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Messages - EgonOlsen

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Support / Re: Object3D generating issue
« on: February 16, 2020, 05:34:18 pm »
Has to be a kind of driver issue. I don't see any other reason, because indexed and non-indexed geometry doesn't change the model. It just changes what gets uploaded to the GPU. I had similar issues on some PowerVR based devices, where planes just disappeared for no obvious reason. Adjusting their coordinates ever so slightly made them reappear again.

Support / Re: Object3D generating issue
« on: February 15, 2020, 04:46:17 pm »
Well, regarding wireframe on jPCT-AE, that how it is, I'm afraid. See, for example, here:

Support / Re: Vulkan Support?
« on: February 14, 2020, 09:20:20 am »
I briefly looked into it a while ago assuming that it would be just a bit lower level than OpenGL. But it's waaaaaay lower level than GL. It's basically assembly language for GPUs and while I do like assembly language, I don't see the point to port something like jPCT(-AE) over to it. It's a huge amount of work and will most likely open a large can of worms regarding compatibility between devices. And given that jPCT isn't as API call heavy as something like UE or Unity is, I don't think that there will be any benefit at all. Even on my Ryzen 3900X with a Vega64, switching to Vulkan in modern games (if it's even possible) hardly makes a difference (except for Red Dead Redemption 2, which doesn't run at all in DX12 for me).

Support / Re: Object3D generating issue
« on: February 14, 2020, 09:14:53 am »
addTriangle tries to find matching points in the model to reuse those, but if there are none and the triangle is basically "floating", then it will just create three new points. Also order doesn't matter. I don't see how it can be responsible for stray lines.

Support / Re: How can we overcome the GC pauses?
« on: January 31, 2020, 10:43:59 am »
Strange. I've never ever encountered a gc pause of half a second unless you are close to run out of memory. Not even on heavy loaded servers with hundreds of threads running in parallel. What is a low-end pc in this context?

Support / Re: Polylines transparency issue
« on: January 31, 2020, 10:39:57 am »
Like so:

Code: [Select]
Polyline pl=new Polyline(line, new Color(255,255,255,100));

Support / Re: Polylines transparency issue
« on: January 31, 2020, 10:38:46 am »
I don't think so. setPercentage(<float>) isn't about transparency, it's about how much (in terms of length) is visible of the polyline. But because it can't cut a line segment in half, it can only make full segments visible or invisible. That means that a Polyline that consists of a single line segment, will only be visible at 100%.

For transparency, there's actually the setTransparencyMode() method to enable it and the color attribute of a Polyline to set the desired value.

Support / Re: Crash (native)
« on: January 28, 2020, 10:15:42 am »
That's the one (or at least very similar) that I'm seeing for my own apps every now and then. But it doesn't really help. All the engine is doing, is to tell the GL driver to draw some geometry. Why this causes a crash deep inside of the GL pipeline under some circumstances is beyond me. Another problem is, that you can't be sure when this happen because there's no context. You don't know if this happens during normal operation (I've never ever experienced this on one of my own devices) or if it happens when the context is shutting down anyway (or doing some other wierd thing).

Support / Re: How can we overcome the GC pauses?
« on: January 27, 2020, 07:17:26 pm »
I never really played around with GC settings and I never noticed it causing any slowdowns or hickups at least during the last decade. On earlier Android versions, this was a problem but on the desktop...!? Are you sure it's the GC that causes the problem?

Support / Re: Loading performance - Cotninuation
« on: January 23, 2020, 03:11:56 pm »
No, because a static method has no idea which objects are actually to compile. It can't access the actual references. In the TextureManager, this works because it's a singleton. But World or FrameBuffer aren't, so this is not possible.  It wouldn't help anything anyway, because static or not, the preloading/-warming has to happen in the render thread, which in case of the AWTGLRenderer is the AWT event dispatch thread. Hence the delayed operation. In this case, the actual build/compile/prewarm has to wait for the render thread to initialize the GL context (that would be indicated by the message that I asked for).
I'm not sure why it freezes though. It looks like a dead lock, because there are some sync operations between the threads going on, but if there's no "Waiting..."-message, I don't see why this should happen ATM. I need a test case to reproduce and debug this, I'm afraid. Can you provide me with something?

Support / Re: Loading performance - Cotninuation
« on: January 20, 2020, 09:17:14 am »
Seems like a dead lock between the render and the main thread. Are you getting some messages like this:

Code: [Select]
Waiting for renderer to initialize...<some number up to 50 here>

Support / Re: Loading performance - Cotninuation
« on: January 19, 2020, 11:17:04 pm »
You can configure the logger in the Logger class. Just set the log level to something higher (like and the messages should disappear. The compileAllObjects-method is still there, I've just renamed it so that it reflects better what it actually does. It's now called prewarmAllObject(<FrameBuffer>)

Support / Re: how to select uniform in renderhook
« on: January 14, 2020, 09:20:07 am »
There's no formal way. You could extend Object3D and add your uniform to it, or you could use to add some context instance to your object. That's a little bit dodgy, but it might do the trick.

I'm sorry, but I've no idea. All that jPCT-AE does is to render into the GL context provided by the app. It doesn't do anything in terms of modifying this context or playing around with layers or such. Whatever goes wrong here, has to be a problem with your app's setup, not with jPCT-AE.

News / Re: Why is the library not loading from the site? JPCT-AE is dead?
« on: December 14, 2019, 10:43:45 am »
No, it's not dead. The download works fine for me:

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