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Messages - icarusfactor

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Support / Re: Rotate camera around point
« on: February 13, 2011, 09:08:48 pm »
I had the same problem, but looking through the forum I found "paulscode" had a great answer and fix for my problem, you have to setup a dummy object and attach your object(s) you want to pivot around to it or variation of. Here is the forum link with the basic code to work off of.,1278.msg8728.html#msg8728

Support / Re: What is the best method to modify images with code.
« on: February 07, 2011, 08:37:03 am »
Thanks, paulscode. I had tried out the snippet code, as long as I made the Bitmap Mutable I had access to each pixel and everything worked fine. 

Support / Re: What is the best method to modify images with code.
« on: February 06, 2011, 08:39:20 pm »
Thanks for the reply, That is just what i needed. Will try it out.

Support / Re: What is the best method to modify images with code.
« on: February 06, 2011, 05:15:20 pm »
The Textures will be static documentation.
No change after it is blited to the texture.
Do you have an example of using Bitmap
 & Texture, copying image data back and forth?

Support / Re: What is the best method to modify images with code.
« on: February 06, 2011, 01:20:31 pm »
You are correct Egon , it also does "not" work on my tablet.

I have written the code so no error occurs and should be rendering it
 to the main FrameBuffer for display as a texture, but just remains its
 original all alpha image. Was thinking it was an update problem then
 saw your post saying you could "not" do it either.

Wondering if any way you can access a texture via its int[] or byte[]
 array. Manipulate the the int[] array data, then convert the int[] data
back into texture data.

Will keep trying some other methods. 


Support / Re: What is the best method to modify images with code.
« on: February 03, 2011, 02:21:32 pm »
 Thanks, will try that , looks like it treats a
 texture as a buffer , if it works , that will be
 what I need.

Support / What is the best method to modify images with code.
« on: February 03, 2011, 12:00:15 pm »
 I was wanting to take a Texture, load it into a alternate FrameBuffer, manipulate the texture,save it to Bitmap or convert it back to an Inputstream to create another texture.

Can it be done this way? or do I have another option.

I have a simple bitmap font engine and want to render the text to an alternate FrameBuffer that has an overlay texture also blited to it, then save it to a Bitmap or to an InputStream to turn it back into a Texture so I don't have to re-render all the blited text over and over again.

Support / Re: Anybody willing to do a small test?
« on: February 03, 2011, 03:00:58 am »
Viewsonic 10'' Gtablet Android 2.2

Double dragon:          21.99 fps
Flow power:              29.47 fps
Ninjas' garden:          18.98 fps
Emperor's new cloths: 51.54 fps    /* cloth did not seem to show texture, was all black */
Magic island:             25.50 fps
TOTAL SCORE:           25537

Support / Re: Logger-file location (Newbe question)
« on: January 28, 2011, 12:21:27 am »
  Also, if you need to copy the debug file to a local filesystem
 I use this command below so I can open it into an editor
 and do searches etc..

Save log to file:
adb logcat > logfile.txt

Then open it in an editor:
gvim logfile.txt

Support / Re: Opencollada native support.
« on: January 28, 2011, 12:13:25 am »
Thanks for response and resolution for the interim for getting .dae format
 into Jpct format, it will be fine albeit a little slower process. Have not gotten
 to this point anyway, but Jpct has worked out really well for what I have
 wanted to do so far.

Support / Opencollada native support.
« on: January 27, 2011, 01:38:58 am »
 Will jPCT-AE support "OpenCollada" like it supports "3DS", Blender has great support for import and export of "dae" files. I say this because OpenCollada/Blender has great support for UV maps on an object.
 I see the bones add-on to jPCT has some OpenCollada support , but don't know if it works in AE and don't need all the other stuff it adds "yet".

Support / Re: High resolution texture.
« on: January 25, 2011, 11:31:59 pm »
Thanks everyone , it works now. It was clear as day, but just learning the java /android stuff and was using an example snippet. It was actually scaling down my image to 64x64. Should have known by the name of the function "rescale" what it was doing, just thinking it may have been a limitation of the 3d textures which so far seems to just be the powers of 2 one which is fine. It looks great in 1024x1024 now :)

Texture periodic_table = new Texture( BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.periodictable)), 64, 64)  );


Support / High resolution texture.
« on: January 25, 2011, 06:41:21 pm »
I was trying to use larger than 256x256 textures on a plane. I normally use gimp to do my graphics which is only 8bpp I use ImageMagick to convert it to 24bpp. but , still just gets scaled down to the 256^2. How do I get a high resolution texture on a single plane.

Can I :
 use multiple 256^2 textures on a single plane(face)?
 use multiple planes with 256^2 images on each to piece together into a seamless single image. 
 have a process or function to automatically format a hi res image to one that is compliant with JPCT
    and remain hi res?

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