The JWS thread *Xith3D demos only*

Ok I’ll post few numbers produced by my configuration which is:

AMD Athlon XP 2.6 Ghz
ATI Radeon 97000 Pro
1024 DDR PC3200
Win XP Pro

resolutions set to 640*480

Quake3 (Sonic a/ gun): ~1000 FPS when window focused ~250 when not focused.

I’ve taken JCD advice and here is my first post on the Xith3D forum. I’ve been lurking the forums from time to time.
I’ve got some Java3D experience, for my master thesis I tried to write a rigid body simulator using Java3D. Much of the time was used trying to create a decent collision detection routine. The code can be found here:
http://folk.uio.no/staalep/rbd.tgz (must have Java3D to run the graphics demos). The paper can be found here:
http://folk.uio.no/staalep/rbd.pdf, dont know if its very interesting, but it explains rigid body physics and simple collision detection theory.
The plan is to port it to Xith3D, but havent had the time yet…

  • enough of my rants, the fps i get on the lates demo (q3 loader)
    810-830 fps, but it drops to 740-800 for 1-2 seconds after mouseclick.
    I can only run the demos in 640x480 all other resolutions is greyed out.

ståle

New demo; TextureCubeMap
Well I asked Yuri about this feature a couple of months ago and he said that he was planning on implementing it in the near future.
Knowing how busy the guy is, I thought I’d give it a go myself and see if I can get it to work.
So not only this feature is now enabled in my own xith3d.jar, but it also supports some of the functions that are found in the equivalent Java3D lib but not functional ^_^.
I also added the following extensions to the TexCoordGen class: REFLECTION_MAP and NORMAL_MAP.
Enjoy :slight_smile:

I feel so inadequate. My 1GHz powerbook is running between 1/10 and 1/4 of the speed of Cool Dude’s box. It’s only a year old and already I wan to upgrade - isn’t that always how it goes? :stuck_out_tongue:

I got my mobo + cpu + ram + graphic card for a little over $400 US :wink:
The latest demo defaults at 1400 FPS @640*480 and 1200 FPS if using the REFLECTION_MAP extension

Texture CubeMap crashes like the Water demo for my GForce 3 but works on a Radeon 9000. I really do hope that the openGL problem will be fixed soon …

JCD, I just added support for VP and FP to Xith3D core, so you can check it out from CVS and try with your demos.

Yuri

…and you should be able also to remove reference to log4j.jar from your JWS scripts, so download size will become a bit smaller.

Yuri

All shit broke loose with the latest build…
/me investigating

All demos should now compile using the latest CVS built.
More importantly, I reorganized them into java packages and separated the input files from the main class.
Also due to popular demand, all my demos are now compressed and available as winzip packages.

Fixes:
The latest demo, TextureCubeMap now renders correctly, big thumbs up for Yuri for fixing it ^_^.

I took off the phong demo again because I need some custom modifications to the XIth3d core to have it run optimally. I will hopefully put it back soon.

Combined noraml map based bumpmapping + cubemapping to produce an awesome effect :slight_smile:
The new demo will require VS and PS shaders support and was successfully tested using a Radeon 9700 pro.
One of my finest demos to date :slight_smile:
PS: FPS 650

Hopefully another fantastic demo tonight :wink:

New demo up :slight_smile:
Basically what I do here is, after computing the reflection vector in eye space and looking up the correct texture fragment in a cube map, I add the base texture to the final color and then scale it a bit.
This way we can have “true” reflection on random objects, like cars racing in a city etc…

Nice demos indeed. Sadly I got an error when starting
CubeMap Reflection

Cannot load image Data/Tile.PNG

Ok fixed (that’s one big oops right there :P)
Ok do the three last demos work for everyone with Geforce3 + class cards?

GForce3 and last three demos? The answer is it works partly …

Texture CubeMap (yay): crashes …
CubeMap Reflection: Loads and runs but object (tea pot) is totally black
Cubic Environment bump mapping: same as CubeMap Reflection

Texture Cube map crashes are due to faulty JoGL binding, Sun’s guys need to fix that one up asap.

For the two others…, well have you tried a Radeon 8500 +?
It does work on my Radeon 9700 as well as Greg’s 9600

Same black shapes on my Radeon 9000 (Mobility) which as far as I know is just an under speed 9000.

Kev

Looks like this demo will only work on 9600+ Geforce FX cards…
That’s bizarre, I could have sworn the shaders I wrote were not that long ???

Doh I should’ve done my homework before making any statments on the PS and VS compatible cards ::slight_smile:
Only Radeon 9500 + & Geforce Fx support ARB_FRAGMENT_PROGRAM whereas the ARB_VERTEX_PROGRAM is supported up from the GF3/Radeon 8500 to the latest offering…
On the other hand GF4/3 use matrices transformation on a texel level, which doesn’t give much freedom to the developper but help accomplish simple effects.