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#1
Support / Re: Problem with AWTGLCanvas
Last post by AGP - April 06, 2026, 09:56:34 AM
Yup. By the way, I made a shader that does both shadows and normal mapping without glitching. Even normal mapping alone was glitching before on a Batman model on which I was testing. If you wish I can share that too. But I did have to implement a Material class.
#2
Support / Re: Problem with AWTGLCanvas
Last post by EgonOlsen - April 02, 2026, 07:35:29 AM
Source of what version of which exactly? AWTGLCanvas?
#3
Support / Re: Problem with AWTGLCanvas
Last post by AGP - March 26, 2026, 08:49:27 AM
Egon, would you mind giving me the source to your version? It's only fair since I gave you mine. ; )
#4
Support / Re: Shadow Shader
Last post by EgonOlsen - March 20, 2026, 02:26:38 PM
Maybe I can combine the two then into one. I never bothered with shader based shadows in the desktop version. The android version of course uses them, but it uses shaders across the board anyway (because OpenGL ES has no fixed function pipeline anymore). But I never ported that over to the desktop.
#5
Support / Re: Shadow Shader
Last post by AGP - March 19, 2026, 06:31:21 PM
The shadows look better. And it's meant to work like ShadowHelper.
#6
Support / Re: Shadow Shader
Last post by EgonOlsen - March 19, 2026, 01:21:31 PM
Looks a lot like a shader based variant of the ShadowHelper to me. Is it supposed to work like that or is it something different?
#7
Support / Shadow Shader
Last post by AGP - March 19, 2026, 07:25:22 AM
I'd love for you to include this shader in jpct. This is an example of how to call it:
//In the game loop:
           shadows.setCenter(batman.model.get(0).getTransformedCenter());
           shadows.updateShadowMap(theWorld, buffer, camera);
//The setup:
    private void setupShadows() {
       shadows = new ShadowMapper(1024);
       shadows.setLightDirection(new SimpleVector(.2f, .4f, -.3f));

       shadows.setShadowArea(360f);//120f
       shadows.setShadowBias(0.00f);
       shadows.setShadowDarkness(0.50f);
       shadows.setCenter(batman.model.get(0).getTransformedCenter());

       // ALL visible objects must be casters
       for (Object3D part : batman.model)
           shadows.addCaster(part);
       shadows.addCaster(batman.cape);

       for (Object3D part : joker.model)
           shadows.addCaster(part);

       shadows.addCaster(catwoman);

       shadows.addCaster(batmobile.hull);
       shadows.addCaster(grappleTarget);

       shadows.addReceiver(ground);

       for (Object3D obj : cityObjects)
           shadows.addReceiver(obj);
    }
#8
Support / Re: Problem with AWTGLCanvas
Last post by AGP - January 29, 2026, 06:47:18 PM
I hadn't seen this message. Please do. Then I'll show you what I just did (morph targets, lip-synching with speech synthesizing all offline, of course).
#9
Support / Re: Possibility of Accessing j...
Last post by EgonOlsen - January 09, 2026, 10:43:18 AM
You can still access older versions by their version number. Like so: https://jpct.de/download/net/jpctapi_124.zip
#10
Support / Possibility of Accessing jPCT ...
Last post by Matrix - January 08, 2026, 07:40:54 PM
Hello, I'm currently trying to access an older version of jPCT that supports JVM 1.3, since the latest version only supports JVM 1.4 at minimum. I would like to experiment with JVM 1.1-1.3 support for certain applications, and based on the version history, jPCT 1.24 seems to be the last to officially support JVM 1.1 before jPCT 1.25 made JVM 1.4 a mandatory requirement.

I would greatly appreciate any assistance in this area.