Search found 141 matches
- Wed 27. May 2009, 10:50
- Forum: Programming Help
- Topic: How do you deactivate texturing?
- Replies: 6
- Views: 1074
How do you deactivate texturing?
Hello I've got a problem, my scene looks like this [root] | | ----> [child] - Appearance | | ----> [child2] - Appearance [] = SceneGraphComponent The appearance on child creates some textures. But the appearance on child2 doesn't. However, I still get the same textures that have been created on the ...
- Wed 20. May 2009, 15:26
- Forum: Bugs
- Topic: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
- Replies: 6
- Views: 2565
Re: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
Found it :D , there is a typo in DefaultPolygonShader line 141: texture2D_2 = (Texture2D) AttributeEntityUtility.createAttributeEntity(Texture2D.class, ShaderUtility.nameSpace(name,TEXTURE_2D_1), eap); joglTexture2D_2 = new JOGLTexture2D(texture2D_2); hasTextures = true; should be texture2D_2 = (Tex...
- Wed 20. May 2009, 15:00
- Forum: Bugs
- Topic: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
- Replies: 6
- Views: 2565
Re: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
Hmm that is not the only problem there is another one that the JOGLTexture2D for TEXTURE2D_2 never gets correctly generated. :cry: I added a System print out in the constructor of JOGLTexture2D and I never see the right texture coming in. I have not enough knowledge on how this part of the code is s...
- Wed 20. May 2009, 12:24
- Forum: Bugs
- Topic: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
- Replies: 6
- Views: 2565
Re: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
Hmm I think I know why, I had a quick look at GLSLPolygonShader it seems it uses Slot 2 for environment maps only. And otherwise it reads only Texture2D_1 and Texture2D_0 from the appearance attributes. Hmmmm this is a bit limited.
- Wed 20. May 2009, 12:03
- Forum: Bugs
- Topic: JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
- Replies: 6
- Views: 2565
JOGL/GLSL Sample no. 2 / Texture2D_2 doesn't work
I've got a problem using multitextures in GLSL. I've got three samplers, sampler,sampler2,sampler3. And they should map to texture sampler 0,1,2 correspondingly. Unfortunately it seems that sampler no.2 and sampler no.1 are the same texture! Here is my GLSL program: uniform sampler2D sampler; unifor...
- Thu 14. May 2009, 19:32
- Forum: Bugs
- Topic: TranslateTool?
- Replies: 4
- Views: 1423
Re: TranslateTool?
You mouse pointer needs to be above an object initially! I also might have changed the activator slot while tembering with it.
- Thu 14. May 2009, 17:49
- Forum: Bugs
- Topic: TranslateTool?
- Replies: 4
- Views: 1423
Re: TranslateTool?
Upps sorry figured it out it seems there was another tool blocking the same mouse input
- Thu 14. May 2009, 17:16
- Forum: Bugs
- Topic: TranslateTool?
- Replies: 4
- Views: 1423
TranslateTool?
Has anyone tried the TranslateTool? It doesn't seem to ever get activated? How is it supposed to work?
- Tue 5. May 2009, 15:26
- Forum: Feature Requests
- Topic: More general texture formats
- Replies: 1
- Views: 1306
More general texture formats
Before I start hacking away by myself. I wonder if there are any plans to support more general texture formats. At the moment as far as I can see only 8bit RGBA textures are supported (at least in the JOGL backend) or am I wrong on this? I am interested at 16/32bit (HDR) float or even Integer textur...
- Wed 29. Apr 2009, 15:42
- Forum: Feature Requests
- Topic: LWJGL backend
- Replies: 2
- Views: 1938
That's an interesting point. I haven't dug deep enough on that. I scanned through their forum and it seems there are some people using Swing components together with it. There is even one crazy person who draws Swing Components on top or inside LWJGL canvas itself, called SwingGL. And I also found t...
- Tue 28. Apr 2009, 12:04
- Forum: Feature Requests
- Topic: LWJGL backend
- Replies: 2
- Views: 1938
LWJGL backend
This is more an opinion sort of question. I wonder if people would be interested to see a LWJGL (Leight weight Java Gaming Library including OpenGL and OpenAL) backend instead of a JOGL backend. JOGL seems to be moving rather slow in updating with latest OpenGL developments. It is now at least a maj...
- Fri 17. Apr 2009, 10:50
- Forum: Programming Help
- Topic: Problems with releasing memory
- Replies: 17
- Views: 3457
- Tue 14. Apr 2009, 10:54
- Forum: Programming Help
- Topic: z Rotate a label?
- Replies: 4
- Views: 940
Well I added a vertical flip flag. Which z rotates the label after translation by 90 degrees when set. That fits my purposes. :D I was a bit confused since calculateBillboardMatrix() is called through two different places by the different backends one calls it directly (JOGL) and the other one calle...
- Tue 14. Apr 2009, 10:47
- Forum: Programming Help
- Topic: Problems with releasing memory
- Replies: 17
- Views: 3457
- Fri 3. Apr 2009, 14:44
- Forum: Programming Help
- Topic: z Rotate a label?
- Replies: 4
- Views: 940
Hmm thanks gunn! Sounds promising. Couldn't you just use a textureMatrix when you render the label that flips the texture coordinates? Okay it might make the alignment a bit strange in that case but I don't think the alignment makes any sense for vertical orientated labels anyway. Thanks for the poi...