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Messages - spookey

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1
I fixed it by using the Cardboard libs from this example: http://www.jpct.net/wiki/index.php?title=Example_for_Google_Cardboard

It seems that a recent update of the Cardboard API has messed up its compatibility with jPCT.

2
This is the test case that demonstrates the issue. It's a textured castle (it takes a while to load because it's big). This should display correctly in the emulator but not on the S5. But if you change the code to not use Cardboard, the problem disappears. https://dl.dropboxusercontent.com/u/1608884/testcase.zip

3
I made a test case without the Cardboard API, but it worked. So the API must be causing the problem, but it works with Cardboard on the S3.. I'll try a few things and will let you know what happened.

4
The OpenGL version is 2.0. I actually use jPCT-AE with Google Cardboard's API.

5
I use Samsung's Android (5.0) and I have installed every update that came so far. But it does have some strange behavior lately, such as the default keyboard mysteriously resetting to Samsung's keyboard and there's a facebook virus that redirects Chrome. Could this be related? I'll try again after a factory reset.

6
So I tested it on a Galaxy S3 mini and it works. Where are the texture settings in jPCT or do I need to make explicit OpenGL calls?  I tried inserting this before world.renderScene(fb) but it didn't help:

GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);


7
I'll be able to test on another device in a few hours. I use the latest version, I even downloaded it again this morning. There are no other problems with the texturing - they all load fine and if I use calcTextureWrap() or calcTextureSphere() it works. All textures are 256x256.

8
Support / Texture wrapping works in emulator but not on device (Galaxy S5)
« on: November 22, 2015, 10:44:33 am »
Hi all,

I have a project where the user just flies around a textured .OBJ object, and everything works well in the emulator, but when I run it on the device, all textures behave as if I had set setClamping() to true.  It must be a clamping/wrapping issue because when I use setClamping(true) on all textures, the results are identical on the emulator and the device. But the model needs the wrapped textures and I don't know how to enforce this on the device.

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