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Messages - keaukraine

Pages: 1 [2] 3
16
Support / Re: Getting error Tried to set an undefined texture as default!
« on: December 22, 2010, 04:24:49 pm »
Yes, I first load textures like this:
Code: [Select]
if (!tm.containsTexture("smlm"))
tm.addTexture("smlm", new Texture(res.openRawResource(R.raw.smlm)));

And then load serialized object like this:

Code: [Select]
if (objWalls == null)
objWalls = Loader.loadSerializedObject(res.openRawResource(R.raw.model_walls));
objWalls.setName("objWalls");

Texture name is stored inside serialized object, it's set automatically after loading.
May be there're problems with adding texture ot TextureManager thinks that texture is already loaded...

17
Support / Re: Anybody willing to do a small test?
« on: December 22, 2010, 04:08:06 pm »
HTC Desire 2.2

32bit, VBO on:
14.47fps
score 1440

Absolutely the same results w/ 16bit, VBO off o_O

Water looks ugly in parts where it intersects w/ terrain. I noticed this hardware issue in my apps as well.

18
Support / Getting error Tried to set an undefined texture as default!
« on: December 22, 2010, 03:42:33 pm »
I've got a few error reports with the following exception:

Code: [Select]
java.lang.RuntimeException: [ 1292804064901 ] - ERROR: Tried to set an undefined texture as default!
at com.threed.jpct.Logger.log(Logger.java:159)
at com.threed.jpct.Object3D.setTexture(Object3D.java:3230)

Does anybody have some clues of exception's origin?

It seems that the problem is somehow connected to Motorola phones, so I need somebody with Droid to test my app.
If somebody wants to help me in testing app, please contact me.

19
Support / Framebuffer problem?
« on: December 19, 2010, 04:49:15 pm »
I'm making live wallpaper.

If you set wallpaper and then go to live wallpapers and launch it for preview, after returning back to home screen textures for transparent objects get changed in random order.
If I change device orientation, it will re-create framebuffer and everything is OK.
I can't track the moment when I have to re-create framebuffer because these are two different processes for 2 wallpapers.
Apparently something bad happens to framebuffer, please give me some recommendations.

20
Projects / Re: Clock Live Wallpaper 3D
« on: December 18, 2010, 09:11:59 am »
My HTC Desire drains battery in 2 days in any case -- with or without any live wallpaper.
It drains battery only when you look at it, and you don't do that all day :)

21
Projects / Clock Live Wallpaper 3D
« on: December 17, 2010, 10:27:22 pm »

22
Support / Re: Moving texture
« on: December 02, 2010, 03:21:59 pm »
OK, so the only way to do it is using PolygonManager.
The next question is: how expensive is calling Object3D.compile(true, false) on each frame redraw? I will need to animate moving textures for objects like water, clouds, etc...
Can I call only touch() as stated here: http://www.jpct.net/forum2/index.php/topic,1689.0.html , or it's no enough to update UVs?

23
Support / Moving texture
« on: December 02, 2010, 02:03:09 pm »
Hi,

How can I change texture UV coordinates to move it in some loop?
I want to achieve effects like falling rain drops (place some transparent polygons with rain texture and continuously move texture in the bottom direction to achieve desired effect), or grass waving on the wind (move texture in the left/right direction), water running in the river, etc...

24
Support / Re: Version updates!
« on: December 01, 2010, 07:05:18 pm »
Thanks, gonna try it out.
I'm using rotateAxis() si I'm interested in not having bugs in it :)

25
Support / Re: renderScene() not applying changes to objects
« on: November 25, 2010, 10:54:00 pm »
Thanks for giving me explanations and hints, now it works fine.

To fix the problem I'm calling world.removeAllObjects() and then world.addObject() 10 times on every frame redraw. I hope adding objects to world isn't very expensive thing, I suppose it should only set up references to them in some array. At least I didn't notice any performance drop if I perform adding 10 objects to world every frame.

26
Support / renderScene() not applying changes to objects
« on: November 25, 2010, 08:32:53 pm »
After opening another instance of activity previously launched activity makes some re-initialization stuff after which renderScene() call seems to be ignoring rotation made to objects.
Camera rotates as usual, but transformations are not applied to objects, they keep their old transformations applied.

In short, it behaves like renderScene() doesn't do any work.
Calling world.buildAllObjects() before renderScene() doesn't work as well.
Please explain what needed stuff can be lost after re-initialization or may be if it's a bug in JPCT-AE, fix it.

27
Support / Re: Specular lighting
« on: November 25, 2010, 12:54:43 pm »
OK, thanks for tips.

28
Support / Specular lighting
« on: November 23, 2010, 07:55:13 am »
Hi,

I am trying to add specular highlights to objects.
I've set world ambient light to (90,90,90) and placed light with intensity of (250,250,250) 100 units afar from object.
As I rotate camera around object, I don't see specular highlights. I haven't tried moving light itself yet, will specular be more noticeable in that case?

May be I haven't set something up correctly? Objects are loaded from serialized data. Config has default values for specTerm & specPow.

29
Support / Re: Loading serialized objects problem
« on: November 22, 2010, 09:33:40 pm »
Thanks for the helpful tips, I have solved problem. :)

30
Support / Loading serialized objects problem
« on: November 20, 2010, 06:59:07 pm »
Hi,

I have a scene which consists of few objects.
If I import them one by one into 3D Studio, their positions fit each other perfectly.
But when I try to load set of serialized objects in jPCT-AE, they appear in wrong positions.
I suppose it is because of re-calculating object's origin which happens after build() call.

Is there a way to get object being loaded exactly into the same origins as they were placed in 3DS files?

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