That is what I’m using but the default one misses a lot of spatial volume. Any possibility you can share ?
I’m not sure I understand what is your problem. Do you mean it does not support alpha on textures? Because it is what we modified in this.
I think that is the problem. I have some trees where the leaves are draw o them with transparency. The shader ignores the whole polygon if it has alpha , at least I’m assuming. I don’t now enough about shaders to make the changes my self.
Yeah, jme’s shadow shader supports alpha channel strangely (why it hasn’t been fixed yet? 0_o) I am currently fixing some stuff in shadows and can share code afterwards in a few days.
I fixed an issue related to this this afternoon, what version are you using?
Whatever version comes with this …
well then I fixed that issue this afternoon.
While we’re on the issue of the shadow renderer , why is there no setEnabled feature ? All of the other filters have the enable option but the directional light shadow render.
The renderer is not a filter, it’s a full blown processor. If you want to disable it remove ti from the viewport.
Oops… Fixed the ComboBox so that specifying alignment for added items works now
It’s just a VBoxLayout with 5 labels added plus an HBoxLayout at the bottom with a Label, Spacer and another Label. The bottom HBox is set to expand to fill the width of the VBoxLayout, but only the Spacer was set as expandable within the HBox.
Just one of those annoying curiosity questions that I don’t know what I’d do with the answer if I had it… but maybe others will want to know… Do you plan to put the jME-TrueTypeFont library up on jcenter eventually? And/or is it something we’d want in JME itself?
You’re certainly welcome to throw it in with jME itself if you think there’s enough interest there. As for jcenter, I’d have to look into it, I don’t really know anything about jcenter. I’m pretty sure I ‘used’ it while using some Gradle scripts other people wrote, but I’m not entirely positive about that, haven’t done much with those Gradle scripts in a good while.
My continuing quest for messing around with a subdivided icosphere continues. This morning I got randomly assigning each tri to a tectonic plate working nicely!
The issue I’m having though is clearly shown in the second image. Some plates just keep growing long tendrils. I figure I have to do some sort of weighting on the triangles to stop that… But I’m open for suggestions.
Next up I’m working on fault lines between each plate to work out what sort of surface feature would be there.
Edit: Oh! The little red triangle in each plate is the first triangle added to the plate.
Oh! Shout out to @pspeed for suffering through a lot of my boneheaded questions! I wouldn’t have gotten here without ya!
Wow, how did you make that? I’d need something just like it!
It’s nothing fancy actually, the RGB splitting is done by sampling the texture with 3 different random offsets, one per channel
vec4 getDisplacedColor(in sampler2D img,in vec2 uv,in vec3 offsets){
vec4 c=vec4(0.,0.,0.,1.);
c.r+=texture(img,uv+offsets.r).r;
c.g+=texture(img,uv+offsets.g).g;
c.b+=texture(img,uv+offsets.b).b;
return c;
}
The distortion along the x axis is a sin wave applied to texCoord.
Then the scene is randomly enlighten toward a bluish color.
The text effect is done by picking a random channel from this texture
(font: https://www.google.com/fonts/specimen/Audiowide OFL license)
(If someone want to reuse this texture, I release it into Public Domain)
(channel and the offset are changed over the time, to make like a matrix effect) and then masked to be visible only in some parts of the screen.
That’s it. It’s more a matter of tweaking the various part until they look good.
really nice effect mate, been thinking about something similar for a while now =)