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1
Support / Re: Crash (native)
« Last post by EgonOlsen on October 16, 2018, 10:46:34 am »
So far, I wasn't able to reproduce it. What's your actual crash rate in Google Play that can be attributed to such kind of native crashes?
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Support / Re: Crash (native)
« Last post by AeroShark333 on October 13, 2018, 09:35:14 am »
Any clues? Or ideas left to how to solve this?
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Support / Re: texture repeat mode support
« Last post by mxar on October 11, 2018, 06:53:48 pm »
Thanks for the answer.
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Support / Re: texture repeat mode support
« Last post by EgonOlsen on October 11, 2018, 03:54:58 pm »
Yes, you can use this http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Texture.html#setClamping(boolean). To repeat properly, your model has to be build in a way so this makes sense, of course (i.e. using uv-coodinates <0 or >1 for some polygons). This setting (as well as the GL settings you've mentioned) don't make textures magically repeat whose uv-coordinates are just between 0 and 1.
However, you can't specify the number of repeats because that's defined by the way in which the model has been build. It's NOT a texture related attribute.

Edit: Added a 'not' where it belonged...
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Support / texture repeat mode support
« Last post by mxar on October 11, 2018, 02:33:03 pm »
Hi,

I'm  wondering if it is possible to set a repeat mode for a texture like the one in the following Opengl code.


GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

If yes then is it possible to set the number of repetition in S and T?

thanks

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Support / Re: Crash (native)
« Last post by AeroShark333 on October 10, 2018, 03:33:54 pm »
It is supposed to get to that white screen yes.
However, some devices won't get to this white screen and crash in the world.draw() calls in the loading process or the actual 'first' world.draw() call when the actual 3D rendering happens (after the loading process)

The crash does not always happen but I do keep getting these SIGSEGV errors in Google Play Store developer console from actual devices. I was able to 'reproduce' (on my old (now broken) HTC Desire 820) this error. So now the only thing that can help me reproduce the error is the emulator with Nexus 5X API28 x86 Android 9.

But I am not able (or rarely able) to reproduce the error with much lower polygon models so is it possible to load higher polygon models as if they were lower polygon models somehow? No idea here... world.drawWireFrame() and world.draw() both produce the SIGZSEGV.

Sidenote: Config.useVBO = false only seems to make the crashrates worse for me on the emulator
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Support / Re: Crash (native)
« Last post by EgonOlsen on October 09, 2018, 08:08:18 pm »
After downloading half the internet to upgrade to AS 3.2, I now had the chance to try the test case. What exactly is it supposed to do? I can see some "loading" message followed by a white screen. Is that intentional or am I missing something?

If the emulator runs (in most cases, it just crashes (not the app in the emulator, but the whole emulator)), it also prints out these buffer size warnings. However, I've checked the code again...it's impossible that I reserve the wrong size for them, simply because I'm using the Android API to create them based on int[]-arrays. If the Android API reserves 2064 bytes for and int[]-array of 33292 bytes and then wonders why it doesn't fit, then I'm out of luck. But I don't think that's the case. I think the emulator messages are a red hering.
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Support / Re: Crash (native)
« Last post by EgonOlsen on October 08, 2018, 09:53:19 am »
No, I just came back from holiday.
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Support / Re: Crash (native)
« Last post by AeroShark333 on October 07, 2018, 07:43:59 pm »
I don't know if you had time to look into this yet... but any results?
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Support / Re: Crash (native)
« Last post by EgonOlsen on October 01, 2018, 10:25:32 pm »
Thanks. I'll go and try the test case on my devices (...when I'm back from holiday) to find one that crashes and start from there. I really don't trust emulators, so I prefer to find a non-working device instead.
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