GeForce FX 5200 works just fine.
Yuri
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
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
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
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 :
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
Cubic Water Reflection and Water demo are runnig fine now on GF3. Great Job!
Heres a killer one to try and port JCD
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