Search found 141 matches
- Wed 1. Apr 2009, 11:23
- Forum: Programming Help
- Topic: z Rotate a label?
- Replies: 4
- Views: 940
z Rotate a label?
Is there a way to z Rotate a Label by 90 or -90 degress? At the moment labels are always facing the camera that includes when the object or camera is rotated around the viewing direction IIRC. But I sometimes want to write Labels 90 rotated so instead of aligning horizontal on a line it should align...
- Mon 23. Mar 2009, 15:47
- Forum: Programming Help
- Topic: Softviewers normal vector behavior
- Replies: 16
- Views: 2666
- Fri 20. Mar 2009, 11:05
- Forum: Programming Help
- Topic: Softviewers normal vector behavior
- Replies: 16
- Views: 2666
- Thu 19. Mar 2009, 12:43
- Forum: Programming Help
- Topic: JOGL backend GLSL how to bind texture to a sampler
- Replies: 7
- Views: 2775
I found the problem or mistake! There is a second error in the tutorial when you attach textures to a sampler in GLSL you take the sampler unit relative number instead of it's GL_TEXTURE namespace parameter so in this case it should be brickProg.setUniform("sampler",0); brickProg.setUniform("sampler...
- Wed 18. Mar 2009, 16:43
- Forum: Programming Help
- Topic: JOGL backend GLSL how to bind texture to a sampler
- Replies: 7
- Views: 2775
Out of curiosity: Does the multitexturing stuff actually work? I changed the GLShadingExample03.java by adding following lines: byte[] imageRGBAdata = new byte[512 * 4]; for (int x = 0; x < 512; x++) { int red = (x >> 1); int green = (x >> 2); int blue = (x << 1)%255; imageRGBAdata[x*4] = (byte)red;...
- Wed 18. Mar 2009, 12:45
- Forum: Programming Help
- Topic: JOGL backend GLSL how to bind texture to a sampler
- Replies: 7
- Views: 2775
Actually there is a slight mistake in the tutorial. In the bottom code example, I think it should be AttributeEntityUtility.createAttributeEntity( Texture2D.class, POLYGON_SHADER+"."+TEXTURE_2D_2, ap, true); instead of AttributeEntityUtility.createAttributeEntity( Texture2D.class, ap, POLYGON_SHADER...
- Wed 18. Mar 2009, 11:25
- Forum: Programming Help
- Topic: JOGL backend GLSL how to bind texture to a sampler
- Replies: 7
- Views: 2775
- Mon 16. Mar 2009, 19:10
- Forum: Programming Help
- Topic: JOGL backend GLSL how to bind texture to a sampler
- Replies: 7
- Views: 2775
JOGL backend GLSL how to bind texture to a sampler
I wonder how in jReality you can bind a texture to a specific GLSL sampler. Since IIRC in OpenGL you have to bind a specific texture unit number to the symbolic sampler name. Which is already a major pain! (These are the days where I remember why I like D3D so much more :lol: ) Is there anything whi...
- Fri 27. Feb 2009, 12:06
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2346
The "final word" for OpenGL questions is the official specification. We're working with OpenGL 2.1 (3.0 exists but I don't know its status). 3.0 is now supported from all relevant IHVs in their latest drivers. JOGL seems to be a bit slow moving when it comes to updating. But I think I heard that th...
- Fri 27. Feb 2009, 12:01
- Forum: Backends
- Topic: PDF/U3D export memory problem
- Replies: 4
- Views: 2008
Re: Out Of Memory
Hi STRESS, I have tried to improve the memory behavior of the U3D writing code. This version writes considerably slower than the old one but give it a try and let me know if it works. Then we can think of a better fix. Sechel Well the good news, it doesn't run out of memory anymore. 8) The bad news...
- Thu 26. Feb 2009, 11:34
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
I assume it's my code... Sounds like a WeakHashMap could help, right? Using the component as a key will not -- as soon as Not sure if it's your code. But it is already using WeakHashMap so that obviously doesn't seem to help. :cry: people start to replace the component we have the same problem agai...
- Thu 26. Feb 2009, 11:19
- Forum: Programming Help
- Topic: Drawing order of scene nodes?
- Replies: 3
- Views: 1014
Thanks steffen that helps a lot in understanding what is going on sorting, we turn off z-buffer and render all layers, but this results in wrong images when the different layers are rendered in wrong order. For fully opaque geometry it is completely wrong, for very transparent geometry it is almost ...
- Thu 26. Feb 2009, 11:14
- Forum: Backends
- Topic: PDF/U3D export memory problem
- Replies: 4
- Views: 2008
Re: Memory Usage
Hi STRESS, it is possible to use vertex data compression in U3D. But it is extremely Hi Sechel, the problem is not really in U3D (even though the PDF grows as well) it's how the U3D is generated. That part runs out of JVM memory. A small glance on the code it looks to me that every geometry node is...
- Tue 24. Feb 2009, 13:11
- Forum: Programming Help
- Topic: Drawing order of scene nodes?
- Replies: 3
- Views: 1014
Drawing order of scene nodes?
What is the exact drawing order of scene nodes. Lets say I have a root node that has five children, will it be drawn like this root,child1,child2,child3,child4,child5 or root,child5,child4,child3,child2,child1 or child1,child2,child3,child4,child5, root or child5,child4,child3,child2,child1, root an...
- Mon 23. Feb 2009, 18:24
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2346
Thank you so much! That helped a lot. I suspected the DEPTH_FUDGE_FACTOR played a role, but didn't understand how to use it correctly. Finding the best value does indeed seem tricky. If I come up with a good strategy, I'll let you know. That will be really hard for the general case. Since the depth...