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Messages - icarusfactor

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1
Support / Re: Overlay with NVidia Tegra II GPU
« on: January 23, 2012, 09:19:43 am »
I was trying the Overlay with the new 1.24 lib , My code works fine with the new code , but still cant get the Overlay functions to work, although they compile.  The examples that come with 1.24 lib do not have an example with Overlay in them. Does anyone have example code with Overlay working?

2
That is a really good tip. Yes I thought it was no larger than 32m.
256m is a big plus. But to make it scalable the Android Database
gives me 2 gig of space, well within the limits I need for a structure.
But also understand if to do that, it would be best for making two
 versions.

3
My problem with scale was rendering DNA structures with 10,000- 20,000 atoms and not counting bonds between each. Placing this data structure in a DB and reading only ones that are in visual range and trimming down further making touch active only ones that are close to viewer. Got to be a way to do it.  But had put this on the back burner until I could find a way to do it. DDMS is a good tool.

4
I was thinking of using a database for re-factoring the memory footprint down. I did not know how Android did DB's when I started so I kept "ALL" static and dynamic data in memory.  Will plan to move all the static to DB and to try to move as much dynamic data I don't need instantly as well.

Now knowing how Android uses SQLite is still a pain , but now that I have "rooted" my Tablet will be much easier to debug and manage DB errors.


5
Thanks all , I think I need to do a redesign of it to clear up the out of memory problem, this was my first try making an app and it worked but just kind of went along as I learned stuff. Will make a plan so it will scale for X amount of objects.

6
Thanks , I renamed the folder to a -nodpi and it got past that error but I am now plagued with another error . I don't get this error under the 2.2 just wondering how I get around this or get ICS to release more mem for my app.
 
E/AndroidRuntime( 2582): java.lang.OutOfMemoryError


7
All my images are placed in /res/drawable  only the icon is in each of the other directories. Will try renaming the directory to /res/drawable-nodpi

8
Finally getting chance to look at the images and my background image has the size is 1024 x 1024 not 768x768 , all other images are 512 x 512 or smaller , so I don't even have any 768 width files.  Now I am even more confused nor do I set 768 for any temp buffers in my app source.

9
I am using a new android SDK so that may be the case how it compiled in the images from resources. Will try that later and see , thanks.

10
That is wild, this compiles under 2.2 Froyo just fine and it is a power of 128, 768 should be ok and is square just 768. It worked because I based my app base size on this and had been working fine until I upgraded.

11
Support / JPCT errors while trying to run app on Android Ice Cream 4.x
« on: January 09, 2012, 09:24:47 pm »
I could not get my Android 2.2 JPCT code to work on Android 4.0. I updated the build and that let me compile, but get errors on texture size now when I try to run the app.

-----------------adb logcat errors-------------------
I/jPCT-AE ( 4921): Loading Texture...
I/jPCT-AE ( 4921): [ 1326139632424 ] - ERROR: Unsupported Texture width: 768
I/jPCT-AE ( 4921): [ 1326139632427 ] - ERROR: java.lang.RuntimeException: [ 1326139632424 ] - ERROR: Unsupported Texture width: 768
-----------------------------------------------------------
I had compiled it under target 7 and 1 - 1 being 2.3 based stuff and 7 being 4.0 apis with same results.


12
Support / Re: Wireframe status.
« on: August 16, 2011, 05:33:24 am »
Well not yet , still need to make an install for my PDB molecule viewer and will do the 2d work on the DXF viewer first, after that point then I will be the one who needs it. So keep working on your other cool stuff for now and as the DXF project grows then it will be needed. Just wanted to know if it was already in it.

Need to get the 2d overlay stuff down as well where it is fast enough, think I saw some code recently posted in the list for this. But thanks that is what I wanted to know.

13
Support / Wireframe status.
« on: August 15, 2011, 07:56:34 am »
Was looking into doing a DXF viewer , but was wanting to know the status of the Android JPCT wireframe mode. Is it still not in JPCT, is it going to be , or no plans as of yet? Will just use the buffer to splat the lines and layers on it, would be nice to have the wireframe option for viewing the object in 3d mode. No rush to get it working if not, will need to get the 2d stuff working first.

14
Support / Re: State of OpenGL ES2.0 support
« on: May 31, 2011, 10:27:24 pm »
Glad to hear you are working on the OpenGL ES 2.0 stuff , have been away from working on my Android stuff, but will get back to it in a few. I just have Android 2.2, but the hardware/software supports 2.0. I have not gotten to use that part of it yet though. Waiting on you :)

15
Support / Re: Direct Texture color array manipulation.
« on: April 05, 2011, 04:32:50 am »
Ok, downloaded it from here. http://jpct.de/robombs.game/ will look through it and see what I can come up with , thanks.

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