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JCPalmer last won the day on February 17

JCPalmer had the most liked content!


About JCPalmer

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  1. The problem is that in order to re-use a vertex with multiple triangle faces, not only do they need to share the same position, but also same normal, UV, vertex color, & matrix weights if being used. Cannot comment on the alternating pattern.
  2. Nothing, to be sorry about. I was making a joke. My style is more mock serious, so I did not put some little face next to. Does not really translate on paper, I guess.
  3. Oh, wow. I had heard that nVidia had a new GPU with code name Grecian in dev. Now it all makes sense!
  4. I take the silence as no objection. I Guess in LinesMesh would need to: add an arg to LinesMesh constructor, say useVertexColor? : boolean When true, switch out the shaderPath arg to ShaderMaterial constructor from "color" to not yet known (May need to write a fragment shader that uses a varying vColor) Also remove the color uniform when using vertexcolor Maybe need to add a _colorBuffer property, and call it in _bind() In ShaderMaterial, it looks like it checks the mesh for a skeleton and conditionally adds it no, so probably set. Need to also: Add a test for vertex colors in mesh, similar to what is done in MaterialHelper Am I close? I am at the end of my 5 day limit, but have to stop now to take my little killer to his annual hair cut (almost on-topic). Maybe add a little on to this project tomorrow to make up. His pic from this mornings walk
  5. Also, LineMesh is not supplying bones attributes, even though ShaderMaterial appears to.
  6. Thinking about it, I can computer generate vertex colors ( actually I already have). For now, I was not changing the value of the color for the individual vertices of a strand, but adding / removing a -.1 to +.1 from each channel. This way the lines would not all be the same color. It would not increase the export size, since it is done on load. If this test worked, I could play with it to dial in the right amounts for hair. LinesMesh does not load that attribute though ( only positions ). Wondering if I might try to modify LinesMesh directly for PR? Might this fail for some reason I do not know about yet? I remember @jerome had even mentioned he wanted to do this.
  7. solved

    Thanks, for the explanation.
  8. Ok, re-coded. Since I am only using one scene, here is the full scale scene using the original method. The stray highlighted in white: Again, this is the url for the scene. The color shader used by the LinesMesh class really looks like the next problem to solve. FYI, though Blender has a real fancy method inside the Cycles renderer for hair, here is what the same scene looks like in blender using just a diffuse color. Still problems, but better than in BJS. A normal is a direction. The normal of line might be inverse of its direction, maybe? Seems like there should also be a "lower bound", to avoid the black on top. Maybe making a LinesMesh subclass instead of a static method was more than just a convenience.
  9. The saga continues. In this episode, I found that the 65 vertex per strand conversion rate only holds when the emitter mesh is a cube. Have to find a way that always works. Seems like when I started shapekeys. Now after 5 generations of dev, they are really solid. Do not think that it is going to take that amount of effort here. I have already found if I interrogate the meshes edges array, that the edges are in order of the lines. Each edge has 2 indices into the vertices array(which are also in order though not always in 65 per stand). Since both are in order, there is a jump where the 2nd vert index of the previous edge is not equal to the starting vert index of the next edge. Do not think I even need the vertices to be in order. This is about a 3 hour rework, but I like it. It means that the clunky method of finding all the starts before the dissolve does not need to be done. Can open up multiple work flow possibilities, if this gets this far. My test for success with be that the stray stand in the face will be gone. Assuming export gets straighten out to always work, the next hurtle I think is going to be the fragment shader. When you get enough strands, then things are just solid color. I know you need a face / 3 points to get a normal, but could not a direction / 2 points be a way to somehow differentiate a color slightly? @Deltakosh?
  10. instances reduce draw calls only. Merging both reduces draw calls and render loop Javascript "accounting" overhead. Instance are more flexible. You can freezematrix them as well as freeze the materials (though there is a new materials pipeline in works), then if you are disciplined enough to unfreeze - move - refreeze, you will remove a big chunk of the Javascript overhead of instances. This assumes that you are not trying to do crazy as shit numbers of instances. SPS is really your final possible solution for that.
  11. solved

    Ok, I not sure then why it works from a server though?
  12. I am probably not the only one which uses file:// during page development. Firefox & Edge are very friendly (screw Chorme) using file://. I recently added a call to show the debug layer, but nothing happened. I assumed I did it wrong, and kept going. Later I pushed the page to a server, and it displays the debug layer running from there. If it could work in one place, for me it is working in the wrong one.
  13. Remember, only the engine call is in 2.5. It just did DTX in a way I have abandoned for KTX. KTX is only in 3.0
  14. solved

    Doc for compressed textures is here. In the "Generation using PVRTexTool" section, there is a comment about (with link to the ARM github page) that says you need to add a separate executable. There is a MacOS version. For BC1 or BC2, they are under patent. The patent expires this October according to wiki. Suggest you look at the PVRTexTool PDF, (link also in doc), or search PowerVR forum.
  15. 20, I was only really doing 2 strands with 10 children. Need to get working process before trying scaled test. Speaking of, the scene now has 1538 strands. I do not know how it got that number. Limited dissolve did very little, so ended up with 98,768 vertices. That stray coming out the front is not in Blender. This is what stuff looks like when you are bootstrapping. I'll shortly know more. I am only going to have one page, so it can change at any time. I actually do not think long hair (beyond shoulder length) is any good for games, due to head turns with hair cutting thru the body. Make human only has 3 stock male heads of hair (black, brown, & Afro). What about bald, or old guy with just a little combed over, or facial? To get more believable characters you need more than 3. Wingy, I looked at fur, but not for very long. I am doing people not dogs. When I ran your page on an A8 Ipad Air 2, my fps dropped to the high 20's. I have never seen a single mesh do that before. Do not know or care what a girl NPC is.