JOGL-Java3D Renderer Progress

[quote]Java Cool Dude,
I highly recommend downloading the demos/paper I posted in this forum earlier.
Once you see the demo run you may be able to make your decision if you like it or not.

I will say, it was quite “challenging” to set up for a general scene graph, not just a quick demo.
However, we believe it to be THE solution and aren’t looking back :smiley:
[/quote]
I will do that :slight_smile:
Again great Job :slight_smile:

Lastest update.
I ported/intergrated our character animation engine that was developed for the Java3D fighter (shown at GDC 2002).
The larger meanging of this is that the render engine now supports VBO’s for static geometry and regular vertexPointer/drawElements/immediate across the bus geometry, needed for character animation, particles etc. working together.

Funny thing is, in the end I use one single gl draw call, glDrawElements in the ENTIRE renderer! (bindBuffers determines the meaning of the call)

Anyway here’s a snapshot of the character animated, self shadowed, etc.

BTW, his foot IS in the ground, there’s no collision system in this yet, so it’s just poor load/positioning on my part.:slight_smile:

Two new snaps of the progress.

Set up shadow frustum to be ortho or perspective depending on the point or directional light. For out door lighting, the shadows should be form a directional light source, but most of the shadow buffer demos use point light and perspective projections. It was a simple enough change to ortho frustum.

Added skybox support (which real jazzes up the shots), similiar to Java3D “Background” node, but specifically a 6 sided, texture camera centered box. Java3D allows for any graph as a background, this is only pictures, which is all we used it for…

[mod]
Also added FPS counter - this scene with the animated monk is running around ~60hz on a GeForce Quadro4 700 XGL (older Quadro) and AMD 1.6 GHz. With shadows off, it’s running at ~150 FPS.

One error in this snapshot is that the towers aren’t shaded (in the model they have no normals because we used static light maps for shading) so the back sides you can see here are bright and have shadow rings, but it would be all ambient lit and thus the shadows would blend away correctly if it had the correct normals.

Almost feature complete (+better shadows) for what we used Java3D for in our fighting game demo. :smiley:

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