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Topics - Colli

Pages: [1]
1
Support / creating FrameBuffer
« on: September 22, 2012, 10:39:26 am »
Hi,

Sorry I am asking again for help ;D , but I am wondering if it is possible to create FrameBuffer not in the methods onSurfaceCreate, onSurfaceChanged, onSurfaceDestroyed. Now i am creating the framebuffer in the onSurfaceChanged, and it takes about 2 seconds to create and it causes lags when starting the scene, that is why i would like to create it before the actual rendering begins(so before that when the user starts the level). I tried to run it on the GL thread this way :

Code: [Select]
mGLView.queueEvent(new Runnable() {
public void run() {
renderer.createBuffer();
}
});

but i just get an error:
Quote
09-22 08:34:17.470: E/AndroidRuntime(610): java.lang.RuntimeException: [ 1348302857466 ] - ERROR: java.lang.RuntimeException: [ 1348302857454 ] - ERROR: java.lang.RuntimeException: [ 1348302857418 ] - ERROR: java.lang.RuntimeException: [ 1348302857409 ] - ERROR: Failed to load and compile vertex shaders!





2
Support / AA not working
« on: September 12, 2012, 11:42:56 am »
Hi,

I am trying to enable AA in my game on Android. I am doing it this way:
Code: [Select]
mGLView.setEGLContextClientVersion(2);
mGLView.setEGLConfigChooser(new AAConfigChooser(mGLView) {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] attributes = new int[] {EGL10.EGL_BLUE_SIZE,8,EGL10.EGL_RED_SIZE,8,EGL10.EGL_GREEN_SIZE,8, EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };//EGL10.EGL_DEPTH_SIZE, 16,
EGLConfig[] configs = new EGLConfig[1];

int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});

and in LogCat i found this:
Quote
09-12 09:35:09.637: I/jPCT-AE(1267): No AA config found...defaulting to non-AA modes!
09-12 09:35:09.637: I/jPCT-AE(1267): No AA enabled!

As you can see i have enabled OpenGL 2.0, so i don't know what could be the problem.

Thanks for any help


3
Support / PolygonID of an event TYPE_SOURCE
« on: July 23, 2012, 08:46:57 am »
Hi,

My question is how can a I get the PolygonID of an event which type is TYPE_SOURCE . The object's(this object is the only one moving in my scene) collision mode which triggers this event is set to COLLISION_CHECK_SELF.  The other objects (which can't move) are set to COLLISION_CHECK_OTHERS. That is for me a problem because i need the polygonID of the moving object.

here is the collision setup in code :
Code: [Select]
                        Ball.setCollisionMode(Object3D.COLLISION_CHECK_SELF);
Wall.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
Cube.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);

ballPolygonManager = Ball.getPolygonManager();
wallPolygonManager = Wall.getPolygonManager();
cubePolygonManager = Cube.getPolygonManager();

Wall.addCollisionListener(new CollisionListener() {
public void collision(CollisionEvent ce) {
polygonID = ce.getPolygonIDs();
polygonManager = wallPolygonManager;
}

public boolean requiresPolygonIDs() {
return true;
}
});

Cube.addCollisionListener(new CollisionListener() {
public void collision(CollisionEvent ce) {
polygonID = ce.getPolygonIDs();
polygonManager = cubePolygonManager;
}

public boolean requiresPolygonIDs() {
return true;
}
});
Thanks for any help

4
Support / Ray-Polygon Collision problem
« on: June 27, 2012, 06:21:16 pm »
Hi,

I have a problem with collision detection of two objects. I use Ray-Polygon method, problem is that when a cube is coliding with a longish cuboid, the collision event come just when i hit the long side of the cuboid, when i try to hit the cuboid from the top, the collision event come when the cube is a little bit in the cuboid, so it is not so precise. How can i make to receive collision events when the objects just touches each other? I tried to change the collideOffset, but with no result.

here is the setup for the collison mode:
Code: [Select]
Cube.setCollisionMode(Object3D.COLLISION_CHECK_SELF );
Cuboid.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);

and this is how i call the checkForCollision method :
Code: [Select]
cube.checkForCollision(movingDirection, 1)
I am also not sure what does the "step" argument in checkForCollision function mean. should that be the actual speed of the cube?

and there is the collisonListener :
Code: [Select]
Cube.addCollisionListener(new CollisionListener() {
public void collision(CollisionEvent ce) {
Log.e("COLLISION"," ");
}
public boolean requiresPolygonIDs() {
return false;
}
});

PS: Sorry for my English

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