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Messages - Miridian

Pages: [1]
1
Support / Re: Anybody willing to do a small test?
« on: January 31, 2011, 12:28:17 pm »
It's too bad. I thought it would help.
But if the normal apps are running faster it wasnt waste of time.

Btw can you please look into my last topic in Support please.  ::)

2
Support / Re: Need some help with texture tranparency
« on: January 20, 2011, 11:31:27 am »
Thanks it works now.
I think i forgot to try a higher value than 1 of Transparency before i added the TransparencyMode.

I have a question about the text.
How can I draw it in the middle of the plane?
I already tried paint.setTextAlign(Paint.Align.CENTER) but it doesnt work... The text is more left than before.
Is there a simple method to do it or do i have to claculate it ?  :-\

Sorry for my horrible english.

3
Support / Re: Need some help with texture tranparency
« on: January 19, 2011, 10:27:00 pm »
Still not losing the hope someone will be so friendly and help me ...  ::)
I uploaded a small example project. (It was the HelloWorld-AE before. I just added a texture and a plane)
https://spideroak.com/browse/share/Miridian/Public

4
Support / Need some help with texture tranparency
« on: January 15, 2011, 11:26:50 pm »
Hi,

I would like to show some text above some 3d Objects.
Searching and trying different sollutions the whole day I capitulate now and ask here.
I cannot find a solution how to make the black background of the texture transparent.
Sample code:
Code: [Select]


Paint paint = new Paint();
paint.setColor(Color.rgb(0, 50, 0));
Bitmap.Config config = Bitmap.Config.ARGB_8888;
FontMetricsInt fontMetrics = paint.getFontMetricsInt();
int baseline = -fontMetrics.top;
Bitmap charImage = Bitmap.createBitmap(128, 128, config);
Canvas canvas = new Canvas(charImage);
canvas.drawRGB(0,0,0);
canvas.drawText("here will be some text", 1, baseline, paint);
Texture texture = new Texture(charImage,false);
TextureManager.getInstance().addTexture("texture", texture);
plane = Primitives.getPlane(10, 6);
plane.setLighting(Object3D.LIGHTING_NO_LIGHTS);
RGBColor c=new RGBColor(255,255,255);
plane.setAdditionalColor(c);
plane.setTexture("texture");
plane.setTransparency(200);
plane.setTransparencyMode(Object3D.TRANSPARENCY_MODE_ADD);
plane.strip();
plane.build();

world.addObject(plane);

With this code the background is not visible but my text is too bright and it is transparent too :D
Please help me. Sorry I am sure it is very simple but I just dont get on it.

5
Support / Re: Need some help calculating angles of an onscreen joystick
« on: January 10, 2011, 10:29:16 pm »
I think I have found a dirty solution for my problem  ::)

Code: [Select]
float ft = (float) ticks;
double test = jpctaetest.controls.getAngle();
if (!(Math.toDegrees(test) == 0)) {
if (Math.toDegrees(test) < -90 || Math.toDegrees(test) > 90) {
player_mesh.rotateY((float) (Math.toRadians(1)) * ft);
} else {
player_mesh.rotateY((float) (Math.toRadians(1) * -1) * ft);
}
}

It works but if someone has a better solution I would be very happy :D

6
Support / Re: Need some help calculating angles of an onscreen joystick
« on: January 10, 2011, 10:08:29 pm »
Yes it is the same what i am trying to get for my game.
Can you please help me to get a correct value from the joystick?
My object is rotating but in the wrong way and speed   :D

 

7
Support / Need some help calculating angles of an onscreen joystick
« on: January 10, 2011, 09:18:37 pm »
Hi, I have started writing my first java project a few days ago.
It is a small game where I am using an onscreen joystick to turn the player.
I already have the joystick and the player but I cant find out how to turn the player by the angle of the joystick.

Code:

Code: [Select]
//get the angle
//initx,inity is the start point of the joystick
//touchingPoint is the point where the finger is touching the screen.
angle = Math.atan2(touchingPoint.y - inity,touchingPoint.x - initx);

//rotate the player
player_mesh.rotateY((float) (jpctaetest.controls.getAngle()/10)* ft);


I think it am using the wrong way for the angle because my player mesh is rotating slow when the joystick is on the right side and very fast when it is on the left  ???
please help  :)

8
Support / Re: Can i has phone?
« on: January 07, 2011, 11:27:18 pm »
Quote
It's basically a Linux OS, so this should happen automagically. Just spawn another thread and hope that the second core comes to the rescue.

This would be nice. I hope someone will test it when the first dualcore devices are out.   ;D

9
Support / Re: Can i has phone?
« on: January 07, 2011, 11:19:09 pm »
Is there an option in the android sdk to use the second core?  ???

10
Support / Re: Can i has phone?
« on: January 07, 2011, 11:05:00 pm »
The features of the dock are very nice.  :)
But I dont think this phone will come to us, because its a 4G version. I think motorola will build something similarly for europe.
I am disappointed abou the quadrant scores of all new dualcore devices.
2,616 in Quadrant is not very much. My phone reach 2000 with one core and if i overclock i'd reach 3000 points.  :-\
Maybe google has to implement better dualcore support in the android sdk first.

11
German corner / Re: "Installation" und erste Anwendung
« on: January 04, 2011, 11:40:34 pm »
Den Fehler hatte ich auch.
Habe die Lösung hier gefunden http://www.lwjgl.org/wiki/index.php?title=Setting_Up_LWJGL_with_Eclipse


Finally we need to setup the native component of LWJGL. This is done by clicking the little arrow next to the lwjgl.jar file to show the drop down list. Double click 'Native library location' and select the folder that contains the native files for your operating system and clicking OK.

Da habe ich dann einfach C:\ eingetragen, was sicherlich nicht richtig ist, aber es läuft. :D

Ich weiss nicht genau was mit "folder that contains the native files" gemeint ist ???
Hoffe jemand kann uns da weiterhelfen.

12
Support / Re: Anybody willing to do a small test?
« on: January 04, 2011, 11:34:01 pm »
Desire HD:

Double dragon: 42.16 fps
Flower power: 15.12 fps
Ninjas' garden: 14.58 fps
Emperor's new clothes: 44.51 fps
Magic island: 28.70 fps
TOTAL SCORE: 25120

Nice. Maybe you could write a small example of this trick :D

13
Support / Re: Anybody willing to do a small test?
« on: January 03, 2011, 04:05:11 am »
Flower power: 16.38
Ninjas garden: 15.48
clothes: 43.51
Magic island: 29.66

Score: 22733

Egon, have you already thought about installing a custom rom on your galaxy? With froyo you will have more fps.
http://forum.xda-developers.com/showthread.php?t=865342

14
Support / Re: Anybody willing to do a small test?
« on: January 01, 2011, 07:53:35 pm »
HTC Desire HD:
Skeletal animation: 16.31 fps
Cloth simulation: 52.75 fps
Terrain rendering: 32.06 fps
TOTAL SCORE: 40210

HTC Hero:
Skeletal animation: 2.30 fps
Cloth simulation: 3.07 fps
Terrain rendering: 1.18 fps
TOTAL SCORE: 2604

my netbook running froyo x86 :P



Suggestions:
- a scene with more animated objects
- a scene with some particle effects

15
Support / Re: Anybody willing to do a small test?
« on: December 23, 2010, 10:31:46 am »
Cloth animation benchmark 54,79 FPS  ;D
Phone: Desire HD
Stock HTC Rom, Android 2,2


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