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Messages - icarusfactor

Pages: 1 [2] 3 4
16
Support / Direct Texture color array manipulation.
« on: April 04, 2011, 06:03:20 am »
The process i have been using has worked fine until now for text manipulation, I think I can get more umph out of what I got, but is a long process, I was wondering if ITextureEffect is what I need instead, at least for overlay text. With the "apply" option can I directly write to a Texture color array pixels? If so can you post a simple example of how to use this method.

17
Support / Re: Lib method of Object3D setVisibility not working.
« on: March 14, 2011, 09:39:26 am »
Thanks , that was an easy one. I was just testing it out to see if it worked without FOR loop first and did not write it for an array , so you where correct. It is now working, thanks.

18
Support / Lib method of Object3D setVisibility not working.
« on: March 14, 2011, 09:10:19 am »
I am trying to use world_table.atom.setVisibility(  Object3D.OBJ_VISIBLE ); as per documented here.
http://www.jpct.net/doc/com/threed/jpct/Object3D.html#setVisibility%28boolean%29

But I get the error.
Code: [Select]
cannot find symbol
    [javac] symbol  : method setVisibility(boolean)
    [javac] location: class com.threed.jpct.Object3D[]
    [javac]                  world_table.atom.setVisibility( Object3D.OBJ_VISIBLE );

I am using the Beta version of the JPCT lib, not the one on the main website.

I want to use this method to loop through all the ball or stick items to show both or one or the other, later want to use it to only show known chains(amino acids , viruses , cancer etc..) of atoms.



19
Support / Re: 2D Images in 3D Space
« on: March 14, 2011, 08:45:32 am »
 Not an expert on this use of it... yet, but thought I would throw in my 2 cents.
The answer would be "YES". You just have to use an Object3D plane primitive and place your 2D image( create a Texture object ) on it. The blit method is for 2D overlay use only on your 3D world. With the plane primitive you can use alpha image on the plane object and scale them rotate and translate all axis including the objects own vertices matrix i.e local and world coordinates.

20
Support / Re: Loading many texutres - OutOfMemoryError
« on: March 09, 2011, 06:35:49 am »
leaving some feedback on the "outofmemory" issue. This method worked great, I did keep it all object3D elements instead of the object data you had posted, but that cleared up my memory problem to where I now have to worry about speeding up the program I can load so many atoms, Thanks.  :)

21
Support / Re: Loading many texutres - OutOfMemoryError
« on: March 08, 2011, 06:36:55 pm »
Sounds like a great fix , load all the unique atoms and then reference the actual creation of the render from it.

22
Support / Primitives and Z layer view.
« on: March 08, 2011, 01:07:53 pm »
I was having problems with z layers and when primitive spheres are close together.
If you look at this animation you will see the spheres pop over one another. Does JPCT have an option to make it where the sphere is protruding through the other one instead of either behind or in front of one another.



Would like the sphere cutting to look like this?


Can a primitive do this or do I need to use a 3ds sphere model and can it do it?

23
Support / Re: Loading many texutres - OutOfMemoryError
« on: March 07, 2011, 08:57:16 pm »
Here is a pastebin of the a longer run of the errors before it dies with the out of memory error. If you need more of logs I will post them.

http://pastebin.com/fK7hQn01
Here is the part of the code that it is looping through.
Code: [Select]

                   Log.d(TAG, "buildAtom" );
                   //This section will be looped for stick and balls of atomic data   BEGIN
                   //insert ATOM lines into world
                   float sizeofatom=0.0f;
                   for(int n=0; n<index_table.ATOM; ++n ) {                                   
                      //Log.d(TAG,"Textures/Atoms Loading "+ atom_table[n].name);
                      Log.d(TAG,"Atoms ID "+matchatom( atom_table[n].name ) );
                      sizeofatom = periodic_table.covalent_size[ matchatom( atom_table[n].name ) ];
                      sizeofatom = sizeofatom /100;
                      world_table.atom[n] = Primitives.getSphere( sizeofatom ); //default size 0.25f
                      world_table.atom[n].calcTextureWrapSpherical();

                      world_table.atom[n].setTexture(atom_table[n].name);

                      world_table.atom[n].strip();
      world_table.atom[n].build();
                      world_table.world.addObject(world_table.atom[n]);
      world_table.atom[n].setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
                      world_table.atom[n].translate( atom_table[n].x , atom_table[n].y , atom_table[n].z );
                      world_table.atom[n].setRotationPivot( world_table.sv_center   );
      world_table.atom[n].setTransparency(8);
      world_table.atom[n].setSpecularLighting(true);
                      } //end of atom for loop

24
Support / Loading many texutres - OutOfMemoryError
« on: March 07, 2011, 10:15:47 am »
I/jPCT-AE ( 6345): Object 'object444' uses one texture set!
-----
more stuff
-----
E/dalvikvm-heap( 6345): 28800-byte external allocation too large for this process.
W/OSMemory( 6345): External allocation of 28800 bytes was rejected
-----
more stuff
-----
E/AndroidRuntime( 6345): java.lang.OutOfMemoryError
-----
no more stuff :(
------


After loading around 300 objects (the debug says 444 which may be the case) in the loop, I get an out of memory error. All the textures have been created (Just RGB color Texture) All the data on the object I am trying to create is loaded. Its just on adding it to the 3D world where it nose dives.

It keeps saying loading texture over and over again, object 1-2-444 etc.. but many of the objects use the same texture. Is it loading an individual texture for each object.(that is what seems to be the case , not for sure though) If so, how can I consolidate the usage of textures to just the amount used and no duplication. I would like to keep all my objects separate, since I wish to do animation as a later addition. But.. may be an option, where I can join and break objects. Not for sure , but looking for some tips on reducing memory footprint to fit the Dalvik limits.




25
Support / Re: Getting started on JPCT-AE
« on: March 05, 2011, 02:20:56 am »
I plan on doing a code how-to with JPCT and Android.  But mine will be command line and Unix based(as that is all I have ) but should work on other platforms, again that is in my TODO list. currently I am busy working on my first app with JPCT right now , so a code review will be helpful to me as well as on the web. But not there yet.

I started out with the default code that comes with Android 2.x SDK
samples android-9 apidemos for OpenGL ES and also JPCT hello world AE
and hacked away until i could not find a resolution to a problem , then
 came on the forum here and asked how to, so far have not been stopped
in my tracks  yet.

26
Projects / My Project: Moleculary A PDB viewer.
« on: March 04, 2011, 02:33:25 pm »
Thought I would pop up a web page really quick so I could show off and host my project on it.

http://question.exofire.net/

All I have on it right now is a few screenshots of my progress with JPCT so far.
Thanks for the help everyone.

Moleculary is a PDB viewer or protein database file format for atoms and bonding data.

27
Projects / Re: MMORPG for Android
« on: March 02, 2011, 11:56:29 pm »
Shaping up. Keep up the progress.

28
Support / Re: 3D demos
« on: February 27, 2011, 10:47:04 pm »
I cant get anything from the market. I have a tablet , the market requires you have an Android cell phone and number of which I have neither.

29
Support / Re: How to use the BloomGLProcessor
« on: February 27, 2011, 05:30:06 pm »
The only file I can find is demo.java, is this the only file that is specific to Alien Runner besides the res.zip.

30
Support / Re: How to use the BloomGLProcessor
« on: February 27, 2011, 05:15:49 pm »
Ok , thanks for the help that got me back going .

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