Macs are not supported yet, ask Mazon or Princec to throw me the binaries and I’ll add em instantely…
Middy, I’m surprised you got that high of an FPS, do you have any error message on the screen saying no shaders support?
Yep I do…
All files are down 
(I’m really interested in the src of the 3ds loader ::))
[quote]All files are down 
(I’m really interested in the src of the 3ds loader ::))
[/quote]
Xith3d.org seem to have occasional DNS problems. The links are back now, but if you find them dead in the future just remove the “www.” on the front of each URL and it usually works.
[quote]Xith3d.org seem to have occasional DNS problems. The links are back now, but if you find them dead in the future just remove the “www.” on the front of each URL and it usually works.
[/quote]
Well xith.org itself works, but users.xith.org doesn’t 
Edit… after about 20 retries and 10 retries of resolving the host… it works (don’t ask me why… I dont have a clue).
Hmm… sounds painfull :-/
Well, I guess that complete set would be helpfull… at least as a temporary solution.
Have you seen this decoder?
http://www.multi.fi/~mbc/v3ds/Decode3dsApplet.html
Maybe it would be a good idea to use that thing?
edit:
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=share;action=display;num=1061796369
http://games.swizel-studios.com/libraries.html
Gonna try to do something with that.
http://users.xith.org/JavaCoolDude/JWS/Lwjgl/DynamicCubeMap/DynamicCubeMap.jpg
Coming soon now ;D
PS: It’s Dyanmic cube mapping babeh
It’s up, check first post.
Very nice demo, runs at 100 fps on a gffx. I’m running Linux, SUSE 9.
- elias
I get a few errors with this, the draw order seems pretty screwed as you can see from the picture, haven’t got a clue why though.
I had this problem with some of your earlier demo’s (Buda), but there was no problem with the MagicRoom demo.
http://mysite.freeserve.com/shooterspace/imgs/JCD_DynamicCubeMap.jpg
Updated the DynamicCubeMap demo 
@Karateman; Dude I have no clue what’s causing that mess with your stuff, maybe you can play around a bit with the code and see what’s going on?
It seems that there’s no depth buffer. JCD: do you remember to specify depth > 0 in Window.create?
- elias
no, what size should it be?
1 should do. LWJGL chooses the best option that’s supported by the video card then.
[quote]It seems that there’s no depth buffer. JCD: do you remember to specify depth > 0 in Window.create?
- elias
[/quote]
I originally thought it was this as I had the same problem a while ago. So I changed JCD’s window creation, but still the problem was there, anyhoo, I had another look today and it turns out I’d changed the alpha value rather than the depth value
All sorted out now.
Nice demo JCD.
And cheers for the tip erikd.
New demo posted…kinda lame though 
New Work frame and a MilkShape3D loader, also the Cubic Environment Bump Mapping demo now uses both OGLSL shaders and Vertex/Fragment programs 
New demo up and few updates as well:
All my demos were updated to use the same base Work frame which now supports Materials, Lights, OGLSL shading language etc…
I coded a little image utility which generates normal maps from given height maps; it’s located in the ImageUtils directory.
I also fixed a bug in the image loader where the texture color seems to be following the GBR color model instead of RGB’s.
Check it out and let me know whatcha think 
New demo up 
Fixed the Blinn Lighting demo and the normal map generator class as well.
Hmm, the blinn demo just gives me a (rather nice) blue particle thing wizzing around, not lit up geometry no matter how much I tinker with the settings. Ideas?
(GeForce4 Ti card, latest drivers as of a week ago).