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Messages - ErDetEnAnd?

#1
Support / Re: Hardware examination
March 30, 2010, 08:57:30 PM
Excellent. I'll try it.

Thanks.
#2
Support / Re: Hardware examination
March 30, 2010, 08:45:59 PM
The jPCT version is 1.15 beta 3.
Using both OpenGL renderer on a AWTCanvas and software renderer, but only having the problem using the OpenGL.
Another issue is that the underlying hardware is unknown.
Do you have a link to the that beta you're mentioning?
#3
Support / Re: Hardware examination
March 30, 2010, 08:25:08 PM
The problem is AA support and old graphic drivers. Is there another way for checking this?
#4
Support / Hardware examination
March 30, 2010, 05:58:31 PM
A change of OpenGL video settings might cause the screen image to go blank, since the hardware doesn't support the new settings.
Is it somehow possible to look into the VRAM pixels of the rendered image, and this way determine however the current video mode is supported or not?

- Ducky.
#5
Support / Applet how?
February 25, 2010, 04:24:46 PM
Hi.

How is an JPCT applet using LWJGL correct painted without using a render loop?
I cannot construct an applet that renders on mouse event, and dont flicker when paint(g) is called (e.g. when another window is dragged on top of it, and applet area is revealed).

Please help.
#6
Support / Re: Drawing a line on the AWTGLCanvas
April 16, 2009, 11:08:14 AM
Thank you for ur fast reply - much appreciated!

I know nothing about OpenGL, however the code refered to (below) causes vm to crash. Any G11 method (GL11.glMatrixMode+GL11.glColor3f+) makes it crash. What do I leave out?

while (loop) {
    // do jPCT things
    world.renderScene(buffer);
    world.draw(buffer);
    buffer.update();

    // do lwjgl things
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(10, 10);
    GL11.glVertex2f(50, 50);
    GL11.glEnd();

    buffer.displayGLOnly();
    Thread.sleep(10);
}


GL11.glMatrixMode(GL11.GL_MODELVIEW);
       GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(0, 1, 1, 0, 0.1, 100);
   
      GL11.glColor3f(255, 255, 255);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glBegin(GL11.GL_LINES);
      GL11.glVertex3f(0.0f, 0.0f, -1f);
      GL11.glVertex3f(1.0f, 1.0f, -1f);
      GL11.glEnd();
      GL11.glEnable(GL11.GL_TEXTURE_2D);
     
      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPopMatrix();
      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPopMatrix();


# An unexpected error has been detected by HotSpot Virtual Machine:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00af098d, pid=2176, tid=2460
#
# Java VM: Java HotSpot(TM) Client VM (1.5.0_04-b05 mixed mode)
# Problematic frame:
# j  org.lwjgl.opengl.GL11.glMatrixMode(I)V+0
#7
Support / Drawing a line on the AWTGLCanvas
April 16, 2009, 10:24:56 AM
Hello again!

How is it possible to draw a simple line using the AWTGLRenderer and its buffer capabilities?

A feasible approach is to draw the line using the canvas' graphics, after signaled to lwjgl that the framebuffer content can be displayed. This approach flickers since the line is not drawn before displayed, so how can I use simple gl draw operations with buffered AWTGLRenderer?
#8
Support / Re: Init AA when not supported
February 08, 2009, 09:38:42 PM
It is widely used, so I'm looking forward to this, thank you.
#9
Support / Re: Init AA when not supported
February 06, 2009, 05:59:50 PM
This is what is printed:

Java version is: 1.6.0_11
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
mode: 1280/800/16/60
mode: 1280/768/16/60
mode: 512/384/32/60
mode: 1024/768/32/60
mode: 800/600/16/60
mode: 320/240/16/60
mode: 640/400/16/60
mode: 400/300/32/60
mode: 1280/720/16/60
mode: 1280/600/16/60
mode: 640/480/32/60
Software renderer disposed


Program blocks here (program doesn't freeze, since it can be closed normally):
AWTGLCanvasInstance.paint(getGraphics());   // AWTGLCanvas.repaint() does not block/freeze but same problem

Running same program on my nVidia I get same text, but with following appended:

Driver is: nv4_disp/6.14.11.6921 on NVIDIA Corporation / GeForce 7800 GTX/PCI/SSE2
GL_ARB_texture_env_combine supported and used!
FBO supported and used!
OpenGL renderer initialized (using 4 texture stages)
#10
Support / Re: Init AA when not supported
January 22, 2009, 08:56:36 PM
Nothing in console (verbose logging), and clearing the framebuffer with a color doesn't show.
#11
Do you have any suggestions Paul (or anyone else)?  :)
#12
Support / Init AA when not supported
January 22, 2009, 05:40:52 PM
Hey. I've read that jPCT should fall back to normal sampling if antialiasing initialization fails. This is not the case with the current beta and a Intel onboard 945GM.
#13
Thanks Paul - it works (ur way):

When turning the parent to any orientation and translating the child, the child moves up the camera z-axis when mouse is moved up (down mouse y-axis), and right on the screen when mouse moved to the right. This is almost perfect in my case. Moving the mouse on it's y-axis should result in a movement in same direction but according to its parent orientation, meaning the object would always follow the mouse while looking down the parent's y-axis, or down camera z-axis if looking at the parent from the side. Make sense?
#14
Support / Good litterature on matrices is hard to find.
January 19, 2009, 05:09:03 PM
Hello.

Again I'm sitting trying to figure out why the translation/rotation is acting the way it is. Does anyone have any good references.

I'm dragging an object in the scene, by turning mouse x,y coords into world x,z coords (y is constant). Its works fine (except the perspective distortion), but how to I keep translation according to the mouse when its parent is rotated?

newDraggingObject3DPosition.matMul(parent.getRotationMatrix().cloneMatrix());
#15
Support / Re: Applet flickering with LWJGL
January 13, 2009, 08:15:57 PM
Thank you for testing and for looking into this.

You're right about the size of the problem, if you're making a game. But thats not the case here :)

I've almost eliminated the flickering by calling canvas.paint(worldFrame.getGraphics()), and drawing several times when requested by the OS. I (hardly) cant get any flicker now. Ugly, but it works, and as written not done when rendering.