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Messages - MichaelJPCT

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1
Support / Re: about the strength of specular light
« on: February 16, 2019, 07:22:07 pm »
yes , it works

2
Support / Re: about the strength of specular light
« on: February 15, 2019, 06:37:43 pm »
i will try it, thanks

3
Support / Re: about the strength of specular light
« on: February 14, 2019, 06:40:17 pm »
here is a work in progress model as example of specular light


4
Support / Re: about the strength of specular light
« on: February 14, 2019, 06:03:01 pm »
about the outcome of this setting, i did some test on powerVR 6250 gpu and could see the difference it makes.
in some cases, the specular looks quite nice. i use 50 setting and metal does look like metal on my simulated aircrafts, especially in moving images.

5
Support / Re: about the strength of specular light
« on: February 14, 2019, 05:49:58 pm »
i dont think it is very important either.
but, since full support of material is not easy to do, IF changing specPow is much easier, then it can let the users have more options without too much trouble.
changing specpow ( without other elements of material ) still has some use, such as seperating glass (sharper reflection) and plastic.
if a user have one more option, he will think of more ideas.
i agree that a developer should put efforts on essential elements and neglect unimportant elements, though.

6
Support / Re: about the strength of specular light
« on: February 13, 2019, 06:08:35 pm »
so why not  have a Object3D.setSpecPow() method ?
then each object can have different specpow.

7
Support / about maxLights in Config
« on: February 13, 2019, 02:28:30 pm »
i wonder , can maxLights be non power of two, like 33 ?
and can maxLights be different for different Worlds ? some Worlds don't need many lights but some other do.
does it affect performance or memory usage much ? if it doesn't affect much , i would just set it to a large number.

8
Support / Re: about the strength of specular light
« on: February 13, 2019, 02:21:02 pm »
i think of Config.specPow , can specPow be variable at runtime ?

9
Support / Re: gpu bug ?
« on: January 19, 2019, 05:29:43 pm »
there is no problem on mali gpu , so should be the problem of powervr gpu

10
Support / Re: gpu bug ?
« on: January 19, 2019, 09:51:09 am »
i tried disabling depth write before drawing the shadows(the mesh holding the texture) , the result is better - from most angles they are correct, still from some angles , wrong.
without that fix , from most angles shadows are wrong.

11
Support / Re: gpu bug ?
« on: January 15, 2019, 05:08:09 pm »
i suspect that when a transparent object is rendered, depth buffer writing is enabled with powervr gpu, which shouldn't be done.

12
Support / is there such a thing as single channel texture in vram?
« on: January 12, 2019, 07:57:21 am »
i think all textures have 3 or 4 color channels. but sometimes a texture has no color , only greyscale info is needed.
if the texture in vram is stored as single channel, then it occupies 1/4 of memory. isn't it great?

another question, can RTT texture be ETC compressed in vram?

13
Support / Re: gpu bug ?
« on: January 11, 2019, 01:51:12 pm »
i roughly calculate the size of squares, it is most likely 32.

14
Support / Re: gpu bug ?
« on: January 11, 2019, 01:42:42 pm »
i don't know the size of the flickering squares, but might be 32. the width of screen is 1920. the squares are axis-aligned to  screen.
but the patterns of flicker are multiple, sometimes i see narrow bands. pattern changes with camera position and angle, not by time.
i tried setting usePowerVRTweaks to false, and the whole device hanged. i had to turn off power to reset it.

15
Support / Re: gpu bug ?
« on: January 11, 2019, 12:59:43 pm »
i don't have a way to take screenshots on that device yet, so i use real camera to shoot the imgs.
2 shadows are overlapping in these screenshots(the meshes holding the texture is much larger than the dark area of  shadow).
shadows are at exact same height.
the shadow closer to camera flickers(always true).

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