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Support / Re: Texture repeat
« on: September 11, 2011, 08:00:11 pm »
I can see what you mean. Maybe it's just how things work in android.graphics.Shader.
I think I'd rather create a bigger texture which would be tiled (512 or 1024) in Photoshop or whatever, then in a 3d program make the water plane (not the Airplane, but the sea) just one object (eg.: one plane), flatten it's UV's and make sure they're the shape of the sea plane (again, not the Airplane), align them with the texture, and export it all as OBJ (It's my favorite format). Then load it in JPCT-ae, and assign the texture which was created before, the tiled one. I would also use MemoryHelper.compact() because:
and probably clear the loader cache with Loader.clearCache();...
I think if you use one single bitmap which you would manually tile in an image editor, and slap it on just one flat UVed object, it would look nicer, and improve the fps...
I think I'd rather create a bigger texture which would be tiled (512 or 1024) in Photoshop or whatever, then in a 3d program make the water plane (not the Airplane, but the sea) just one object (eg.: one plane), flatten it's UV's and make sure they're the shape of the sea plane (again, not the Airplane), align them with the texture, and export it all as OBJ (It's my favorite format). Then load it in JPCT-ae, and assign the texture which was created before, the tiled one. I would also use MemoryHelper.compact() because:
Quote
This can be used to trigger some gc work that might otherwise interrupt the application causing an animation to stutter or similar. However, this method can't avoid that...it just increases the chance that won't happen or at least not that often.
and probably clear the loader cache with Loader.clearCache();...
I think if you use one single bitmap which you would manually tile in an image editor, and slap it on just one flat UVed object, it would look nicer, and improve the fps...