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Messages - arianaa30

Pages: 1 [2] 3
16
Support / Playing with Frames...Frames as images, fps control, etc
« on: November 17, 2013, 01:37:54 am »
Hi there,
Is there any ways to control frames generated by the game?
I want to for instance access the frames as images, say consequent .jpeg images.
Another thing in mind is limiting the fps, say I want always have a 20fps. It was best to provide an API class for them  :P

17
Support / Re: realtime visualization of live objects/point clouds!
« on: October 25, 2013, 11:03:19 pm »
Well, there are both options; but I think individual points will be easier to render.
You can watch this: http://vimeo.com/41377003
If we convert the point clouds to objects, and then stream them frame by frame, I think it is not feasible, both from the computation part and the bandwidth...What do you think?
If we could do something like this in jPCT AE, it could be really nice :-/

18
Support / realtime visualization of live objects/point clouds!
« on: October 25, 2013, 03:35:16 am »
Hi there,
Recently I've been thinking of connecting kinect to mobile device!
Is there any ways for realtime visualization of live objects/point clouds using jPCT AE?
So assume that I have already a program that grabs point clouds from kinect, and then I want to show them in jPCT realtime! I could zoom in, move the live object!
Can it be implemented with jpct AE, with good responsiveness and without high computation? I want to go for JAVA!

19
Support / Re: out of memory when downloading objects
« on: July 18, 2012, 12:48:22 am »
Yeah; Thanks a lot  :)
Btw, so we should put all the downloading stuffs in the 2nd thread, and just put the addObject to the main thread. The threads are concurrently being executed; so when reaching the addObject, how should it find out if that specific object was already downloaded in the 2nd thread, so to add it now?!  :o

20
Support / Re: out of memory when downloading objects
« on: July 17, 2012, 08:41:30 am »
Yes, got it. However I fixed it by moving the .ser object downloading files to the main thread. I was wondering why everything works, except for the loadSerializedObject responsible for loading .ser files!!!!

21
Support / Re: out of memory when downloading objects
« on: July 17, 2012, 12:42:25 am »
Egon, a strange problem:
I found out when I want to load Serialized Objects from the web, the demo hangs/crashes!! for other file types (.obj, .md2, .3ds) everything works. Is there anything happening here which I'm not aware of?
(btw, it is in a second thread.)
Code: [Select]

grass = Loader.loadSerializedObject(stream("sergrass.ser"));
tm.addTexture("grass", new Texture(stream("grasstex.jpg")));
grass.setTexture("grass");
grass.translate(-85, -17, -70);
grass.rotateZ((float) Math.PI);
grass.setTransparency(10);
world.addObject(grass);
grass.strip();

22
Support / Re: out of memory when downloading objects
« on: July 15, 2012, 06:55:17 pm »
I corrected it; It should have some effects, however I still get the error. Maybe that is because of this specific object.
I thing I want to know is that does it make much difference in terms of memory for object reading if we are getting them from the raw resources (using openRawResource) or we get them using network connection? Since you know, we do not actually download the object to store it somewhere; but we just get the inputStream.

23
Support / out of memory when downloading objects
« on: July 15, 2012, 10:54:31 am »
Hi,
In my demo, I've got almost 20 objects and corresponding textures. Everything at this moment works, but when I just change one of these objects to be downloaded from somewhere, I get out of memory error. Is there any tips for that?
(Finally I have to download all of these 20 objects, similar to waterput)

Here after getting the .md2 file, I add it to the world.
Code: [Select]
waterput = Loader.loadMD2(stream("waterput.md2"),1f);
tm.addTexture("waterput", new Texture(res.openRawResource(R.raw.waterputtex)));
waterput.setTexture("waterput");
waterput.clearAnimation();
waterput.translate(170, -35, -130);
world.addObject(waterput);
waterput.strip();

This is the method which gets a name, receives the object from a URL and returns it.
Code: [Select]
BufferedInputStream stream(String name) throws IOException{
//TODO
String objURL = "http://www.xxx.edu/xxx/"+name;
URLConnection conn = new URL(objURL).openConnection();
conn.connect();
BufferedInputStream bis = new BufferedInputStream(conn
.getInputStream());
Loader.clearCache();

return bis;
}
btw, I do not need all the keyframes in the .md2 files, so I call clearAnimation() to remove them.

24
Support / Re: Image Texture vs Colored texture
« on: July 12, 2012, 09:52:55 pm »
ummm, I see. So no matter it is a single color or not, finally a texture would be created, even just to achieve a colored object.
Is it because of using jpct, or based on OpenGL ES itself?

25
Support / Image Texture vs Colored texture
« on: July 12, 2012, 09:26:14 pm »
Hi there,
Is there any difference if we use colored texture (say green) or load a green image file (say a .png file)?  in terms of rendering overhead, or anything?
thanks

26
I'll test it. What if I make the background dark by myself?
the JPG rock texture looks good.

[attachment deleted by admin]

27
Egon,
I've a problem with a PNG texture, in which the background is transparent. in the game, the background gets black. What should I do?
attached is the grass texture!!!

[attachment deleted by admin]

28
Support / Re: Texture/ memory usage ?!
« on: June 19, 2012, 01:06:28 am »
That sounds good.
Thanks a lot for your helps guys.
Egon, I'm developing my game on top of your demo for jPCT-AE (the one with grass, rock and two trees). Aren't you planning to create a visual plugin for your game engine in eclipse to help to at least place the 3D objects in the world? (like what Jigloo does). It could be nice since each time translating an object, and then watching the output is bothersome :)

29
Support / Re: Texture/ memory usage ?!
« on: June 18, 2012, 11:44:06 pm »
I see. Removing them seems to be a bit hard!
Well, I'm using a .md2 model viewer, and it says it has 16 frames and 554 triangles.
One of them which after removing, things got better, had 198 keyframes!! however the size was just 250kB.

30
Support / Re: Texture/ memory usage ?!
« on: June 18, 2012, 09:36:41 pm »
ummm, so you mean even if I do not animate the .md2 files, the feyframes will use memory, right?
I've activated the tricks about 4bpp and others in the wiki. I've converted the 512x512 files to 256, and the 32bits to 8 bits. hopefully it worked somehow, but I still had to remove some objects. They are necessary to add.
Thanks for your helps.

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