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Messages - guillaume

#31
Support / object edge blinking
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 .


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.
#32
after reading the mentioned thread, I found my problem is not using one FrameBuffer in two thread.
the cause is I flush the textureManager in my logic. now I have resolved it. thanks.
#33
Support / Object and Texture lost after Activity resume
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 =================

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.
#34
Support / Re: apply textureEffect
January 05, 2012, 01:08:50 AM
Quote from: EgonOlsen on January 04, 2012, 08:57:42 PM
In jPCT-AE? No, that shouldn't be the case. In desktop jPCT...yes. The format in desktop jPCT is 128*128 + 128+1, but you can completely ignore the last 129 entries. There are used by the software renderer only. But as said, in jPCT-AE, this isn't the case... ???

oh, yes. it's in desktop jPCT.   I develop my app in desktop,
then use a android wrapper to depoly them to android.

thanks.
#35
Support / apply textureEffect
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.
#36
Yes. thank you. I just not  use the constructor with useAlpha parameter, now it looks ok. :)
#37
after setTransparent, my texture seems distorted. see the attachment.
after Object3D.setTransparencyMode(Object3D.TRANSPARENCY_MODE_DEFAULT);
       Object3D.setTransparency(20);  the upper right of the recyclebin looks dirty.
how can I make it look as the same as I view it in picture viewers ?  thanks

[attachment deleted by admin]
#38
Support / Re: ClearRotation resets the scale
December 28, 2011, 02:17:14 AM
no. but for now, they face to the screen on the same side.
#39
Support / Re: memory management in android 3d game
December 27, 2011, 02:59:38 AM
I may have 20 3D icon ons the screen, so I am worry about the memory consumption.
but it seem like I should adopt the guide in the wiki. ;)
#40
Support / Re: ClearRotation resets the scale
December 27, 2011, 02:54:37 AM
Actually, I am working on a UI with 3D icon.
said there has three position A,B,C  when the 3D icon move from A to B, it will scale up, and
when it move from B to C , it will scale down, now I am doing moving  by interpolating the matrix between
A,B,C . the moving works fine, and I want scale work this way too.(by interpolate the rotation matrix)
#41
Support / Re: memory management in android 3d game
December 26, 2011, 11:03:38 AM
Quote from: EgonOlsen on December 23, 2011, 09:53:00 AM
That highly depends on the model and the textures as well as the target platform. My old Galaxy with 1.6 has 16mb VM memory, my Nexus S with 4. 0 has 48mb available.

What's the polygon count of your models and the size of your textures?

Some hints: http://www.jpct.net/wiki/index.php/Reducing_memory_usage

I am wonder if it is possible to use JNI to allocate C memory for use by jPCT or OpenglES call ? the native code will not  limit by VM.
#42
Support / Re: ClearRotation resets the scale
December 26, 2011, 06:37:49 AM
I want making a object scaling when it's moving, I use code
like following, but it seems scale not working.

Matrix posMatrix1 = ..;                                  // source position
Matrix posMatrix2 = ..;                                  // target position
Object3D dummyParent Object3D.createDummyObj();
Object3D son = ... ;
dummyParent.addChild(son);
posMatrix1 = dummyParent.getRotationMatrix().cloneMatrix();

...  do some move and rotate


dummyParent.setScale(2.0f);                    // ======================  scale
posMatrix2 = dummyParent.getRotationMatrix().cloneMatrix();  // will get scale factor in here ?


Matrix m = new Matrix();
m.interpolate(posMatrix1, posMatrix2, delta);
dummyParent.setRotationMatrix(m.cloneMatrix()); // ==============  will scale factor affect the son Object ?

#43
Support / Re: memory management in android 3d game
December 26, 2011, 01:39:02 AM
thanks. I will look the link.
#44
thanks. I have tried it. now the icon looks better.
#45
Support / memory management in android 3d game
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 ?