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Messages - K24A3

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76
Support / Re: Getting Hello World to work
« on: September 23, 2012, 04:58:37 pm »
This is unnecessary in new versions ;)

Not sure about that because I updated to the latest version today (v20) and suddenly ran into this problem. All my projects now give runtime errors unless I rename lib to libs then update the build path to jPCT.

77
Support / Re: Getting Hello World to work
« on: September 23, 2012, 04:09:34 pm »
Yeah as mentioned also make sure you copy the jPCT lib file into the lib folder in the base path of your folder and set the build path selecting "Add Jars" within the project properties.

If you get a jpct classnotfound error/crash in the logs during runtime, change the lib folder to 'libs' using the refractor in eclipse's context menu after right-clicking the lib folder.

78
Support / Re: Getting Hello World to work
« on: September 23, 2012, 02:36:37 pm »
Looks like a class reference is incorrect:
Unable to instantiate activity ComponentInfo {com.threed.jpct.example/com.threed.jpct.example.HelloWorld}

Have a look in your AndroidManifest.xml file for the problem or show us the contents of the xml file.

79
Support / Re: GLES 2.0 and the emulator
« on: September 23, 2012, 02:09:09 pm »
It's working fine for me using jPCT 1.25 ES2.0 via the jellybean (4.1) Intel AVD, Intel HAX, and GPU acceleration. Performance it about the same as the phone (recent Samsung Galaxy), but it stutters every few seconds and flickers occasionally. Needs a bit of work but it's usable. 

A lot of the time I get that "Failed to allocate memory: 8" error when launching the emulator. Lowering the RAM doesn't seem to help but setting the screen resolution manually oddly seems to get it working.

80
Support / Re: android sdk tool rev.17 solution
« on: September 22, 2012, 04:12:52 pm »
Thanks ggp.

Spent a good hour trying to resolve this problem after updating to 20

Quick fix; Rename the lib folder in your projects to 'libs', edit the jPCT lib in Properties->Java Build Path, point it to the jar in the new location 'libs'. Good to go...

81
Projects / Re: Thinking about some RPG..Android version.
« on: March 02, 2012, 08:16:09 am »
I've never been in a dungeon so I can't comment on those beams. However, you could change the texture of the roof to a dark wooden plank texture to blend the wall texture in a bit better. And perhaps add injected 'shadow' textures on the floor where it runs along the wall edge so the contrast between the wall edge and floor are closer.

82
Support / Re: How can i make 'Perfectly elastic collision'
« on: February 24, 2012, 08:13:05 am »
It looks like there is no object translation or frame update calls to jBullet in onDrawFrame() except for translation boundary resetting. I haven't used jBullet but check if you are missing a jBullet.onFrame() call or CollisionShape.onFrame() calls for each object.


83
Projects / Re: Thinking about some RPG..Android version.
« on: February 19, 2012, 12:51:35 pm »
The ground and ceiling is a bit too golden and bright for my tastes but definitely better than before.

84
Support / Re: How to make the light glow of the example AnD3Bench?
« on: February 18, 2012, 04:04:29 pm »
myObject3D.setTransparencyMode(Object3D.TRANSPARENCY_MODE_ADD);

85
The best way to force landscape is in the AndroidManifest file in this area:

Code: [Select]
    <application android:icon="@drawable/icon" android:label="@string/app_name" android:debuggable="true">
        <activity android:name=".MyActivity"
          android:screenOrientation="landscape"
                  android:label="@string/app_name">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>

This way will force landscape as soon as the app starts, and may speed up loading time.

86
Bugs / Re: Maybe a bug? Blank screen after Home button pressed
« on: February 02, 2012, 01:22:19 pm »
Yeah it struck me as obvious a moment ago :facepalm: .. why would different rendering engines use the same framebuffer?

Moving the framebuffer disposal and creation in the onSurfaceChanged function of each Engine then parsing the framebuffer object down through onDrawFrame() has resolved the problem. It's working 100% on the Tegra now.

Thanks for persevering through all this.

87
Bugs / Re: Maybe a bug? Blank screen after Home button pressed
« on: February 02, 2012, 12:39:04 pm »
I got the new system working great on the PowerVR. It's 100% stable, individual engines don't draw unless visible, textures and 3D objects are only loaded on the first Engine creation.

But on the Tegra I'm getting texture problems again, but this time it's random textures that are not rendering. Some are ok but others are missing, however most of the time all the textures are working fine. Plus a crash from a null pointer at com.threed.jpct.World.renderScene(World.java:999), and a "WARNING: There's a problem with the object list not being consistent during rendering. This is often caused by concurrent modification of jPCT objects on a thread different from the rendering thread!" which confuses me because I'm only drawing one Engine at any time.

I'll look into the things you mentioned earlier and try to figure it out.
Attached is the log, maybe you can spot the problem easily.

[attachment deleted by admin]

88
Bugs / Re: Maybe a bug? Blank screen after Home button pressed
« on: February 02, 2012, 10:19:31 am »
Ok that explains a lot, I believe I understand the logic of it all now.

The WallpaperService can have multiple instances of the Engine running, which means I either need to create separate worlds for each instance (too complex, too much RAM usage), or simply keep the world static and pause background rendering so it doesn't play ping pong with the textures. I need to figure out how I can detect when an instance of the Engine is hidden.

Edit: using Engine.isVisible() and isPreview() may help  ::)


89
Support / Re: Some help with 3ds files.
« on: February 02, 2012, 06:52:25 am »
Hi,

There is plenty of information and sample code on the jPCT wiki website, have a look at this section: http://www.jpct.net/wiki/index.php/Main_Page#How_to_start

You basically install Eclipse, the Android SDK, Java, create a new project, add the jPCT library, then the coding.

Here's a good code example: http://www.jpct.net/wiki/index.php/Advanced_example

90
Bugs / Re: Maybe a bug? Blank screen after Home button pressed
« on: February 02, 2012, 02:49:31 am »
Attached is the new log with the updated Jar and more logging added and MemHelper removed from onSurfaceChanged.

Log.txt is the full log from start to finish where the textures go missing after re-picking the same wallwaper.

Log2.txt is a short log starting just before the wallpaper was selected and displaying the missing textures.

[attachment deleted by admin]

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