Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Polomease

Pages: [1]
Bugs / Re: Scaled Blit Problem
« on: March 04, 2011, 09:52:09 am »
Sweet, using enambleClamping() worked.
But only when I was scaling the whole texture up.

I tried to use it on the texture that the TexturePack class creates but it didn't work for that texture, probably because I'm scaling a part of the texture and not the whole thing.
But that's ok, I can just have the textures be separate ones instead of packing them into one texture.

On a side note:
Is there any performance difference between having a bunch of textures in memory vs having the textures packed into one texture, via the TexturePack class?

Thanks again for the help Egon. ;D

Bugs / Scaled Blit Problem
« on: March 04, 2011, 07:03:23 am »
I noticed something weird when using a scaled blit to render some UI images to the screen.
It seems that part of the blitted image is repeating even though the src x, Y, Width and Height match the source texture.

At first I thought that the problem was with my code or image and I checked everything I could think of but it all seems to be correct.

I created a fresh Android app using the HelloWorld AE demo from the wiki and I loaded the texture and did a scaled blit to the screen and the problem still occurs.
I changed the background color to white so that it was easier to see the problem.

I have messed around with changing 'src' values but if I make them smaller then the image gets cut off.
And it just doesn't happen with this one image it happens with many different images that I have loaded as textures.
I'm also using raft's TexturePack class and the same thing happens if I blit am image from a packed texture.
It also only seems to happen if I'm scaling a texture up in size and not down in size.

I'm not sure if this is a problem with the jPCT library or something on my end, maybe I'm just missing something.

Here is a screen shot of what is happening:

Here is the source for the texture:

Here is the code I used:
Code: [Select]
import java.lang.reflect.Field;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;

import com.threed.jpct.Camera;
import com.threed.jpct.Config;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.Light;
import com.threed.jpct.Logger;
import com.threed.jpct.Object3D;
import com.threed.jpct.Primitives;
import com.threed.jpct.RGBColor;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.BitmapHelper;
import com.threed.jpct.util.MemoryHelper;

public class HelloWorld extends Activity {

// Used to handle pause and resume...
private static HelloWorld master = null;

private GLSurfaceView mGLView;
private MyRenderer renderer = null;
private FrameBuffer fb = null;
private World world = null;
private RGBColor back = new RGBColor(50, 50, 100);

private float touchTurn = 0;
private float touchTurnUp = 0;

private float xpos = -1;
private float ypos = -1;

private Object3D cube = null;
private int fps = 0;

private Light sun = null;

protected void onCreate(Bundle savedInstanceState) {


if (master != null) {

mGLView = new GLSurfaceView(getApplication());

mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];

renderer = new MyRenderer();

protected void onPause() {

protected void onResume() {

protected void onStop() {

private void copy(Object src) {
try {
Logger.log("Copying data from master Activity!");
Field[] fs = src.getClass().getDeclaredFields();
for (Field f : fs) {
f.set(this, f.get(src));
} catch (Exception e) {
throw new RuntimeException(e);

public boolean onTouchEvent(MotionEvent me) {

if (me.getAction() == MotionEvent.ACTION_DOWN) {
xpos = me.getX();
ypos = me.getY();
return true;

if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;

if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;

xpos = me.getX();
ypos = me.getY();

touchTurn = xd / -100f;
touchTurnUp = yd / -100f;
return true;

try {
} catch (Exception e) {
// No need for this...

return super.onTouchEvent(me);

protected boolean isFullscreenOpaque() {
return true;

class MyRenderer implements GLSurfaceView.Renderer {

private long time = System.currentTimeMillis();
private boolean stop = false;

public MyRenderer() {

public void stop() {
stop = true;

public void onSurfaceChanged(GL10 gl, int w, int h) {
if (fb != null) {
fb = new FrameBuffer(gl, w, h);

if (master == null) {

world = new World();
world.setAmbientLight(20, 20, 20);

sun = new Light(world);
sun.setIntensity(250, 250, 250);

// Create a texture out of the icon...:-)
Texture texture = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.icon)), 64, 64));
TextureManager.getInstance().addTexture("texture", texture);

Texture turnleft = new Texture(getResources().openRawResource (R.raw.turnleft), true);
TextureManager.getInstance().addTexture("turnleft", turnleft);

cube = Primitives.getCube(10);


Camera cam = world.getCamera();
cam.moveCamera(Camera.CAMERA_MOVEOUT, 50);

SimpleVector sv = new SimpleVector();
sv.y -= 100;
sv.z -= 100;

if (master == null) {
Logger.log("Saving master Activity!");
master = HelloWorld.this;

public void onSurfaceCreated(GL10 gl, EGLConfig config) {

public void onDrawFrame(GL10 gl) {

try {
if (!stop) {
if (touchTurn != 0) {
touchTurn = 0;

if (touchTurnUp != 0) {
touchTurnUp = 0;


Texture turnleft = TextureManager.getInstance().getTexture("turnleft");
fb.blit(turnleft, 0, 0, 0, 0, turnleft.getWidth(), turnleft.getHeight(), 128, 128, 100, false, null);


if (System.currentTimeMillis() - time >= 1000) {
Logger.log(fps + "fps");
fps = 0;
time = System.currentTimeMillis();
} else {
if (fb != null) {
fb = null;
} catch (Exception e) {
Logger.log(e, Logger.MESSAGE);

Support / Re: Version updates!
« on: February 19, 2011, 10:39:12 pm »
It seems to be poorly implemented in the drivers.

I understand what you mean, but it's still a bummer.  :(

Support / Re: Version updates!
« on: February 19, 2011, 03:19:55 am »

I got it to work correctly.

First I set the Config setting you suggested.
Code: [Select]
Config.renderTargetsAsSubImages = false;

That got the rendering of the texture correct but the rendered texture was flipped.
I then used the code you provided for flipping the texture.
Code: [Select]
fb.blit(renderTarget, 0, 0, 0, 256, 256, 256, 256, -256, -1, false, null);

After those changes I got the example code to work like the does in the emulator.

It might be a good idea to add the flipping of textures as a feature to the library.

Support / Re: Version updates!
« on: February 18, 2011, 08:00:31 pm »
Which version of jPCT-AE is that? The latest that i've posted in this thread?
Yes, I just downloaded from the link again to make sure I was using the correct one and the problem is still there.

I got the link from this post:
Another update. This version improves performance for some collision detection methods and should fix render targets on phones where they didn't work before (like mine):

Support / Re: Version updates!
« on: February 18, 2011, 03:01:36 am »

I tried the new version of jPCT you released using the two examples you posted.
My phone is having a problem with the render targets as well.

I have a Samsung Galaxy S (model: SAMSUNG-SGH-I897) with Android 2.1.

GL Info from LogCat
02-17 16:29:09.463: INFO/jPCT-AE(27067): OpenGL vendor:     Imagination Technologies
02-17 16:29:09.463: INFO/jPCT-AE(27067): OpenGL renderer:   PowerVR SGX 540
02-17 16:29:09.463: INFO/jPCT-AE(27067): OpenGL version:    OpenGL ES-CM 1.1

Here are some screen shots of the first example code you posted, one from the emulator and one from my phone.

Here are some screen shots of the second example code you posted, one from the emulator and one from my phone.

Support / Re: Overlay Example
« on: January 23, 2011, 11:57:43 pm »

Sweet!  :D
The new version works like a charm.
Thank you Egon for the quick response and fix.

One other thing about Overlays, it seems that they are not selectable in AE.
I noticed that the desktop version has a method setSelectable() but the AE version does not have this.
Is this functionality available in the AE version?
If not, that's ok, I can just do a simple 2D coordinate check, I was just curious.

Support / Overlay Example
« on: January 23, 2011, 09:57:18 am »
Is there an example of how to use the Overlay class anywhere?
I've done a lot of searching and can't find one.

I've been trying to get it to work and I just can't seem to figure it out.

From the java docs it sounds like you can just create an instance of the class and it should take care of itself from there.

Below is a snippet of what I am trying to do in the onSurfaceChanged() event.
Code: [Select]
        private Overlay MapFrame = null;

public void onSurfaceChanged(GL10 gl, int w, int h) {

              fb = new FrameBuffer(gl, w, h);
      world = new World();
      world.setAmbientLight(200, 200, 200);
              /* the rest of the initialization code left out for brevity, it just loads a bunch of objects and textures*/

              //"minimapframe" is a known texture in the texture manager
              MapFrame = new Overlay(world, 0, 0, 128, 128, "minimapframe");

              // I've been trying different combinations of this code
              //MapFrame = new Overlay(world, fb, "minimapframe");
              //MapFrame .setSourceCoordinates(0, 0, objTextureManager.getTexture("minimapframe").getWidth(), objTextureManager.getTexture("minimapframe").getHeight());
              //MapFrame .setVisibility(true);
              //MapFrame .setDepth(10.0F); // have tried different values here


From my understanding this should display the "minimapframe" texture in the upper left of the screen.

I am missing something?

Support / Partial Screen Rendering
« on: December 18, 2010, 04:21:31 am »

Hello, I'm new to the jPCT-AE framework and I been trying to figure out how to render a 3D scene to only part of the screen.

I would like to have a 3d view port surrounded by a 2d gui and not a 2d gui on top of a 3d scene.

I started with the Hello World demo found on the wiki -
And i have been trying to get it to render to only a part of the screen but i haven't been successful.

I have been looking through the docs and on this forum but haven't been able to figure out how to do this.

I found these two posts about rendering with different cameras and onto textures but i can't seem to get either one of these methods to work.

How to get a texture from a FrameBuffer,1589.0.html

rearview mirror,682.0.html

any help or "pointing in the right direction" would be appreciated.


Pages: [1]