Author Topic: Version updates!  (Read 177847 times)

Offline EgonOlsen

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Re: Version updates!
« Reply #135 on: September 07, 2010, 10:14:19 pm »
Update that improves performance of objects using floating point coordinates. They are coming close to those using fixed point (which is default) now.

Offline EgonOlsen

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Re: Version updates!
« Reply #136 on: September 07, 2010, 10:18:00 pm »
JavaDOC has been updated as well...

Offline EgonOlsen

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Re: Version updates!
« Reply #137 on: October 17, 2010, 09:35:16 pm »
Uploaded a new version with some improvements concerning memory management.

Offline EgonOlsen

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Re: Version updates!
« Reply #138 on: October 18, 2010, 08:25:35 pm »
And another version with reduced memory footprint (0-1MB depending on the scene).

Offline EgonOlsen

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Re: Version updates!
« Reply #139 on: October 19, 2010, 08:23:48 pm »
I've uploaded another version, but this time it's pretty experimental, which is why it doesn't replace the former one. Instead, it can be found here: http://www.jpct.net/jpct-ae/download/alpha/exp/jpct_ae.jar

Textures with alpha channels should now use less memory and i've added an option to compress textures. This affects the in-memory copy only, not the data in the gpu. You can either compress single textures or all textures in the TextureManager. The methods in both are simply named compress(). In addition, i've changed the default setting of Config.glAvoidTextureCopies to false.

If you are giving this one a try, please let me know if any problems arise.

Offline raft

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Re: Version updates!
« Reply #140 on: October 19, 2010, 08:47:45 pm »
cool ;D now even without Texture.enable4bpp(true) i can go home and return back.
but there is a problem with colors. green is ok but blue seems pink.

Offline raft

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Re: Version updates!
« Reply #141 on: October 19, 2010, 09:05:12 pm »

this looks like


and

looks like

Offline EgonOlsen

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Re: Version updates!
« Reply #142 on: October 19, 2010, 11:52:34 pm »
Yes, i've screwed up 32 bit mode...i've updated the jar, please give the new version a try.

Offline raft

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Re: Version updates!
« Reply #143 on: October 20, 2010, 12:14:08 am »
yeap, it's working ok now, thanks ;D
just for curiosity, how do you compress the texture data?

Offline EgonOlsen

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Re: Version updates!
« Reply #144 on: October 20, 2010, 08:09:39 am »
yeap, it's working ok now, thanks ;D
just for curiosity, how do you compress the texture data?
The magic of zip... ;D

Offline zammbi

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Re: Version updates!
« Reply #145 on: October 20, 2010, 11:47:07 am »
Quote
The magic of zip...
So you did my suggestion?  :)

Will these changes be added into the desktop version?

Offline EgonOlsen

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Re: Version updates!
« Reply #146 on: October 20, 2010, 12:32:14 pm »
Quote
The magic of zip...
So you did my suggestion?  :)

Will these changes be added into the desktop version?
Did i? What was that suggestion again?

Offline zammbi

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Re: Version updates!
« Reply #147 on: October 21, 2010, 12:46:22 am »
To compress non used textures in memory (If set)?

Offline EgonOlsen

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Re: Version updates!
« Reply #148 on: October 21, 2010, 07:05:11 am »
To compress non used textures in memory (If set)?
Sorry, can't remember that...i guess, i'm just getting old. Well, i don't really see a large point for the desktop version. On the desktop, you actually need the stored texture data much less than on Android with it's sucky Activity management. So you usually can get away with simply setting the option to store them to false....that's unless you are using the software renderer, but that one would need them anyway. So the only benefit would be to compress texture data that the software renderer doesn't need right now. But that would be a complete different logic than what AE does now and requires some kind of texture management component, that currently just isn't there.
In conclusion: Can you show me a situation where this is actually needed on the desktop? If so, i might reconsider adding it.

Offline EgonOlsen

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Re: Version updates!
« Reply #149 on: October 21, 2010, 07:05:48 am »
BTW: The exp-Version has been updated with a fix for spherical collision detection.