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Messages - yindroid

Pages: [1] 2
1
Support / How to get vertex from animated mesh?
« on: August 21, 2012, 12:14:22 pm »
Hi!
I would like to try add(attach) some primitives (like spheres as eyes) to animated mesh. So I decide to get one verticle from mesh and use its coords and normal to attach some primitives.
there is my code, but there is one problem: the animation stoped to work(like set on pause or smth like that)...

Code: [Select]
public class Player extends Object3D{

    public Player(Context AppContext, World world, Resources res) {   
        // loading and setting stuff...
   
        vc = new VertexController(20);
        this.getMesh().setVertexController(vc, true);
        this.getMesh().applyVertexController();

        world.addObject(this);
    }

    /* VERTEX CONTROLLER */
    private static class VertexController extends GenericVertexController {
        private int vertexID;
       
        VertexController(int pVertexID) {                 
          this.vertexID = pVertexID;
        }

@Override
public void apply() {
    SimpleVector[] srcMesh = this.getSourceMesh();       
            int size = this.getMeshSize();
            if(vertexID < size){
        mVertexX = srcMesh[vertexID].x;
        mVertexY = srcMesh[vertexID].y;
        mVertexZ = srcMesh[vertexID].z;
            }
        }
}

In main update cycle:
Code: [Select]
public void onDrawFrame(GL10 gl) {

    // player animation code

    player.getMesh().applyVertexController();
    player.touch();
}

Maybe there is some other way to handle it?

2
Support / Re: Multitexturing and UV coords
« on: April 23, 2012, 01:22:40 pm »
Hi, Egon. Its AE releated.
have to apologize, it seem I made this topic in wrong section  :-[

3
Support / Multitexturing and UV coords
« on: April 22, 2012, 12:08:44 pm »
Hi, guys!
I know how to make multitexturing with 2 textures, so can I use more than 2 textures?
And the second question; Is there any way to change UV coords to all multitexture layers? (I managed to change UV coords just for one layer with setTextureMatrix() )

Thanks in advance!

4
Support / Re: About texture filtering
« on: January 24, 2012, 07:15:18 pm »
thx guys!
i 'll try to use your advices...

5
Support / About texture filtering
« on: January 22, 2012, 02:54:26 pm »
Hi!

I have a little confusion about texture filtering, I made a simple plane-Object3D ( quite big ) and texture size is 256x256 pixels - texture looks a bit distorted like a grainy patern. I'm not sure how to fix that :/
there is screenshot sample attached:


Thank you in advance!

6
Projects / Re: Thinking about some RPG..Android version.
« on: January 22, 2012, 12:11:50 pm »
Is there any way to test your game?... Android Market?

7
Projects / Re: Thinking about some RPG..Android version.
« on: January 12, 2012, 05:41:45 pm »
I tried to make some particles like billboarded planes, but performance was very low, for example: 50 particles (without movement etc.) lowered fps from 55fps to 42fps (Samsung Galaxy i9000).
sorry for spam

8
Projects / Re: Thinking about some RPG..Android version.
« on: January 11, 2012, 05:08:26 pm »
I wonder how did you made animated smoke?

9
Projects / Re: Thinking about some RPG..Android version.
« on: January 11, 2012, 04:57:44 pm »
God... its looks awesome!!! I've never seen such things on mobile devices, great job!!!

10
Support / Re: jPCT-AE wiki
« on: January 05, 2012, 05:58:28 pm »
I noticed that there is no such class as DeSerializer in jPCT-AE (1.24)...

11
Support / Re: Out of memory, performance issues
« on: January 05, 2012, 03:37:49 pm »
very interesting calculations! About cempressions, is it possible on android devices? (android 2.1)

12
Support / Re: Cube mapping and transparecny
« on: January 05, 2012, 03:30:01 pm »
ok, thx Egon

13
Support / Re: Out of memory, performance issues
« on: January 04, 2012, 01:35:15 am »
try to use DDMS tool and watch for heap size!

14
Support / Re: Cube mapping and transparecny
« on: January 04, 2012, 01:30:05 am »
well... when I use setEnvmapped(Object3D.ENVMAP_ENABLED); then transparency is no longer working ... thats is my problem :(

15
Support / Cube mapping and transparecny
« on: January 02, 2012, 08:55:16 pm »
Hi everyone!
I would like to know, is there any way how to make texture semi-transparent if using cubemapping?
this is my code:
Code: [Select]
//for interval 0..255
Config.glTransparencyMul = 0.0039f;
Config.glTransparencyOffset = 0f;

TextureManager tm = TextureManager.getInstance();
tm.addTexture("glass", new Texture(mUtils.getScaledBitmapFromAssets(256,256,"gfx/glass.jpg", AppContext), true));
Glass.setTexture("glass");
Glass.setEnvmapped(Object3D.ENVMAP_ENABLED);
Glass.setEllipsoidMode(Object3D.ELLIPSOID_ALIGNED);
Glass.setTransparency(100);
p.s. works without using cubemapping!
Thanks in advance

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