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Messages - Gatobot14

#1
Support / Re: ShadowHelper problems
February 13, 2017, 05:39:56 PM
Thankyou very much i understand now.
#2
Support / Re: ShadowHelper problems
February 05, 2017, 02:57:37 AM
another issue(?) with shadowhelper, the shadow repeats at the bottom, the light its in the center
#3
Support / Re: ShadowHelper problems
January 30, 2017, 09:12:12 PM
im trying to make a lamp, so the player can pass near the ligth,in the advance example i put the light source a few units above the ground.
#4
Support / ShadowHelper problems
January 29, 2017, 04:52:58 AM
I run the advance example and works fine, but when a bring closer the light to plane and the model,
the shadow disappear like it gets cut, then when the model get far away from the light, shadows appear again.

its there a way to display shadow close to the light? its an issue with my super intel card and cant be fixed???

hope you could help thanks
#5
If you could made a ready-to-use engine of course someone will be interested,(i am)
Paul made a sound engine too with a tutorial an a jar to include in your peoject, its very good so far,
but i like to see how yours is working, an specially how easy to use is.
#6
Feedback / Re: Shaders
September 21, 2016, 11:09:35 PM
im using wings3d, it show that the model has normals, but apparently wrong , searching the web i discover the option "hard loops" in wings3d and this apparently get rid of the normals problem.
#7
Feedback / Shaders
September 19, 2016, 11:22:52 PM
hi everyone
im using the bump shader from the wiki, the shader works fine looks good but as you can see in the picture attached, the different objects of the level are clearly visible, its not a uniform lighting,
the question, is this normal behavior?? i know that merging the objects could get rid of the problem but i though that shader are capable of creating a uniform lighting

thanks in advance
#8
Support / Re: Terrain Shader from the wiki
May 11, 2016, 02:52:12 AM
But you use shaders for ligths?
#9
Support / Re: Terrain Shader from the wiki
May 09, 2016, 03:08:17 PM
Ahhhh  :P and another question , just wondering, how do you make to have many ligths in your game, i notice every torch in tthe dungeons have its own ligth, even the crystals and they look awesome
#10
Support / Re: Terrain Shader from the wiki
May 08, 2016, 02:46:05 PM
Yes my model has texture coordinates, the example has a method called setTexture where assigns a textureinfo object to the model and define the texture coordinate, strange is if a load my model like it comes from the exporter(vertical) and then calculate the texture , it show everything wrong, all texture are mess up, but if i rotate the model(horizontal) all the textures are corrected and everything work fine :o
#11
Support / Terrain Shader from the wiki
May 07, 2016, 05:03:20 AM
Hi egon ive been using the terrain shader from the wiki,  im passing the next values to the shader

                shader.setStaticUniform("map0", 0);
shader.setStaticUniform("map1", 1);
shader.setStaticUniform("map2", 2);
shader.setStaticUniform("map3", 3);
shader.setStaticUniform("splatTransform", new Matrix());


if the terrain its only flat, everything seem to work ok, but if i import a modified terrain(mountains and lakes etc) the texture coordinates are all mess up.....

i hope you can explain me how to use this shader and what more info you could need.


thanks in advance :'(
#12
Support / Re: Strange Behavior
April 08, 2016, 01:22:41 AM
Hi egon, while making the test case i discovered the problem was when i was assigning the texture, thought it was the clonning part...  thank you very much for your great support
#13
Support / Re: Strange Behavior
April 06, 2016, 10:32:28 PM
here is the code for copy


public GProp duplicate(){

Object3D[] f=new Object3D[s+1];

f[0]=new Object3D(data[0],true);//with true or false the result its the same
f[0].setName(data[0].getName()+":"+f[0].getID());
f[0].compile();
 
if(s==0){return new GProp(f);}

f[1]=new Object3D(data[1],true);//with true or false the result its the same
f[1].setName(data[1].getName()+":"+f[1].getID());
f[1].compile();

return new GProp(f);
}



the texture part..



   public void setSkinState(GMosaic msc, String alias, Object3D obj){//

    if(msc==null){return;}
   
int index=msc.existAlias(alias);

if(index>msc.getMax()){return;}

int x=index%msc.getGWidth();
int y=index/msc.getGWidth();
float u=0.249f;//msc.getTWidth();

obj.setTexture(msc.getName());

Matrix texMat=new Matrix();
texMat.scalarMul(u);
texMat.translate(u*x, u*y, 0);

obj.setTextureMatrix(texMat);
}


#14
Support / Strange Behavior
April 06, 2016, 04:04:53 AM
Hi egon
i dont know what im missing here, i have a blueprint object , then i make a copy of this object with new Object3D(blueprint,true)
then i assign a texture(from a texture atlas) and move uv coordinates with setTextureMatrix, after that i make another copy from blueprint , assign the same texture atlas and move texture coordinates , but when i added the second object to the world , the texture of first object changes to the texture of second object...

im using a textures atlas for both objects, thats the reason why i use setTextureMatrix i belive that clonned objects are sharing texture coordiates, but again im not sure what im doing, both objects are compiled(), and also i have use new Object3D(blueprint,false) with no difference

thanks in advance 



#15
Support / Re: change textures coordinates
January 29, 2016, 05:36:16 AM
perfect thanks for your patience jeje ::)