Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - guillaume

Pages: [1] 2
1
Support / texture mismatch
« on: August 28, 2013, 08:30:27 am »
hi, I write a jpct program, where has many object3D. some times a random bug happened.
one object3D's texture becomes another object3D's texture.
when the program run, it may replace and unload texture , do you have any idea ?

2
Support / render movie to 3D object
« on: May 16, 2013, 01:20:54 pm »
hi, is this possible ? render movie to a 3D object .

3
Support / jPCT and real 3D
« on: September 16, 2012, 07:02:25 am »
Dear Egon,
     some android based smart TV sets support output two different
3d images  (one for left eye and one for right eye ) to support real 3D.
I wonder how to do this with jPCT-AE ?
does jPCT support two cameras  in a World ?
so with these two cameras (one for left eye, one for right eye), I can
render scene for different eyes ?
can I instantiate two FrameBuffers in a same GLSurfaceView (each one occupies half of the surface view)?
and render the World (with different camera) to each of them ?

4
Support / jPCT PC and jPCT AE
« on: September 13, 2012, 07:50:52 am »
hi, I usually develop my app first on PC with jPCT PC version,
when I think it is bug free, I port it to jPCT android with only
a little effort. this is good.
but I found on jPCT PC version Light is com.threed.jpct.util.Light
and jPCT android version Light is com.threed.jpct.Light.
when porting , I have to change the import statement.
I dont know why the Light sits on different package ?

5
Support / modeling with jPCT
« on: May 18, 2012, 09:41:40 am »
hi, my colleague have give me a model which he rendered in After Effect.
and now I load the obj into jPCT and want to re-render it, but the
result is not the same. the attachment is the two rendered picture.

I got object position, and light position, and camera position from my colleague,
but I dont know how to set camera direction and orientation (I know the method,
but I dont know how to calucate the correct arguments to feed the method)

any hint(code snippet) to help me re-render the object ? thanks very much.


[attachment deleted by admin]

6
Support / revert to OpenGL ES 1.1
« on: April 05, 2012, 05:07:48 am »
I enable OpenGL ES 2.0 on my apps with
   <uses-feature android:glEsVersion="0x00020000" android:required="true" >
and setEGLContextClientVersion(2);

and when I want to revert to OpenGL ES 1.1 , I commented out them,
but jPCT seems still loading shaders and called unimplement OpenGL  ES 2.0 api.

log follows,
Code: [Select]
04-05 11:17:53.607: D/dalvikvm(3100): GC_EXPLICIT freed 4 objects / 128 bytes in 48ms
04-05 11:17:53.787: I/jPCT-AE(3100): texture: board4.jpg loaded.
04-05 11:17:54.779: D/libEGL(3100): loaded /system/lib/egl/libGLES_android.so
04-05 11:17:54.795: D/libEGL(3100): loaded /system/lib/egl/libEGL_POWERVR_SGX530_121.so
04-05 11:17:54.802: D/libEGL(3100): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX530_121.so
04-05 11:17:54.818: D/libEGL(3100): loaded /system/lib/egl/libGLESv2_POWERVR_SGX530_121.so
04-05 11:17:55.576: D/dalvikvm(3100): GC_EXTERNAL_ALLOC freed 136 objects / 6960 bytes in 58ms
04-05 11:17:55.607: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glVertexAttribPointer, referenced from method com.threed.jpct.GL20.glColorPointer
04-05 11:17:55.607: W/dalvikvm(3100): VFY: unable to resolve static method 132: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
04-05 11:17:55.607: D/dalvikvm(3100): VFY: replacing opcode 0x77 at 0x0010
04-05 11:17:55.607: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glDrawElements, referenced from method com.threed.jpct.GL20.glDrawElements
04-05 11:17:55.607: W/dalvikvm(3100): VFY: unable to resolve static method 66: Landroid/opengl/GLES20;.glDrawElements (IIII)V
04-05 11:17:55.607: D/dalvikvm(3100): VFY: replacing opcode 0x71 at 0x0000
04-05 11:17:55.607: D/dalvikvm(3100): VFY: dead code 0x0003-0003 in Lcom/threed/jpct/GL20;.glDrawElements (IIII)V
04-05 11:17:55.615: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glVertexAttribPointer, referenced from method com.threed.jpct.GL20.glNormalPointer
04-05 11:17:55.615: W/dalvikvm(3100): VFY: unable to resolve static method 132: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
04-05 11:17:55.615: D/dalvikvm(3100): VFY: replacing opcode 0x77 at 0x0010
04-05 11:17:55.615: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glVertexAttribPointer, referenced from method com.threed.jpct.GL20.glTexCoordPointer
04-05 11:17:55.615: W/dalvikvm(3100): VFY: unable to resolve static method 132: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
04-05 11:17:55.615: D/dalvikvm(3100): VFY: replacing opcode 0x77 at 0x0018
04-05 11:17:55.615: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glVertexAttribPointer, referenced from method com.threed.jpct.GL20.glVertexPointer
04-05 11:17:55.615: W/dalvikvm(3100): VFY: unable to resolve static method 132: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
04-05 11:17:55.623: D/dalvikvm(3100): VFY: replacing opcode 0x77 at 0x0010
04-05 11:17:55.623: I/dalvikvm(3100): Could not find method android.opengl.GLES20.glVertexAttribPointer, referenced from method com.threed.jpct.GL20.setTangents
04-05 11:17:55.623: W/dalvikvm(3100): VFY: unable to resolve static method 132: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
04-05 11:17:55.623: D/dalvikvm(3100): VFY: replacing opcode 0x77 at 0x001f
04-05 11:17:55.693: I/jPCT-AE(3100): Initializing GL20 render pipeline...
04-05 11:17:55.693: I/jPCT-AE(3100): Support for VBO when running OpenGL ES 2.0 is faulty in Android 2.2...VBO will be disabled!
04-05 11:17:55.693: I/jPCT-AE(3100): Accessing shaders via JAR!
04-05 11:17:55.693: I/jPCT-AE(3100): Loading default shaders !
04-05 11:17:55.693: I/jPCT-AE(3100): 0 shaders in replacement map!
04-05 11:17:55.693: I/jPCT-AE(3100): Default fragment shader is: /defaultFragmentShader.src
04-05 11:17:56.412: I/jPCT-AE(3100): Loading file from InputStream
04-05 11:17:56.412: I/jPCT-AE(3100): Text file from InputStream loaded...2008 bytes
04-05 11:17:56.420: I/jPCT-AE(3100): Default vertex shader is: /defaultVertexShader.src
04-05 11:17:56.420: I/jPCT-AE(3100): Loading file from InputStream
04-05 11:17:56.427: I/jPCT-AE(3100): Text file from InputStream loaded...3897 bytes
04-05 11:17:56.427: I/jPCT-AE(3100): Compiling shader program!
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: I/jPCT-AE(3100): Could not compile shader 35633:
04-05 11:17:56.435: E/libEGL(3100): called unimplemented OpenGL ES API
04-05 11:17:56.435: I/jPCT-AE(3100): [ 1333595876439 ] - ERROR: Failed to load and compile vertex shaders!
04-05 11:17:56.435: I/jPCT-AE(3100): [ 1333595876439 ] - WARNING: Unable to load shader!
04-05 11:17:56.482: I/jPCT-AE(3100): [ 1333595876484 ] - ERROR: java.lang.RuntimeException: [ 1333595876439 ] - ERROR: Failed to load and compile vertex shaders!
04-05 11:17:56.482: I/jPCT-AE(3100): at com.threed.jpct.Logger.log(Logger.java:189)
04-05 11:17:56.482: I/jPCT-AE(3100): at com.threed.jpct.GLSLShader.loadProgram(GLSLShader.java:655)
04-05 11:17:56.482: I/jPCT-AE(3100): at com.threed.jpct.GLSLShader.<init>(GLSLShader.java:254)
04-05 11:17:56.482: I/jPCT-AE(3100): at com.threed.jpct.GL20.<init>(GL20.java:118)
04-05 11:17:56.482: I/jPCT-AE(3100): at java.lang.Class.newInstanceImpl(Native Method)
04-05 11:17:56.482: I/jPCT-AE(3100): at java.lang.Class.newInstance(Class.java:1429)
04-05 11:17:56.482: I/jPCT-AE(3100): at com.threed.jpct.GLRenderer.init(GLRenderer.java:368)


 

7
Support / rotate around edge
« on: March 26, 2012, 10:44:53 am »
I have a  thin board-like  object, when I
 call  obj.rotateX(), the board will rotate around its upper edge,
now I want to make it rotate around its lower edge, what should
I do with jpct ? thanks.

8
Support / can jpct-ae run on mips cpu ?
« on: March 08, 2012, 04:05:14 am »
my app use jpct-ae and can running on a ARM-based machine,
but can not install on a MIPS-based machine, I think jpct-ae is
pure java, but why it can not installed on a mips-based machine ?
we have another 3D app written in OpenGL ES, and can run in both
ARM-based machine and MIPS-based machine.

9
Support / object edge blinking
« on: February 07, 2012, 11:22:56 am »
I use two triangle to form a square, and use a serial of png picture  to do frame animation.
when animating, some animation make the object edge blinks. I dont know what's the cause .

Code: [Select]
float[] coord_menu  = {
    0.0f, 0.0f, 0.0f,
    0.0f,10.0f, 0.0f,
    10.0f,10.0f, 0.0f,
    10.0f, 0.0f, 0.0f,
    };
    float[] uvs = {
    0.0f, 0.0f,
    0.0f,1.0f,
    1.0f,1.0f,
    1.0f,0.0f,
    };
    int[] indices = {
    0,1,2,
    2,3,0,   
    };
   
    Object3D menu = new Object3D(coord_menu,uvs,indices,TextureManager.TEXTURE_NOTFOUND);


       I use menu.setTexture() to set a series of texture to make the menu animating, when disable
transparent, the menu's edge blinks, with transparent enable,  the blinking exist also.

10
Support / Object and Texture lost after Activity resume
« on: February 04, 2012, 08:55:06 am »
hi, I have two  jPCT-AE activity, activity A starts activity B, after back from B to A, some objects
and textures of activity A lost, not show on the screen, what's the problem here ? thanks.

=========== renderer resume code =================
Code: [Select]
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
if (fb == null) {
Logger.log("==== Launcher launch: " +width+"X" +height);
fb = new FrameBuffer(gl, width, height);
mLauncher.tearDown();
mLauncher.setup();
mLauncher.setFrameBuffer(fb);
mLauncher.setFrameBlitter(new AndroidFrameBlitter(fb));

}else{
fb.dispose();
fb = new FrameBuffer(gl, width, height);

mLauncher.setFrameBuffer(fb);
mLauncher.setFrameBlitter(new AndroidFrameBlitter(fb));
}
}

ps:  activity B starts a normal android ui activity C , and when back from C to B, the objects and texture is ok.
the renderer code is similar.

11
Support / apply textureEffect
« on: January 04, 2012, 09:49:51 am »
what's the exact format of  param  src  in ITextueEffect. apply(int[] dest,  int src[]) ?
I have a  128x128 texture and in apply() , I found src.length is 16513., but 128x128=16384
they are not the same.

12
Support / memory management in android 3d game
« on: December 23, 2011, 02:17:50 am »
I found dalvik vm's heap memeory is very limited, my app just use some textures and load 2 models,
and the dalvik vm throws OutOfMemoryError exception.
I am doubtl how other people implement 3d game in android, how do you manage the memory ?

13
Support / texture is faded after Object3D.setTransparent
« on: December 23, 2011, 01:45:46 am »
please see the attachement. I want to let the icon's black background
be transparent,  and do a setTransparent(0) on the icon. the result
is the icon seems faded than before, how can I keep it as before ?
thanks.

[attachment deleted by admin]

14
Support / lost texture when do animating
« on: December 21, 2011, 01:56:37 pm »
I do a setTexture on my model , and setup keyframe animation for it,
but after animate, the model become black, seems lost its texture ,
how can I keep the texture ? should re setTexture after each frame ?
thanks.

15
Support / showing 3DS model without texture
« on: December 21, 2011, 01:48:22 am »
My colleague have made  a model for me. He only apply some material to the model, and not texture.
the model looks realistic  in Cinema 4D. and he export the model to .3ds file, and I load this file to jPCT,
the model looks black in jPCT,   how can I make it looks realistic as it in Cinema 4D ? thanks.

Pages: [1] 2