Is there a standard at all between FOV and distance when it comes to making things look like it's normal sized? Should the player's hit box be at least 1 in front of the player to prevent the clipping that I saw in the code I provided? This is my first experience with 3d game development, so I don't really understand how the units will inevitably add up.
Quote from: kburden000 on March 14, 2012, 06:46:34 AMThat means your turning it about your neck, not about your body.Oh . That makes a lot more sense. Thank you very much!
Quote from: EgonOlsen on March 14, 2012, 09:17:44 AMThis is caused by the clipping on the view plane. You are very close to that triangle and the triangle is very small.I didn't think that would have been so much of an issue, but the code you provided fixed the problem, so it had to be the issue. Thanks.
Page created in 0.040 seconds with 13 queries.