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Messages - Jamiro

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1
Support / Re: Problem with animation model
« on: January 29, 2018, 07:37:25 am »
I've only tried to tweak this values because I read your comment on the compile which said that low values of Batch size could lead to missing poligons, which was kinda the case.

Currently, I'm running this in:

- OS:    Win 8.1 / 64x
- MEM: 12 GB ram
- GPU:  Geforce 840m
- Driver:333.02
- CPU:  i7-4510U 2.00GHz
- java:  1.7.0_10

I will try on a different one just to be sure, but this change did the trick.

2
Support / Re: Problem with animation model
« on: January 28, 2018, 08:59:48 am »
Kinda Solved it.

Ok, so it seems that this occurs only on compiled mode, so I managed to use the compile options to set a bigger value for "bathSize",  for around 10.000, and it did the trick, but, now I have another problem. It seems that low values lead to that, how should I know which graphics cards can withstand such value?

is that correlated to the animation object itself by any way?

and BTW, what does .compile(true) do? Does it hava a predefined BatchSize value or uses the Config one?

Thanks

3
Support / Re: Problem with animation model
« on: January 27, 2018, 07:53:15 am »
Nope, not using any kind of transparency whatsoever. Just a plain, compiled, one-layered textured model.
And it only happens once in a while, and not throughout all the animation.

4
Support / Re: Problem with animation model
« on: January 25, 2018, 09:37:53 pm »
Have you or anyone here ever experienced it before? If not, can you give me any kind of idea, based on your experience where to look at or debug this? Mainly because the animation is a black box, and I can't look at it.

5
Support / Re: Problem with animation model
« on: January 25, 2018, 09:34:03 pm »
Yeah they are, I thought they could be artifacts but they are just spaces between each other vertices. And no, everything is being processed in the same thread.

6
Support / Problem with animation model
« on: January 25, 2018, 08:19:30 pm »
Hello,

I've been playing around with the vertex animation in the models, and I've noticed a non deterministic problem with it as shown below:



and more detailed:



this happens sometimes in the middle of the animation and only for 1 frame, it's a random behaviour, and I can't figur what is causing it. Could it be any kind of synchronization issue between the animation calculation and the rearragement of the vertices? Compatibility isuses? I can't find out what it could be.

Regards,
Jamiro

7
Support / Re: Render Scene to Texture - Questions/Possibility
« on: January 21, 2018, 11:04:11 pm »
Awesome, thanks

8
Support / Render Scene to Texture - Questions/Possibility
« on: January 20, 2018, 05:56:36 pm »
Hello once again,

I've read about this particular possibility and I've tried it in the past but without any success. So I' will try it again this time until it works, so, my render loop is defined this way:

Code: [Select]
   while(run){
      //-- START RENDER WORLD --//
      BUFFER.clear(back_Color);
      BUFFER.setPaintListenerState(false);
     
      *1*
     
      WORLD.renderScene(BUFFER);
      WORLD.draw(BUFFER);
      //-- END RENDER WORLD --//
     
      draw2DElements(BLIT_OBJECTS, BUFFER);
     
      *2*
     
      BUFFER.setPaintListenerState(true);
      BUFFER.update();
      BUFFER.displayGLOnly();
      canvas.repaint();
     
      *3*
     
      Thread.sleep(delay);
   }

So my questions are these:

  • Can I use the same FrameBuffer to render the scene to the canvas and to a texture? If so, how? and where? at position 1, 2 or 3 in the code or other?

  • Can I use different FrameBuffers to render to texture as well? if so, what you suggest is better, using the same world or one world per framebuffer?

  • If I want to change this texture on the go, what is the best technique to do so, and the fastest way? using shaders ou can it be done by AWT graphics way?

  • And lastly, can I render it to a bitmap or any other image format in order to be saved as a file?


regards,
Jamiro

9
Support / Mesh normals access
« on: January 19, 2018, 05:42:40 am »
Hello,

I have another question about this structure, which is the possibility to access the normals of a mesh, how can this be done? Can I change the normal of an arbitrary vertex? If so, how?

regards,
Jamiro

10
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 18, 2018, 06:04:35 pm »
Great, thanks

11
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 18, 2018, 12:01:03 pm »
Ok, so perhaps I understood this wrongly:

using this:
Config.maxPolysVisible = 100000;

allows me to render a compiled object with 2.106.598 polygons, yielding only a visibile group of around 5.000.

I thought that this list was the same for uncompiled objects. The thing was that this object ineeded to be uncompiled due to the need for changing vertex and uv data at runtime, and I was also using the DrawWireframe feature that doensn't work with compiled objects as well.

PS: So when using compiled objects, how can I know the limit for them, which limit should I use (is there any ratio)? Or they aren't even validated by that property?

Regards and thank you

12
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 17, 2018, 09:36:57 pm »
They mostly will because it's a single enclosed object seen from above, like an heighmap mesh, so some of them are being discarded by the validation.

I've tried to boost up to 10 M polys but is just gives me a usage of almost 3 GB of mem.

but thanks anyway, I will try to work it around I guess.

Regards.

13
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 16, 2018, 05:54:47 pm »
No, ATM just only one big object with 262.144 polygons, and only 1 texture, not mipmapped with 16 bits (but even that won't make any difference being only 1 so far).

the problem is that I'm running on a 32-bit vm system, and can only get 1500 MB of memory to the max.

I could switch to a 64-bit but this project was trying to be compatible due to its specs.

Results:

Config.maxPolysVisible = 100000;  -> yields Memory Used: 367MB
Config.maxPolysVisible = 1000000; -> yields Memory Used: 721MB
Config.maxPolysVisible = 10000000; -> java.lang.OutOfMemoryError: Java heap space

using xms = 1200 MB and xmx = 1200 MB

so I can assume that each zero will boost up exponentially, which was the issue with the memory. So far it's not a problem, but later on it will be when I need more textures and non-vbo objects (they are this way so that I can work with vertices and texture maps in real time). S I was getting a bit scared. But seeing there is no possibility to ingore this property checking, I don't know what to do to.

14
Support / Re: Memory consumption with Config.maxPolysVisible
« on: January 16, 2018, 04:30:34 pm »
Well, memory is maxed up already, and I'm already using compiled objects, as well as not using mipmaps, already using 16-bit texture and so on.... all efforts for minimal memory usage were done, but still if I want to give just another zero to the max polygon visibile, it will just give me too much memory consumption followed by the memory heap space problem.

it seems that it can reach 1500+ MB memory usage.

is there any possibility to bypass this visibility list, and take the responsability on my own? It would be awesome if it would.

Regards

15
Support / Memory consumption with Config.maxPolysVisible
« on: January 16, 2018, 04:20:20 am »
Hello,

I've come to the conclusion that using Config.maxPolysVisible can use too much memory.
I've searched for options to ingore this property but I don't think there is any.

Is there any possibility to discard this validation thus using only a small Visibility List which would take up fewer memory usage?

PS: Curently I'm using a value like 1000000, but I would need to use more since it is a single enclosed scene, my hardware could take more but not the Heap memory, which is already maxed.

regards,
Jamiro

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