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Messages - guillaume

Pages: 1 [2] 3 4 5
16
Support / Re: jPCT and real 3D
« on: September 20, 2012, 01:35:54 pm »
I was under the impression that some magic in the 3d drivers does this without any need to change the application somehow... ???
yes. there it is.  but is it possible for us to do it in app level ?

17
Support / Re: jPCT PC and jPCT AE
« on: September 16, 2012, 07:07:28 am »
For historical reasons and because it's jPCT-AE's native solution for lights but only a helper class for the desktop version. I usually solve this by importing with wildcards instead.

thanks for replying, I will follow your way.

18
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 ?

19
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 ?

20
Support / Re: modeling with jPCT
« on: May 23, 2012, 12:14:50 pm »
Depending on the exporter and the weather in southern Mordor, you might have to rotate the model after loading it. Usually, a rotateX((float)-Math.PI/2f) or rotateX((float)Math.PI/2f) does the trick. I'm not entirely sure if this will help here though, because it's hard to tell which part of earth we are looking at...

     I am wonder if the modeler can give me all the parameters , such as model position, light position, camera position & direction,
so I just fill the parameter to jPCT, and jPCT can render the model.
     the problem is that the parameter used in After Effect to render to the model, deffers from the paramters used in jPCT,
I am not very sure how to convert the parameter between this two software.
    anyway, merely try every parameter and expect to get the desired result is not that smart.

21
Support / Re: modeling with jPCT
« on: May 21, 2012, 06:28:18 am »
It's strange. my program is base jPCT-PC, but seems that jPCT-PC forum can not put attachments. so I post here.
I think the principle is the same.

[attachment deleted by admin]

22
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]

23
Support / Re: revert to OpenGL ES 1.1
« on: April 05, 2012, 10:31:56 am »
thanks.  :)

24
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)


 

25
Support / Re: rotate around edge
« on: March 28, 2012, 01:05:56 pm »
thanks very much.

26
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.

27
Support / Re: can jpct-ae run on mips cpu ?
« on: March 09, 2012, 02:44:07 am »
"can not install" is a bit vague...what's the exact problem. jPCT-AE is pure Java. I don't see why it shouldn't work with Mips assuming that everything else (VM, drivers,...) is up to par.

I can not install my jpct  apk on the MIPS-based device with the vendor's launcher, this may be the vendor's problem.
and using adb , I installed the apk. and it runs ok.  thanks.

28
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.

29
Support / Re: object edge blinking
« on: February 07, 2012, 01:42:23 pm »
Looks like tiling. Have you tried to call enableClamping() on that texture?

thanks. I called enableClamping(), and now the texture looks ok. thank you.

30
Support / Re: object edge blinking
« on: February 07, 2012, 01:00:38 pm »
I'm not sure what blinking means here...do you have a screen shot or a video of this?

the object.JPG is  the object3D with texture.png applied. see the upper line in the edge of the object.
when I call object3D.setTexture with a series of texture, the edge of the object will blink like a cursor.
please see the texture, there was not any visible upper line.
thanks.
(the texture was a png with transparent background, I convert it for upload , so it's background turns to white.)

[attachment deleted by admin]

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