The JWS thread *Xith3D demos only*

GeForce FX 5200 works just fine.

Yuri

FPS?
I get around 800 fps on my Radeon 9700 pro running the cubic environment bump map, how about you?
PS: I got a 2.1 Ghz Athlon

@JCD: your update speed is amazing - even the new logo is integrated :smiley:

By the way: Is there something special with the cloth demo? I recently noticed that you are using the flag of tunisia as a texture.

Well I have dual citizenships since I was born in the States from Tunisian parents ;D
The good thing is, I get to travel a lot back and forth between my two countries and see a lot of different things ;D

Comparing things from both sides of the story is never a bad idea :wink:

I currently wonder if there is something for java like ODE (http://sourceforge.net/projects/opende/) to simulate real physics. I know that there is a java binding (https://odejava.dev.java.net/) out there but never found something competing that is 100% java. Would be nice for simulations ;D

there is a possibility of making the Odejava (which is more than just an Ode binding) pure java - but there is a large mantinence issue, in that someone would have to keep the ported code up to date with the C code.

Post over at the Physics forum if you want to discuss this more.

Will.

New demo up: Cubic Water Reflection
Basically this demo shows how a TextureCubeMap can be used to render good looking water.
It also implements a technic to keep the skybox from getting closer or any farther from the camera by constantly correcting the center of the background geometry.
Finally I had to modfiy Xith3D source a bit to support GL.CLAMP_TO_EDGE_EXT extension which is necessary to get rid of the ugly lines at the skybox edges.
Enjoy :slight_smile:
PS: The only reason I use TGA files is because I can load them super fast to an ImageComponent2D whereas loading pngs jpgs or any other java-supported format must pass by a time-costly conversion ::slight_smile:

dude- does theat reflect the surounding objects also? or just the background? looks sweet.

[quote]dude- does theat reflect the surounding objects also? or just the background? looks sweet.
[/quote]
Nope, only static backgrounds.
I need Yuri to get back to me with the reflection thing working to set it up to reflect the surroundings :-/

By the way: Runs fine on a Radeon 9000 and again GF3 has a problem when trying to run it …

Nope, as matter of fact, even a GeForce 256 is capable of handling TextureCubeMaps properly.
There seem to be a problem with your drivers, did you get the latest release from Nvidia’s?

Sorry but it definitly does NOT run with Nvidia’s 53.03 and a GFORCE 3.

It starts, shows up the first rendered picture and vanishes …

I suspect it is again due to a problem with JOGL…

Log only says:

I’m positive it’s JoGL, but don’t worry soon I’ll be moving to LWJGL ;D

Hi,

[quote]It starts, shows up the first rendered picture and vanishes …
[/quote]

[quote]Texture CubeMap crashes like the Water demo for my GForce 3 but works on a Radeon 9000.
[/quote]

[quote]Texture Cube map crashes are due to faulty JoGL binding
[/quote]

[quote]Texture CubeMap (yay): crashes …
[/quote]
After deeper investigation I discovered that the problem caused by one missing OpenGL call from Xith3D + reliability problem of NVidia driver [I plan to make a test case and report a bug to them].

Now I added a fix, so you can update your demos and [I hope] enjoy really great water simulation.

Yuri

Thanks a lot, Yuri!

Now does my demos compile and run on other people’s machines?

Uploaded new binaries preventing the crashes on anything that uses TexGenCoordinates :slight_smile:

Cubic Water Reflection and Water demo are runnig fine now on GF3. Great Job!
:smiley: :slight_smile: :smiley:

Heres a killer one to try and port JCD :slight_smile:

http://frustum.org/3d/

Shadows GPU, and also maybe mix in the normal GPU smoother maybe will help the 3ds loaders shadows?.

I stopped doing blind ports with the Quake 3 loader, sorry :confused: