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 - LowPolyMan

#1
Bones / Re: frames
July 12, 2013, 08:27:27 PM
Quote from: LowPolyMan on July 04, 2013, 01:33:38 PM
Quote
But the exported ogre meshes converted to xml don't have any pose, all animations are in one pose.
I'm not sure what you mean exactly here?

Quote
- Convert MD2, MD3 or MD5 model files to Ogre Mesh XML
jPCT itself supports MD2 format. no support for MD3 and MD5 at the moment

Quote
- Convert Quake's vertex animations to Ogre's morph animations
Bones support pose animation, not morph animation. morph animation is very similar to jPCT's key frame based mesh animation. you can either export that to MD2 or export those animations as pose animations
Quote
- Convert Doom 3's skeletal animations to Ogre's skeletal animations
yes, Bones support Ogre skeletal animations.

The lines starting with '-' are from the readme file from the QuakeToOgre tool.

So that tool converts md2/md3/md5 and more to ogre mesh.

Tnx for the anwser anyway.

#2
Bones / Re: frames
July 04, 2013, 10:04:05 PM
Quote from: Gatobot on July 04, 2013, 08:50:16 PM
Ogre exporter for milkshape has the option to select an animation file where you can especify the name of the animation(s) and the first an last frame of it, then you can call them in jpct with setanimation

Wow, didn't notice that.. handy.. tnx!

BTW i found the following tool: https://bitbucket.org/ndepoel/quaketoogre/downloads/QuakeToOgre%20v2.1.zip,
seems very handy to convert quake1/2/3 and some other to ogre. But it doesn't create a skeleton xml, only a mesh xml.

- Convert MD2, MD3 or MD5 model files to Ogre Mesh XML
- Convert Quake's vertex animations to Ogre's morph animations
- Convert Doom 3's skeletal animations to Ogre's skeletal animations

Would this work also with bones?
#3
Bones / Re: frames
July 04, 2013, 01:33:38 PM
Quote
But the exported ogre meshes converted to xml don't have any pose, all animations are in one pose.
I'm not sure what you mean exactly here?

Quote
- Convert MD2, MD3 or MD5 model files to Ogre Mesh XML
jPCT itself supports MD2 format. no support for MD3 and MD5 at the moment

Quote
- Convert Quake's vertex animations to Ogre's morph animations
Bones support pose animation, not morph animation. morph animation is very similar to jPCT's key frame based mesh animation. you can either export that to MD2 or export those animations as pose animations
Quote
- Convert Doom 3's skeletal animations to Ogre's skeletal animations
yes, Bones support Ogre skeletal animations.


#4
Bones / frames
July 03, 2013, 11:55:35 PM
How do i get the total frames and how do i get what frame is currently displayed?
#5
Quote from: EgonOlsen on April 22, 2013, 03:41:54 PM
"all the time" is a but vague. Can you be precise, please?

Yeah a but vague :-)

I will try to make a little demonstration source so you can see what i mean or i make a simple video.

Here i made a sample.

https://www.dropbox.com/s/f1obr9fjul9n8s5/HelloWorld_01.zip
#6
Hi there,

I have a terrain with a 50% transparent plane and a water texture.

Without using fog the water looks as it should, but when using fog the water texture changes all the time.

See screenshot.



[attachment deleted by admin]
#7
Support / Re: Terrain and GenericVertexController..
April 05, 2013, 12:39:46 PM
Quote from: EgonOlsen on April 05, 2013, 10:33:34 AM
You are not supposed to access jPCT-AE related instances from inside your event handler methods. jPCT isn't thread safe and the render thread is different from the thread that handles the events. Mixing access from both can lead to nullpointer exceptions and other kind of errors.
Just let the handler methods set some flags and evaluate them in the render method: http://www.jpct.net/wiki/index.php/Hello_World_for_Android#onTouchEvent.28MotionEvent_me.29

Ok, my misunderstanding of java i quess, i thought calling a function in render thread  from event handler was thread safe. Now i add a boolean and 2 ints in render thread so i set repeaint to true and set repaintx and repainty, from  onDrawFrame i check it and call the function repeaintUV.
Up until now i got no more nullpointer. I updated the source.

In my own app, i use a bigger terrain and i use a GenericVertexController. When i try to change for example coord 50,50 it changes a total different coord. I end up storing all polyid's in a array and look them up that way to get it working. I think i made some programming mistake, but you mabe know something about this?


[attachment deleted by admin]
#8
Support / Re: Terrain and GenericVertexController..
April 05, 2013, 10:08:24 AM
Quote from: EgonOlsen on April 04, 2013, 08:35:05 PM
Here you go...the code had several issues. One was that reTexture wasn't acting absolute but relative. I've fixed this by adding a currentTiling variable that holds the current tiling to apply the inverse for absolute results. Then it wasn't meant to be used for what you were doing. If was meant to change the tiling of the second texture layer, which you don't have. I've fixed that too. In addition, i've removed the texture-String from the method (wasn't used anyway).
The last problem was that you called build() before compile(). That way, it was compiled with stativ-uv, because build() does this by default. I've remove the call to compile (it's implicit anyway) and replaced build() by build(false).

The modified code: ...

Thank you, It works great now!!

I know i used the reTexture the wrong way, it was intended to tile textures. I removed it and i just calculate the UV the way i need them now. Isn't build() called before compile() now also?

I have adjusted the source a bit and made a example so it might help other users get started changing UV's at runtime. This example i took from the web where you click on a point on the map and the texture changes from grey to red. The original example used 2 textures for the grey and red and this example only changes the UV coords. The texture contains both grey and red 256x128.
I removed the bin/ and libs/ drawer from the source so i could fit it under 64kb to attach it to this post.

Then i have another issue, this example works great BUT sometimes it gives a nullpointer on the'world.renderScene(fb)' or on the 'world.calcMinDistance(position, direction, 10000)' line. I discovered commenting the octree code fixes this, at keast on my S3. 



[attachment deleted by admin]
#9
Support / Re: Terrain and GenericVertexController..
April 02, 2013, 11:17:04 PM
Quote from: EgonOlsen on March 28, 2013, 08:01:11 AM
I can't try the code ATM and i won't be able to until after easter, but there are at least two things to consider:


  • Don't do these operations directly on the event listener. While this might not be responsible for your problem, it's bad practice anyway. jPCT-AE isn't thread safe, so you aren't supposed to modify jPCT related stuff from anywhere outside the rendering thread (in this case the onDrawFrame() method) once the scene has been setup. Just set a flag in the listener method and evaluate that in onDrawFrame() instead.
  • Your logic implies that reTexture() always starts from scratch, but that's not the case. It works based on the current coordinates, i.e. if you apply a tileFactor of 0.5 earlier, you'll reTexture with uOrg/vOrg0.5*-0.5 instead of uOrg/vOrg*-0.5

Hi EgonOlsen,

I think jPCT is a realy great library, docs and examples miss a bit but with the things i already know and the forums i get very far, i have managed to get a lot working without any help. But this..... Grrrr... :)

I tried and tried but i can't get it working. I also searched the forums for hours, a bit of help, or better yet a working example would be great..

Here's my code so far:
https://dl.dropbox.com/s/4yj3ygon78sdgoh/HelloWorld.zip?token_hash=AAG_t63ZFsDJbIMgZ1tHAEKr5YbGkOdeyhDJUD5P_sYyMg&dl=1

Regarding your 2  points:

1. I removed the code from event listener and put it in the rendering thread.
2. It works when you uncomment line 255, reTexture is then apply'd earlier also.
#10
Quote from: kiffa on March 27, 2013, 04:03:03 AM
Both of the above are not easy to use(for my case). Could you add the method Texture.containsAlpha() ?

A Bitmap object in Java/Android has a 'hasAlpha()' flag. So you could load your texture as bitmap and then add it as texture.

Something like the following would do the trick:


Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.YOURBITMAP);
if (bmp.hasAlpha()==true)
{
  //This bitmap has alpha ..
}
//Now you can pass your bitmap as texture
Texture YOURTEXTURE = new Texture(bmp);

#11
Support / Re: Terrain and GenericVertexController..
March 28, 2013, 10:23:21 PM
Quote from: EgonOlsen on March 28, 2013, 08:01:11 AM
I can't try the code ATM and i won't be able to until after easter, but there are at least two things to consider:


  • Don't do these operations directly on the event listener. While this might not be responsible for your problem, it's bad practice anyway. jPCT-AE isn't thread safe, so you aren't supposed to modify jPCT related stuff from anywhere outside the rendering thread (in this case the onDrawFrame() method) once the scene has been setup. Just set a flag in the listener method and evaluate that in onDrawFrame() instead.
  • Your logic implies that reTexture() always starts from scratch, but that's not the case. It works based on the current coordinates, i.e. if you apply a tileFactor of 0.5 earlier, you'll reTexture with uOrg/vOrg0.5*-0.5 instead of uOrg/vOrg*-0.5

Thanks for 2 interesting points.. I will look into this. As soon as i have this working i will create a example for wiki so others can enjoy it too.. :)
#12
Support / Re: Terrain and GenericVertexController..
March 28, 2013, 12:18:26 AM
Quote from: EgonOlsen on March 27, 2013, 08:27:06 PM
What is this? Desktop jPCT? Because in jPCT-AE, there is no "before compile". If something gets rendered, it will be compiled. You can't do anything against it, which is why i don't understand your screen shots...

jPCT-AE, and by before compile i mean not at runtime, sorry was a bit unclear.

Example src:
package com.threed.jpct.example;

import java.lang.reflect.Field;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;
import android.annotation.SuppressLint;
import android.app.Activity;
import android.content.Context;
import android.content.pm.ActivityInfo;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
import android.view.ViewGroup.LayoutParams;
import com.threed.jpct.Camera;
import com.threed.jpct.Config;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.Interact2D;
import com.threed.jpct.Light;
import com.threed.jpct.Logger;
import com.threed.jpct.Object3D;
import com.threed.jpct.OcTree;
import com.threed.jpct.PolygonManager;
import com.threed.jpct.RGBColor;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureInfo;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.BitmapHelper;
import com.threed.jpct.util.MemoryHelper;

@SuppressLint("NewApi")
public class HelloWorld extends Activity {

private static HelloWorld master = null;
private GLSurfaceView mGLView;
private MyRenderer renderer = null;
private FrameBuffer fb = null;
private World world = null;
private Camera camera = null;
private RGBColor back = new RGBColor(50, 50, 100);
private float touchTurn = 0;
private float touchTurnUp = 0;
private float xpos = -1;
private float ypos = -1;
private Object3D terrain;
private int fps = 0;
private Light sun = null;
String status = "Loading..";
boolean status_midx=true;
boolean status_midy=true;
int polyIdOffset;
    private String outputLine1 = "";
    private String outputLine2 = "";
    private String outputLine3 = "";

protected void onCreate(Bundle savedInstanceState) {
Logger.log("onCreate");
if (master != null) {
copy(master);
}
super.onCreate(savedInstanceState);
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
mGLView = new GLSurfaceView(getApplication());
mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
@SuppressLint("NewApi")
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});
requestWindowFeature(Window.FEATURE_NO_TITLE);
        getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
renderer = new MyRenderer();
mGLView.setRenderer(renderer);
setContentView(mGLView);
        DrawOnTop mDraw = new DrawOnTop(this);
        addContentView(mDraw, new LayoutParams (LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
}

@Override
protected void onPause() {
super.onPause();
mGLView.onPause();
}

@Override
protected void onResume() {
super.onResume();
mGLView.onResume();
}

@Override
protected void onStop() {
super.onStop();
}

private void copy(Object src) {
try {
Logger.log("Copying data from master Activity!");
Field[] fs = src.getClass().getDeclaredFields();
for (Field f : fs) {
f.setAccessible(true);
f.set(this, f.get(src));
}
} catch (Exception e) {
throw new RuntimeException(e);
}
}

public boolean onTouchEvent(MotionEvent me) {
float x,y;
if (me.getAction() == MotionEvent.ACTION_DOWN) {
x = me.getX();
y = me.getY();
SimpleVector position = new SimpleVector(Interact2D.reproject2D3D(camera, fb, (int)x, (int)y));
position.matMul(camera.getBack().invert3x3());
position.add(camera.getPosition());
SimpleVector direction = position.calcSub(camera.getPosition()).normalize();
float distance = world.calcMinDistance(position, direction, 10000);
if (distance != Object3D.COLLISION_NONE) {
SimpleVector collisionPoint = new SimpleVector(direction);
collisionPoint.scalarMul(distance);
collisionPoint.add(position);
int mapGridX = (int) collisionPoint.x / 5;
int mapGridY = (int) collisionPoint.z / 5;
int polyId1 = ((32 * mapGridY + mapGridX) * 2) + polyIdOffset;
terrain.getPolygonManager().setPolygonTexture(polyId1,
TextureManager.getInstance().getTextureID("Red"));
terrain.getPolygonManager().setPolygonTexture(polyId1 + 1,
TextureManager.getInstance().getTextureID("Red"));
outputLine1 = "Collision: " + collisionPoint;
outputLine2 = "    2D Map Coordinates: ( " + collisionPoint.x
+ ", " + collisionPoint.z + " )";
outputLine3 = "    Map Cell: ( " + mapGridX + ", " + mapGridY
+ " )";
}
//renderer.reTexture(terrain, "texture", -0.5f);
//terrain.touch();
renderer.reTexture(terrain, "", -0.5f);
//terrain.touch();
return true;
}

if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;
}

if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;
xpos = me.getX();
ypos = me.getY();
touchTurn = xd / -100f;
touchTurnUp = yd / -100f;
return true;
}

try {
Thread.sleep(15);
} catch (Exception e) {
}

return super.onTouchEvent(me);
}

protected boolean isFullscreenOpaque() {
return true;
}

class MyRenderer implements GLSurfaceView.Renderer {

private long time = System.currentTimeMillis();

public MyRenderer() {
Config.glTransparencyMul = (1.0f / 255);
        Config.glTransparencyOffset = (1.0f / 255);
        Config.farPlane = 10000;
        Config.maxPolysVisible = 10000;
}

public void onSurfaceChanged(GL10 gl, int w, int h) {
if (fb != null) {
fb.dispose();
}
fb = new FrameBuffer(gl, w, h);
if (master == null) {
world = new World();
world.setAmbientLight(50, 50, 50);
sun = new Light(world);
sun.setIntensity(20, 20, 20);
SimpleVector sv = new SimpleVector(80, -160, 80);
sun.setPosition(sv);
status = "Loading textures..";
Texture Grey = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.grey)), 256, 256));
TextureManager.getInstance().addTexture("Grey", Grey);
Texture Red = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.red)), 256, 256));
TextureManager.getInstance().addTexture("Red", Red);
Texture texture = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.texture)), 1024, 512));
TextureManager.getInstance().addTexture("texture", texture);
status = "Creating object..";
        createTerrain();
        world.addObject( terrain );
        terrain.setCollisionMode( Object3D.COLLISION_CHECK_OTHERS );
        world.buildAllObjects();
        status = "Add camera and compact memory..";
        camera = world.getCamera();
        camera.setPosition( -80, -160, -80 );
        camera.lookAt( new SimpleVector( 80, 0, 80 ) );
MemoryHelper.compact();
status = "";
if (master == null) {
Logger.log("Saving master Activity!");
master = HelloWorld.this;
}
}
}

public void reTexture(Object3D obj, String t2, float tileFactor) {
PolygonManager pm=obj.getPolygonManager();
int t2Id=TextureManager.getInstance().getTextureID(t2);
int end=pm.getMaxPolygonID();
for (int i=0; i<end; i++) {
int t1=pm.getPolygonTexture(i);
SimpleVector uv0=pm.getTextureUV(i, 0);
SimpleVector uv1=pm.getTextureUV(i, 1);
SimpleVector uv2=pm.getTextureUV(i, 2);
TextureInfo ti=new TextureInfo(t1, uv0.x, uv0.y, uv1.x, uv1.y, uv2.x, uv2.y);
uv0.scalarMul(tileFactor);
uv1.scalarMul(tileFactor);
uv2.scalarMul(tileFactor);
ti.add(t2Id, uv0.x, uv0.y, uv1.x, uv1.y, uv2.x, uv2.y, TextureInfo.MODE_REPLACE);
pm.setPolygonTexture(i, ti);
}
}

    public void createTerrain()
    {
        int x, z, id = TextureManager.getInstance().getTextureID("texture");
        float xSizeF = 33, zSizeF = 33, scalemap = 5, deelx=1;
        TextureInfo ti;
        terrain = new Object3D( 2048 ); 
        for( z = 0; z < 32; z++ )
        {
            for( x = 0; x < 32; x++ )
            {
float xx = x;
ti = new TextureInfo(id, (xx / xSizeF/deelx), (z / zSizeF), ((xx + 1) / xSizeF/deelx), (z / zSizeF), (xx / xSizeF/deelx), ((z + 1) / zSizeF));
terrain.addTriangle(new SimpleVector(x * scalemap, 1, z * scalemap),           
new SimpleVector((x + 1) * scalemap, 1, z * scalemap),
new SimpleVector(x * scalemap, 1, (z + 1) * scalemap), ti);
ti = new TextureInfo(id, (xx / xSizeF/deelx), ((z + 1) / zSizeF), ((xx + 1) / xSizeF/deelx), (z / zSizeF), ((xx + 1) / xSizeF/deelx), ((z + 1) / zSizeF));
terrain.addTriangle(new SimpleVector(x * scalemap, 1, (z + 1) * scalemap),
new SimpleVector((x + 1) * scalemap, 1, z * scalemap),
new SimpleVector((x + 1) * scalemap, 1, (z + 1) * scalemap), ti);
            }
        }
       
        //Retexture RIGHT lower part
        reTexture(terrain, "texture", 0.5f);
       
        //Retexture ONLT left upper part ..
        //reTexture(terrain, "texture", -0.5f);  //Uncomment here..
       
        terrain.calcNormals();
        terrain.setSpecularLighting(true);
       
        terrain.forceGeometryIndices(true);
       
        terrain.build(); //(true);
        OcTree ocTree = new OcTree( terrain.getMesh(), 2048, OcTree.MODE_OPTIMIZED );
        ocTree.setCollisionUse( OcTree.COLLISION_USE );
        terrain.setOcTree( ocTree );
        polyIdOffset = terrain.getPolygonManager().getMaxPolygonID() - terrain.getMesh().getTriangleCount();
        terrain.compile(true, false);
    }

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
status_midx=true;
status_midy=true;
status = "";
}

public void onDrawFrame(GL10 gl) {
if (touchTurn != 0) {
touchTurn = 0;
}
if (touchTurnUp != 0) {
touchTurnUp = 0;
}
status = outputLine1 + ", " + outputLine2 + ", " + outputLine3;
fb.clear(back);
world.renderScene(fb);
world.draw(fb);
fb.display();
if (System.currentTimeMillis() - time >= 1000) {
Logger.log(fps + "fps");
fps = 0;
time = System.currentTimeMillis();
}
fps++;
}
}
class DrawOnTop extends View {
Paint paint = new Paint();
Rect bounds = new Rect();
int x;
int y;
int tmpx;
int tmpy;
public DrawOnTop(Context context) {
super(context);
}
public void drawing(Canvas canvas) {
if (status.length() > 0) {
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.BLACK);
paint.setTextSize(48);
paint.setAntiAlias(true);
paint.setAlpha(255);
if (status_midx)
{
tmpx = (int) paint.measureText(status);
x = canvas.getWidth()/2 - (tmpx/2);
}
else
{
x = (canvas.getWidth() / 40);
}
if (status_midy)
{
paint.getTextBounds(status, 0, status.length(), bounds);
tmpy = bounds.bottom;
y = canvas.getHeight()/2 - (tmpy/2);
}
else
{
y = 48;
}
canvas.drawText(status, x - 1, y - 1, paint);
canvas.drawText(status, x + 1, y - 1, paint);
canvas.drawText(status, x + 1, y + 1, paint);
canvas.drawText(status, x - 1, y + 1, paint);
paint.setColor(Color.WHITE);
canvas.drawText(status, x, y, paint);
}
}
@Override
protected void onDraw(Canvas canvas) {
drawing(canvas);
super.onDraw(canvas);
this.invalidate();
}
}   

}


Where it says 'Uncomment here' works fine and maps the texture right with 'reTexture', but when running and you use 'MotionEvent.ACTION_DOWN' i do the same action 'reTexture' but i suddenly get the whole texture mapped.
#13
Support / Re: Terrain and GenericVertexController..
March 27, 2013, 07:33:30 PM
Can anyone provide a working example of how to change the UV's at runtime?
#14
Support / Re: Terrain and GenericVertexController..
March 24, 2013, 02:01:56 PM
Quote from: EgonOlsen on March 23, 2013, 11:45:39 PM
Quote from: LowPolyMan on March 23, 2013, 11:23:57 PM
Stange thing is, i have modified the function reTexture to adjust the UV's how i want them. When Objects are not compiled it works great (i can map -0.5 up left OR 0.5 low right of the texture) but when compiled it works but gives strange results (maps the whole texture no up left or down right).  I must do something wrong.
Make sure to use the proper compile()-call. If you want to change texture coordinates at runtime, you have to use compile(true, false); You might have to call Object3D.touch() after adjusting uv-mapping as well.

Quote from: LowPolyMan on March 23, 2013, 11:23:57 PM
I also have discovered using octree for my heightmap (for toutch events) works but gives  nullpointers using calcMinDistance sometimes.
Make sure that you aren't accessing any jPCT related objects in the method that handles the touch events. Set a flag instead and evaluate it in onDrawFrame(). jPCT (and jPCT-AE) aren't thread safe. If the problem persist, please post the exception.

Why don't those idiots read the documents first, i hear you think..  :)

Build also has this boolean i seen, or is staticUV default to false with build?

Anyway, tried it all and doesn't help anything. I can't seem to get it working and i know i'm doing something wrong because the second texture is mapped upside down when object is NOT compiled, but doesn't get mapped at all when it is compiled (i still get the whole texture). I made a a screenshot. I also have some example source if you like.

And i leave octree for now, using default object CollisionMode works fine and the app loads much faster also.

(Ohh, the glitch in the screenshot is my mistake, not JPCT ;)



[attachment deleted by admin]
#15
Support / Re: Terrain and GenericVertexController..
March 23, 2013, 11:23:57 PM
Quote from: LowPolyMan on March 23, 2013, 10:07:20 AM
Quote from: EgonOlsen on March 22, 2013, 02:38:10 PM
Yes, that's correct. The reason is that the geometry will be batched/compiled based on texture states.

Ok, well then the second option is to include the texture and use UV coords. I made a new texture containing a light texture 256x512 and a dark texture 256x512 horizontal left and right.
( i first did it 512x512 and 512x512, the total texture size is 1024x512 and it loaded well :P)

When i want to map the first texture i just do x 0.0 to 0.4999, but i can't seem to get the second one from 0.5 to 1.0. When i try that i just get the whole texture. I tried a lot of things..

UPDATE:

I found reTexture() code on the forum that works well. It takes a variable tileFactor, when i put that to -0.5 it maps the left upper part of the texture and when i put that to 0.5 it maps the low right part. So i created my texture accordingly. This seems to work for me, i know it's a bit unnecessary memory consumption  not using the upper right and lower left part of the texture pixels.

I've been busy trying to change the UV coords realtime but i can't seem to get it working like it should.

Stange thing is, i have modified the function reTexture to adjust the UV's how i want them. When Objects are not compiled it works great (i can map -0.5 up left OR 0.5 low right of the texture) but when compiled it works but gives strange results (maps the whole texture no up left or down right).  I must do something wrong.

I also have discovered using octree for my heightmap (for toutch events) works but gives  nullpointers using calcMinDistance sometimes.