Search found 48 matches
- Tue 19. Mar 2013, 11:36
- Forum: Virtual Reality Viewer
- Topic: Why don't the objects in VR viewer have reflections in floor
- Replies: 1
- Views: 1208
Re: Why don't the objects in VR viewer have reflections in f
Hi, yes, there are no reflections of the objects in the scene. Only the skybox is reflected. The objects also don't cast shadows. We are still working on the new backend (jogl3viewer), where we want to include reflections in the terrain plane and maybe shadows as well. Another thing that might inter...
- Fri 15. Mar 2013, 12:01
- Forum: Installation
- Topic: Tutorial Intro fails to launch the viewer
- Replies: 14
- Views: 2806
Re: Tutorial Intro fails to launch the viewer
I have tried to reproduce your problem but without luck. I used Eclipse Juno on Windows 7, 64bit to checkout the trunk of the jRealiy SVN, then immediately run the Icosahedron.java example. Works.
- Fri 15. Mar 2013, 11:46
- Forum: Installation
- Topic: Tutorial Intro fails to launch the viewer
- Replies: 14
- Views: 2806
Re: Tutorial Intro fails to launch the viewer
Oh, you probably used this tutorial http://www3.math.tu-berlin.de/jreality/mediawiki/index.php/Eclipse_set-up_tutorial to set up an eclipse project from SVN? Ok, I have a guess: try commenting the second line in src-plugin/basic/View.java and uncommenting the first. Should then look like this: Strin...
- Fri 15. Mar 2013, 11:16
- Forum: Installation
- Topic: Tutorial Intro fails to launch the viewer
- Replies: 14
- Views: 2806
Re: Tutorial Intro fails to launch the viewer
Hi, that's rather strange. The Console output is correct. However a window should open, where you can spin the icosahedron with your mouse. I assume you're using the jReality-src.zip from here http://www3.math.tu-berlin.de/jreality/index.php?article_id=4 . I'll try to reproduce your error on win7 64...
- Thu 14. Mar 2013, 14:37
- Forum: Installation
- Topic: Tutorial Intro fails to launch the viewer
- Replies: 14
- Views: 2806
Re: Tutorial Intro fails to launch the viewer
Which application/tutorial are you running? Is this the whole console output? Does your program terminate, or do you terminate it via the red square button in the Eclipse Console? Does it open a window? What happens if you run, for example de.jreality.tutorial.geom.BallAndStickFactoryExample from th...
- Sun 10. Mar 2013, 18:23
- Forum: Backends
- Topic: "temporal reprojection" anti-aliasing
- Replies: 4
- Views: 3500
Re: "temporal reprojection" anti-aliasing
I don't know how it is exactly done in the old backend. I suspect it renders into the back framebuffer with multisampling (MS). In the new backend we have to render to frame buffer objects (FBO) to be able to do order-independent transparency and maybe other things. I could not find a way to make re...
- Sat 9. Mar 2013, 12:53
- Forum: Backends
- Topic: "temporal reprojection" anti-aliasing
- Replies: 4
- Views: 3500
Re: "temporal reprojection" anti-aliasing
Here's a comparison of no anti-aliasing: https://lh6.googleusercontent.com/-5yqAw4PJ_MU/UTsPKnc8BaI/AAAAAAAAAR8/MQHAqE9qsWQ/s223/noAA.png ... and 16xMultisample with 2 times supersampling (4 times more pixel) https://lh6.googleusercontent.com/-2qRozXRjNo0/UTsPKkFkuFI/AAAAAAAAASA/s6mz0kyneAs/s206/16x...
- Fri 8. Mar 2013, 21:25
- Forum: Backends
- Topic: "temporal reprojection" anti-aliasing
- Replies: 4
- Views: 3500
Re: "temporal reprojection" anti-aliasing
Ok, I managed to do what I intended. The average of the last 4 frames, all jittered slightly is taken as pixel. This gives anti-aliasing when image is still and unfortunately motion-blur when the image is moving. Note, that despite being unintentional the motion-blur does look quite cool. And it com...
- Fri 8. Mar 2013, 12:52
- Forum: Backends
- Topic: "temporal reprojection" anti-aliasing
- Replies: 4
- Views: 3500
"temporal reprojection" anti-aliasing
I was playing around with an idea how one could implement "temporal reprojection" (i think it's called that, and I heard of it as being implemented in the cry engine) anti-aliasing. Basically one has to jitter the camera slightly from frame to frame. Then the resulting pixel would be the average of ...
- Mon 4. Mar 2013, 12:37
- Forum: Backends
- Topic: jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
- Replies: 10
- Views: 2665
FIXED: jogl3-Backend crashes on Mac Pros from 2008
fixed :D
mac doesn't complain about GLSL 3.30, nor about glVertexAttribDivisor() (instancing).
However we shall not mix GL2 and GL3, as there is no GL3bc backwards compatibility profile.
mac doesn't complain about GLSL 3.30, nor about glVertexAttribDivisor() (instancing).
However we shall not mix GL2 and GL3, as there is no GL3bc backwards compatibility profile.
- Sun 3. Mar 2013, 23:13
- Forum: Backends
- Topic: jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
- Replies: 10
- Views: 2665
Re: jogl3-Backend crashes on Mac Pros from 2008
Ok, plan for a fix is simple: Change glsl shader versions all from 3.30 to 1.50 (which corresponds then to openGL 3.2).
However maybe glVertexAttribDivisor() is not available in openGL 3.2 on Macs, so we would have to avoid it if 3.2 but not 3.3 is detected.
However maybe glVertexAttribDivisor() is not available in openGL 3.2 on Macs, so we would have to avoid it if 3.2 but not 3.3 is detected.
- Sat 2. Mar 2013, 22:20
- Forum: Installation
- Topic: Cannot make jReality work
- Replies: 6
- Views: 2401
Re: Cannot make jReality work
Maybe I should better mention, that there are no plans to remove the old backend. We will keep the old backend along with the new one. jReality can find out by itself, which backends are supported and loads these. So no worries about old graphics hardware not being supported in the future.
- Fri 1. Mar 2013, 22:22
- Forum: General jReality Discussion
- Topic: Dual depth peeling
- Replies: 4
- Views: 3523
Re: (Dual) depth peeling
For Faces depth peeling is now part of the jogl3-backend (download via svn or the upcoming release). https://lh5.googleusercontent.com/-HICwYiIG3y0/UTENKp-JTmI/AAAAAAAAARY/CST--ulofLc/s912/OIT_Performance.png https://lh5.googleusercontent.com/-ZoV4tuXvpZo/UTEM4I8zz1I/AAAAAAAAARI/5vWKt_dbJ6Q/s912/OIT...
- Wed 27. Feb 2013, 18:59
- Forum: General jReality Discussion
- Topic: Dual depth peeling
- Replies: 4
- Views: 3523
Re: Dual depth peeling
There is an example application that does depth peeling in the jReality-svn. On the screenshot you can see the depth layers that are being peeled from back to front and the image as it is drawn one layer at a time. Darker colors mean larger depth. https://lh5.googleusercontent.com/-7KQtg0Ze-bs/US46u...
- Tue 19. Feb 2013, 15:20
- Forum: Backends
- Topic: openGL 3.3 backend advances
- Replies: 0
- Views: 1225
openGL 3.3 backend advances
Hi, the jogl3-backend - even though not yet optimized for performance - now has most of the neccessary features. Let's just call it alpha stage. Labels and order independent transparency are not yet implemented but should follow in the next months. Whoever wants to try, please use the short instruct...