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.


Messages - rainfalls

Pages: [1] 2
1
Support / Re: Video Capture
« on: April 02, 2014, 10:32:11 pm »
I don't fully understand the underlying mechanism of Object.animate() method and how you were using it, but I doubt you were using Matrix.interpolate(...)  to interpolate your translation matrix.

Actually translation matrices can't be simply interpolated through linear interpolation of their elements, as what Matrix.interpolate() method does.

Generally you have to:

1) decompose matrices into simpler transformations: translation, rotation, scale;

or

2) convert matrices to quaternions instead,

then do the linear interpolations and finally convert back to get the new translation matrix.



By the way I am facing a very peculiar problem

I have made a truck model and the truck has four cylinders as tyres.
Now i have used joint rotation to animate the tyres ..
When I export the MD2(mikshaper3d) and load the animation (ie object.animate(ind,frame);)
The animation is very very creepy the tyres rotate as specified but after some time during the anim they shrink and then again expand .
So I loaded the anim in milkshape MD2 viewer , there was a same problem there too
But when I disable interpolation the anim runs fine (what is happening what's the problem)
So how do i disable interpolation in JPCT (of the object)

2
Support / Re: JPCT-AE MultiThreading
« on: April 02, 2014, 09:55:05 pm »
You can't fully avoid it, because a new model has to be uploaded to the gpu. You can prepone the actual compilation process by adding them before they are being used and then using World.compileAllObjects().

Thanks Egon, you are very right. I wasn't aware that World.compileAllObjects() can be repeatedly used each time after the world is dynamically changed. I just made some quick tests and it worked well.

3
Support / Re: JPCT-AE MultiThreading
« on: April 02, 2014, 08:12:47 pm »
I got 1st frame rendered, then no update until loading finished.

In my experience, this "no update" problem has nothing to do with multi-threading.

When some new models are *dynamically* added into a world, there are always a lot of compiling(?) work happens on the first render of this model, which can "freeze" the current frame for some time, depending on how complex the model(s) are.

I doubt your situation might be the same to mine.

I don't know if this can be avoided. Maybe Egon has some better understanding/solution on this?

Code: [Select]
04-02 19:03:14.461: I/jPCT-AE(30592): Subobject of object 3/object5 compiled to indexed fixed point data using 6/4 vertices in 1ms!
04-02 19:03:14.461: I/jPCT-AE(30592): Object 3/object5 compiled to 1 subobjects in 1ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Subobject of object 4/object6 compiled to indexed fixed point data using 1182/226 vertices in 18ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Object 4/object6 compiled to 1 subobjects in 24ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Subobject of object 5/object7 compiled to indexed fixed point data using 6/4 vertices in 1ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Object 5/object7 compiled to 1 subobjects in 1ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Subobject of object 6/object8 compiled to indexed fixed point data using 387/130 vertices in 2ms!
04-02 19:03:14.481: I/jPCT-AE(30592): Object 6/object8 compiled to 1 subobjects in 2ms!
04-02 19:03:14.491: I/jPCT-AE(30592): Subobject of object 7/object9 compiled to indexed fixed point data using 192/94 vertices in 6ms!
04-02 19:03:14.491: I/jPCT-AE(30592): Object 7/object9 compiled to 1 subobjects in 8ms!
04-02 19:03:14.501: I/jPCT-AE(30592): Subobject of object 8/object10 compiled to indexed fixed point data using 1548/313 vertices in 7ms!
04-02 19:03:14.501: I/jPCT-AE(30592): Object 8/object10 compiled to 1 subobjects in 10ms!
04-02 19:03:14.501: I/jPCT-AE(30592): Subobject of object 9/object11 compiled to indexed fixed point data using 192/66 vertices in 2ms!
04-02 19:03:14.501: I/jPCT-AE(30592): Object 9/object11 compiled to 1 subobjects in 2ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 10/object12 compiled to indexed fixed point data using 192/66 vertices in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 10/object12 compiled to 1 subobjects in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 11/object13 compiled to indexed fixed point data using 18/12 vertices in 0ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 11/object13 compiled to 1 subobjects in 0ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 16/object18 compiled to indexed fixed point data using 168/112 vertices in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 16/object18 compiled to 1 subobjects in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 18/object20 compiled to indexed fixed point data using 168/112 vertices in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 18/object20 compiled to 1 subobjects in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 21/object23 compiled to indexed fixed point data using 360/78 vertices in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 21/object23 compiled to 1 subobjects in 2ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 'object23' uses one texture set!
04-02 19:03:14.511: I/jPCT-AE(30592): Subobject of object 22/object24 compiled to indexed fixed point data using 360/78 vertices in 1ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 22/object24 compiled to 1 subobjects in 2ms!
04-02 19:03:14.511: I/jPCT-AE(30592): Object 'object24' uses one texture set!
04-02 19:03:14.521: I/jPCT-AE(30592): Subobject of object 23/object25 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 23/object25 compiled to 1 subobjects in 3ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 'object25' uses one texture set!
04-02 19:03:14.521: I/jPCT-AE(30592): Subobject of object 24/object26 compiled to indexed fixed point data using 360/78 vertices in 1ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 24/object26 compiled to 1 subobjects in 2ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 'object26' uses one texture set!
04-02 19:03:14.521: I/jPCT-AE(30592): Subobject of object 25/object27 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 25/object27 compiled to 1 subobjects in 3ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 'object27' uses one texture set!
04-02 19:03:14.521: I/jPCT-AE(30592): Subobject of object 26/object28 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 26/object28 compiled to 1 subobjects in 2ms!
04-02 19:03:14.521: I/jPCT-AE(30592): Object 'object28' uses one texture set!
04-02 19:03:14.531: I/jPCT-AE(30592): Subobject of object 27/object29 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 27/object29 compiled to 1 subobjects in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 'object29' uses one texture set!
04-02 19:03:14.531: I/jPCT-AE(30592): Subobject of object 28/object30 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 28/object30 compiled to 1 subobjects in 3ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 'object30' uses one texture set!
04-02 19:03:14.531: I/jPCT-AE(30592): Subobject of object 29/object31 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 29/object31 compiled to 1 subobjects in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 'object31' uses one texture set!
04-02 19:03:14.531: I/jPCT-AE(30592): Subobject of object 30/object32 compiled to indexed fixed point data using 360/78 vertices in 1ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 30/object32 compiled to 1 subobjects in 2ms!
04-02 19:03:14.531: I/jPCT-AE(30592): Object 'object32' uses one texture set!
04-02 19:03:14.541: I/jPCT-AE(30592): Subobject of object 14/object16 compiled to indexed fixed point data using 1500/371 vertices in 7ms!
04-02 19:03:14.541: I/jPCT-AE(30592): Object 14/object16 compiled to 1 subobjects in 10ms!
04-02 19:03:14.541: I/jPCT-AE(30592): Object 'object16' uses one texture set!
04-02 19:03:14.551: I/jPCT-AE(30592): Subobject of object 33/object35 compiled to indexed fixed point data using 168/112 vertices in 1ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Object 33/object35 compiled to 1 subobjects in 1ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Subobject of object 35/object37 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Object 35/object37 compiled to 1 subobjects in 3ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Object 'object37' uses one texture set!
04-02 19:03:14.551: I/jPCT-AE(30592): Subobject of object 36/object38 compiled to indexed fixed point data using 360/78 vertices in 2ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Object 36/object38 compiled to 1 subobjects in 2ms!
04-02 19:03:14.551: I/jPCT-AE(30592): Object 'object38' uses one texture set!

4
Support / Re: Camera: moveCamera(int mode, float speed)
« on: November 17, 2013, 07:33:35 pm »
Hi Egon,

Thanks for your suggestions. The camera problem did originate from the object's rotationMatrix which I read from my collada model. I added rotationMatrix.orthonormalize() and the camera worked properly.

5
Support / Re: Camera: moveCamera(int mode, float speed)
« on: November 17, 2013, 04:10:55 pm »
That matrix is complete nonsense. I wonder how you created it...which version of jPCT are you using? There was a problem
  • print out cam.getScale(); before the align() call

Did you mean obj.getScale()? I can't find Camera has this method.

And I'm using jpct version: jpct.1.27.2013.07.04

6
Support / Re: Camera: moveCamera(int mode, float speed)
« on: November 17, 2013, 03:07:53 pm »
The complete code is too long to post, the part related to Camera is:

Code: [Select]
cam.align(obj); // align camera with an Object3D
cam.rotateCameraX(C.D90); // rotate view
cam.rotateCameraY(C.D90); // rotate view

cam.setPosition(camLookat); // set its position to a SimpleVector camLookat
cam.moveCamera(Camera.CAMERA_MOVERIGHT, offsetH); // move right
cam.moveCamera(Camera.CAMERA_MOVEUP, offsetV); // move up
cam.getPosition(offsetSV); // save the camera's position to a SimpleVector

cam.setPosition(camLookat); // reset its position to camLookat
Logger.log("1  " + cam.getPosition());
Logger.log(cam.getBack().toString());
cam.moveCamera(Camera.CAMERA_MOVEOUT, 5); // move out
Logger.log("2  " + cam.getPosition());
Logger.log(cam.getBack().toString());

The two lines logging cam.getBack() returned this same matrix which I don't understand its meaning:

Code: [Select]
(
-0.01639 8.512504 144.19896 0.0
-4.0E-6 -144.19896 8.512505 0.0
144.45 9.62E-4 0.016362 0.0
0.0 0.0 0.0 1.0
)


7
Support / Camera: moveCamera(int mode, float speed)
« on: November 17, 2013, 01:03:29 am »
Hi,

I had this code:

Code: [Select]
cam.setPosition(camLookat);
Logger.log("1  " + cam.getPosition());
cam.moveCamera(Camera.CAMERA_MOVEOUT, 5);
Logger.log("2  " + cam.getPosition());

And then I got the log:

Code: [Select]
1  (-10512.435,409.47632,1982.2085)
2  (-11233.428,366.8882,1982.152)

Why the distance between the two positions were much larger than 5?
In the javadoc, its written like this: "speed - the speed (positional change in units)". Any where I missed some hidden scaling factor?

Thanks.

8
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 12, 2013, 02:23:16 pm »
Great. Looking forward to your next release.

9
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 12, 2013, 12:00:16 pm »
Yes Egon,

Code: [Select]
Config.internalMipmapCreation = true;
Texture.defaultToMipmapping(true);

These two lines do make everything working.

Is there possibly a way to automatically detect whether the GPU can generate mipmap or not?

10
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 11, 2013, 11:25:30 pm »
Hi Egon,

I just found the problem. It is all about this code:

Code: [Select]
Texture.defaultToMipmapping(true);
I set it to be false, then the sample worked. I set the Android project build target back to 2.3.3 and changed the ae library back to your last stable one (jpct-ae.1.27.2013.07.04), and it still worked.

I wonder if zammbi can check this on his phones, but to me disabling mipmapping makes the sample work on all my devices.

Do you still need a full log when mipmapping is enabled?

11
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 11, 2013, 09:43:11 pm »
Hi Egon, unfortunately, I still had the same grey texture on this pad with your new java src codes (new beta jpct-ae lib + 4.2.2 android project build target), and it worked well on the old Xperia Play again.

I'll make a simpler shader to have a further check with your new lib if I can find some spare time tomorrow.

Attached the new log if you are interested:

Code: [Select]
11-11 20:26:58.010: I/jPCT-AE(31516): onCreate
11-11 20:26:58.010: I/jPCT-AE(31516): Copying data from master Activity!
11-11 20:26:58.020: I/jPCT-AE(31516): onResume
11-11 20:26:58.090: D/libEGL(31516): Enabling MSAA 4x
11-11 20:26:58.090: D/libEGL(31516): Enabling MSAA 4x
11-11 20:26:58.160: I/jPCT-AE(31516): onSurfaceCreated
11-11 20:26:58.160: I/jPCT-AE(31516): Setting buffer creation flag...
11-11 20:26:58.160: I/jPCT-AE(31516): Recreating buffer...
11-11 20:26:58.160: I/jPCT-AE(31516): GLRenderer created with id 2 on Thread[GLThread 2248,5,main]
11-11 20:26:58.160: I/jPCT-AE(31516): GL context is 1121456288
11-11 20:26:58.160: I/jPCT-AE(31516): Initializing GL20 render pipeline...
11-11 20:26:58.160: I/jPCT-AE(31516): Loading default shaders !
11-11 20:26:58.160: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.160: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.160: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.170: I/jPCT-AE(31516): Text file from InputStream loaded...2416 bytes
11-11 20:26:58.170: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.170: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.170: I/jPCT-AE(31516): Text file from InputStream loaded...4496 bytes
11-11 20:26:58.170: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.200: I/jPCT-AE(31516): Handles of 210003: 4/44/5
11-11 20:26:58.200: I/jPCT-AE(31516): Loading default shaders (Tex0Amb)!
11-11 20:26:58.200: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.200: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.210: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.210: I/jPCT-AE(31516): Text file from InputStream loaded...199 bytes
11-11 20:26:58.210: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.220: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.220: I/jPCT-AE(31516): Text file from InputStream loaded...757 bytes
11-11 20:26:58.220: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.230: I/jPCT-AE(31516): Handles of 420006: 1/5/2
11-11 20:26:58.230: I/jPCT-AE(31516): Loading default shaders (Tex0)!
11-11 20:26:58.230: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.230: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.230: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.240: I/jPCT-AE(31516): Text file from InputStream loaded...201 bytes
11-11 20:26:58.240: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.240: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.240: I/jPCT-AE(31516): Text file from InputStream loaded...4020 bytes
11-11 20:26:58.240: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.250: I/jPCT-AE(31516): Handles of 630009: 1/41/2
11-11 20:26:58.250: I/jPCT-AE(31516): Loading default shaders (Tex1)!
11-11 20:26:58.250: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.250: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.260: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.260: I/jPCT-AE(31516): Text file from InputStream loaded...997 bytes
11-11 20:26:58.260: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.260: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.270: I/jPCT-AE(31516): Text file from InputStream loaded...4390 bytes
11-11 20:26:58.270: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.270: I/jPCT-AE(31516): Handles of 840012: 2/44/3
11-11 20:26:58.270: I/jPCT-AE(31516): Loading default shaders (Tex0Light0)!
11-11 20:26:58.270: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.270: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.280: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.280: I/jPCT-AE(31516): Text file from InputStream loaded...201 bytes
11-11 20:26:58.280: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.290: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.300: I/jPCT-AE(31516): Text file from InputStream loaded...1293 bytes
11-11 20:26:58.300: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.300: I/jPCT-AE(31516): Handles of 1050015: 1/11/2
11-11 20:26:58.300: I/jPCT-AE(31516): Loading default shaders (Fog)!
11-11 20:26:58.300: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.300: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.310: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.310: I/jPCT-AE(31516): Text file from InputStream loaded...328 bytes
11-11 20:26:58.310: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.310: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.310: I/jPCT-AE(31516): Text file from InputStream loaded...4267 bytes
11-11 20:26:58.320: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.320: I/jPCT-AE(31516): Handles of 1260018: 1/44/2
11-11 20:26:58.320: I/jPCT-AE(31516): Loading default shaders (FogLight0)!
11-11 20:26:58.320: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.320: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.330: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.330: I/jPCT-AE(31516): Text file from InputStream loaded...328 bytes
11-11 20:26:58.330: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.330: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.330: I/jPCT-AE(31516): Text file from InputStream loaded...1608 bytes
11-11 20:26:58.330: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.340: I/jPCT-AE(31516): Handles of 1470021: 1/15/2
11-11 20:26:58.340: I/jPCT-AE(31516): Loading default shaders (Depth)!
11-11 20:26:58.340: I/jPCT-AE(31516): 0 shaders in replacement map!
11-11 20:26:58.340: I/jPCT-AE(31516): Default fragment shader is: /defaultFragmentShader.src
11-11 20:26:58.340: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.350: I/jPCT-AE(31516): Text file from InputStream loaded...745 bytes
11-11 20:26:58.350: I/jPCT-AE(31516): Default vertex shader is: /defaultVertexShader.src
11-11 20:26:58.350: I/jPCT-AE(31516): Loading file from InputStream
11-11 20:26:58.350: I/jPCT-AE(31516): Text file from InputStream loaded...248 bytes
11-11 20:26:58.350: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.350: I/jPCT-AE(31516): Handles of 1680024: 1/1/-1
11-11 20:26:58.360: I/jPCT-AE(31516): GL20 render pipeline initialized!
11-11 20:26:58.360: I/jPCT-AE(31516): OpenGL vendor:     Imagination Technologies
11-11 20:26:58.360: I/jPCT-AE(31516): OpenGL renderer:   PowerVR SGX 544MP
11-11 20:26:58.360: I/jPCT-AE(31516): OpenGL version:    OpenGL ES 2.0 build 1.10@2379759
11-11 20:26:58.360: I/jPCT-AE(31516): OpenGL renderer initialized (using 2/8 texture stages)
11-11 20:26:58.360: I/jPCT-AE(31516): Creating new matrix cache!
11-11 20:26:58.360: I/jPCT-AE(31516): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 20:26:58.370: I/jPCT-AE(31516): Creating texture buffer of size 131072
11-11 20:26:58.400: I/jPCT-AE(31516): New texture's id is: 70001
11-11 20:26:58.410: I/jPCT-AE(31516): Mipmaps generated by the GPU in 9ms
11-11 20:26:58.410: I/jPCT-AE(31516): New texture uploaded: com.threed.jpct.Texture@42953c98 in thread Thread[GLThread 2248,5,main]
11-11 20:26:58.410: I/jPCT-AE(31516): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 20:26:58.460: D/dalvikvm(31516): GC_FOR_ALLOC freed 1244K, 24% free 13265K/17404K, paused 44ms, total 44ms
11-11 20:26:58.460: I/jPCT-AE(31516): Creating texture buffer of size 131072
11-11 20:26:58.490: I/jPCT-AE(31516): New texture's id is: 140002
11-11 20:26:58.500: I/jPCT-AE(31516): Mipmaps generated by the GPU in 9ms
11-11 20:26:58.500: I/jPCT-AE(31516): New texture uploaded: com.threed.jpct.Texture@429152a8 in thread Thread[GLThread 2248,5,main]
11-11 20:26:58.500: I/jPCT-AE(31516): Recompiling shader because of context change!
11-11 20:26:58.500: I/jPCT-AE(31516): Compiling shader program!
11-11 20:26:58.500: I/jPCT-AE(31516): Handles of 1890027: 3/10/1
11-11 20:26:58.500: I/jPCT-AE(31516): OpenGL context has changed(2)...recovering for renderer 2/1!
11-11 20:26:58.500: I/jPCT-AE(31516): Creating buffers...
11-11 20:26:58.510: I/jPCT-AE(31516): [ 1384201618525 ] - WARNING: Texture's size is 64/16, but textures should be square for OpenGL ES2.0! This may result in a black texture!
11-11 20:26:58.510: I/jPCT-AE(31516): Allocating native memory for 64*16 texture(true/false/false/false/): 2048 bytes!
11-11 20:26:58.510: I/jPCT-AE(31516): Creating texture buffer of size 512
11-11 20:26:58.510: I/jPCT-AE(31516): New texture's id is: 210003
11-11 20:26:58.510: I/jPCT-AE(31516): New texture uploaded: com.threed.jpct.Texture@42945c08 in thread Thread[GLThread 2248,5,main]
11-11 20:26:58.580: I/jPCT-AE(31516): onStop

12
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 11, 2013, 06:27:23 pm »
When I

(1) used the new beta lib you linked above in the HelloShader sample,
AND
(2) changed the Android project build target to 4.2.2,

the results were:

(1) the activity of the sample program could be started without error on my teclast pad (the previously listed log),
BUT
(2) the texture of the rendered object was not correct, as shown in the second image in my first post.

And, if I:

(1) used the old lib (jpct-ae.1.27.2013.07.04) in the HelloShader sample,
OR
(2) set android project build target back to 2.3.3 as originally in the sample souce code,

then the activity of the program could not be started with the compling shader error "ERROR: glAttachShader - vertex shader: glError 1280". Do you need the log in those two situations?

13
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 11, 2013, 12:03:15 pm »
Here is the logcat. (By the way, I changed the Android project build target to 4.2.2. If it was kept to be original 2.3.3 as in the sample, even with the new beta lib, the sample program still crashed on the glError 1280.)
Code: [Select]
11-11 10:56:39.910: I/jPCT-AE(26933): onCreate
11-11 10:56:40.070: I/jPCT-AE(26933): onResume
11-11 10:56:40.260: D/libEGL(26933): loaded /vendor/lib/egl/libEGL_POWERVR_SGX544_115.so
11-11 10:56:40.300: D/libEGL(26933): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX544_115.so
11-11 10:56:40.310: D/libEGL(26933): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX544_115.so
11-11 10:56:40.440: D/OpenGLRenderer(26933): Enabling debug mode 0
11-11 10:56:40.460: D/libEGL(26933): Enabling MSAA 4x
11-11 10:56:40.460: D/libEGL(26933): Enabling MSAA 4x
11-11 10:56:40.530: I/jPCT-AE(26933): onSurfaceCreated
11-11 10:56:40.560: I/jPCT-AE(26933): GLRenderer created with id 0 on Thread[GLThread 2105,5,main]
11-11 10:56:40.560: I/jPCT-AE(26933): GL context is 1116808864
11-11 10:56:40.570: I/jPCT-AE(26933): Initializing GL20 render pipeline...
11-11 10:56:40.570: I/jPCT-AE(26933): Accessing shaders via JAR!
11-11 10:56:40.570: I/jPCT-AE(26933): Loading default shaders !
11-11 10:56:40.570: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.570: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.690: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.690: I/jPCT-AE(26933): Text file from InputStream loaded...2416 bytes
11-11 10:56:40.690: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.710: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.720: I/jPCT-AE(26933): Text file from InputStream loaded...4496 bytes
11-11 10:56:40.720: D/dalvikvm(26933): GC_CONCURRENT freed 178K, 13% free 8943K/10172K, paused 8ms+3ms, total 66ms
11-11 10:56:40.720: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.760: I/jPCT-AE(26933): Handles of 210003: 4/44/5
11-11 10:56:40.760: I/jPCT-AE(26933): Loading default shaders (Tex0Amb)!
11-11 10:56:40.760: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.760: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.780: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.780: I/jPCT-AE(26933): Text file from InputStream loaded...199 bytes
11-11 10:56:40.780: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.780: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.780: I/jPCT-AE(26933): Text file from InputStream loaded...757 bytes
11-11 10:56:40.780: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.780: I/jPCT-AE(26933): Handles of 420006: 1/5/2
11-11 10:56:40.780: I/jPCT-AE(26933): Loading default shaders (Tex0)!
11-11 10:56:40.780: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.780: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.790: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.790: I/jPCT-AE(26933): Text file from InputStream loaded...201 bytes
11-11 10:56:40.790: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.790: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.800: I/jPCT-AE(26933): Text file from InputStream loaded...4020 bytes
11-11 10:56:40.800: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.810: I/jPCT-AE(26933): Handles of 630009: 1/41/2
11-11 10:56:40.810: I/jPCT-AE(26933): Loading default shaders (Tex1)!
11-11 10:56:40.810: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.810: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.810: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.810: I/jPCT-AE(26933): Text file from InputStream loaded...997 bytes
11-11 10:56:40.810: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.810: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.810: I/jPCT-AE(26933): Text file from InputStream loaded...4390 bytes
11-11 10:56:40.810: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.820: I/jPCT-AE(26933): Handles of 840012: 2/44/3
11-11 10:56:40.820: I/jPCT-AE(26933): Loading default shaders (Tex0Light0)!
11-11 10:56:40.820: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.820: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.830: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.830: I/jPCT-AE(26933): Text file from InputStream loaded...201 bytes
11-11 10:56:40.830: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.830: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.840: I/jPCT-AE(26933): Text file from InputStream loaded...1293 bytes
11-11 10:56:40.840: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.840: I/jPCT-AE(26933): Handles of 1050015: 1/11/2
11-11 10:56:40.840: I/jPCT-AE(26933): Loading default shaders (Fog)!
11-11 10:56:40.840: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.840: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.850: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.850: I/jPCT-AE(26933): Text file from InputStream loaded...328 bytes
11-11 10:56:40.850: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.850: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.850: I/jPCT-AE(26933): Text file from InputStream loaded...4267 bytes
11-11 10:56:40.850: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.860: I/jPCT-AE(26933): Handles of 1260018: 1/44/2
11-11 10:56:40.860: I/jPCT-AE(26933): Loading default shaders (FogLight0)!
11-11 10:56:40.860: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.860: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.860: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.860: I/jPCT-AE(26933): Text file from InputStream loaded...328 bytes
11-11 10:56:40.860: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.870: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.870: I/jPCT-AE(26933): Text file from InputStream loaded...1608 bytes
11-11 10:56:40.870: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.870: I/jPCT-AE(26933): Handles of 1470021: 1/15/2
11-11 10:56:40.870: I/jPCT-AE(26933): Loading default shaders (Depth)!
11-11 10:56:40.870: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:40.870: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:40.880: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.880: I/jPCT-AE(26933): Text file from InputStream loaded...745 bytes
11-11 10:56:40.880: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:40.880: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:40.880: I/jPCT-AE(26933): Text file from InputStream loaded...248 bytes
11-11 10:56:40.880: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:40.880: I/jPCT-AE(26933): Handles of 1680024: 1/1/-1
11-11 10:56:40.880: I/jPCT-AE(26933): GL20 render pipeline initialized!
11-11 10:56:40.880: I/jPCT-AE(26933): OpenGL vendor:     Imagination Technologies
11-11 10:56:40.880: I/jPCT-AE(26933): OpenGL renderer:   PowerVR SGX 544MP
11-11 10:56:40.880: I/jPCT-AE(26933): OpenGL version:    OpenGL ES 2.0 build 1.10@2379759
11-11 10:56:40.880: I/jPCT-AE(26933): OpenGL renderer initialized (using 2/8 texture stages)
11-11 10:56:40.890: I/jPCT-AE(26933): Loading Texture...
11-11 10:56:40.930: D/dalvikvm(26933): GC_FOR_ALLOC freed 150K, 12% free 9017K/10228K, paused 36ms, total 37ms
11-11 10:56:40.940: I/dalvikvm-heap(26933): Grow heap (frag case) to 10.335MB for 524304-byte allocation
11-11 10:56:40.970: D/dalvikvm(26933): GC_CONCURRENT freed <1K, 12% free 9529K/10744K, paused 4ms+1ms, total 22ms
11-11 10:56:40.970: D/dalvikvm(26933): WAIT_FOR_CONCURRENT_GC blocked 18ms
11-11 10:56:41.060: D/dalvikvm(26933): GC_FOR_ALLOC freed 21K, 12% free 9508K/10744K, paused 15ms, total 15ms
11-11 10:56:41.060: I/dalvikvm-heap(26933): Grow heap (frag case) to 11.315MB for 1048592-byte allocation
11-11 10:56:41.080: D/dalvikvm(26933): GC_FOR_ALLOC freed 0K, 11% free 10532K/11772K, paused 17ms, total 17ms
11-11 10:56:41.080: I/jPCT-AE(26933): Texture loaded...1048576 bytes/512*512 pixels!
11-11 10:56:41.100: I/jPCT-AE(26933): Loading Texture...
11-11 10:56:41.100: D/dalvikvm(26933): GC_CONCURRENT freed 512K, 15% free 10039K/11772K, paused 3ms+2ms, total 24ms
11-11 10:56:41.100: D/dalvikvm(26933): WAIT_FOR_CONCURRENT_GC blocked 3ms
11-11 10:56:41.110: I/dalvikvm-heap(26933): Grow heap (frag case) to 11.333MB for 524304-byte allocation
11-11 10:56:41.120: D/dalvikvm(26933): GC_FOR_ALLOC freed <1K, 11% free 10551K/11772K, paused 16ms, total 16ms
11-11 10:56:41.140: D/dalvikvm(26933): GC_CONCURRENT freed <1K, 11% free 10551K/11772K, paused 3ms+2ms, total 18ms
11-11 10:56:41.240: I/jPCT-AE(26933): onPause
11-11 10:56:41.280: D/dalvikvm(26933): GC_FOR_ALLOC freed 18K, 11% free 10533K/11772K, paused 15ms, total 15ms
11-11 10:56:41.290: I/dalvikvm-heap(26933): Grow heap (frag case) to 12.316MB for 1048592-byte allocation
11-11 10:56:41.300: D/dalvikvm(26933): GC_FOR_ALLOC freed 0K, 10% free 11557K/12800K, paused 15ms, total 15ms
11-11 10:56:41.300: I/jPCT-AE(26933): Texture loaded...1048576 bytes/512*512 pixels!
11-11 10:56:41.310: I/jPCT-AE(26933): Loading Texture...
11-11 10:56:41.320: D/dalvikvm(26933): GC_CONCURRENT freed 512K, 14% free 11576K/13316K, paused 2ms+1ms, total 22ms
11-11 10:56:41.390: D/dalvikvm(26933): GC_FOR_ALLOC freed 18K, 14% free 11558K/13316K, paused 14ms, total 14ms
11-11 10:56:41.390: I/dalvikvm-heap(26933): Grow heap (frag case) to 13.317MB for 1048592-byte allocation
11-11 10:56:41.410: D/dalvikvm(26933): GC_FOR_ALLOC freed <1K, 13% free 12582K/14344K, paused 15ms, total 15ms
11-11 10:56:41.410: I/jPCT-AE(26933): Texture loaded...1048576 bytes/512*512 pixels!
11-11 10:56:41.420: D/dalvikvm(26933): GC_CONCURRENT freed 514K, 16% free 12075K/14344K, paused 1ms+1ms, total 17ms
11-11 10:56:41.420: D/dalvikvm(26933): WAIT_FOR_CONCURRENT_GC blocked 9ms
11-11 10:56:41.430: I/dalvikvm-heap(26933): Grow heap (frag case) to 13.822MB for 1048592-byte allocation
11-11 10:56:41.450: D/dalvikvm(26933): GC_CONCURRENT freed <1K, 15% free 13099K/15372K, paused 5ms+2ms, total 20ms
11-11 10:56:41.450: D/dalvikvm(26933): WAIT_FOR_CONCURRENT_GC blocked 15ms
11-11 10:56:41.450: I/dalvikvm-heap(26933): Grow heap (frag case) to 14.822MB for 1048592-byte allocation
11-11 10:56:41.470: D/dalvikvm(26933): GC_FOR_ALLOC freed <1K, 14% free 14123K/16400K, paused 15ms, total 15ms
11-11 10:56:41.490: D/dalvikvm(26933): GC_FOR_ALLOC freed <1K, 14% free 14123K/16400K, paused 15ms, total 15ms
11-11 10:56:41.490: I/dalvikvm-heap(26933): Grow heap (frag case) to 15.822MB for 1048592-byte allocation
11-11 10:56:41.510: D/dalvikvm(26933): GC_FOR_ALLOC freed 0K, 14% free 15147K/17428K, paused 18ms, total 18ms
11-11 10:56:41.530: I/jPCT-AE(26933): Loading Texture...
11-11 10:56:41.530: I/jPCT-AE(26933): Texture loaded...4096 bytes/64*16 pixels!
11-11 10:56:41.530: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:41.530: I/jPCT-AE(26933): Text file from InputStream loaded...1438 bytes
11-11 10:56:41.530: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:41.530: I/jPCT-AE(26933): Text file from InputStream loaded...1209 bytes
11-11 10:56:41.530: I/jPCT-AE(26933): Normal vectors calculated in 0ms!
11-11 10:56:41.530: I/jPCT-AE(26933): Tangent vectors calculated in 0ms!
11-11 10:56:41.530: I/jPCT-AE(26933): Adding Lightsource: 0
11-11 10:56:41.530: I/jPCT-AE(26933): Memory usage before compacting: 15197 KB used out of 17428 KB. Max. memory available to the VM is 196608 KB.
11-11 10:56:41.560: D/dalvikvm(26933): GC_EXPLICIT freed 43K, 14% free 15155K/17428K, paused 3ms+4ms, total 33ms
11-11 10:56:41.590: D/dalvikvm(26933): GC_EXPLICIT freed <1K, 14% free 15154K/17428K, paused 2ms+4ms, total 29ms
11-11 10:56:41.740: I/jPCT-AE(26933): Memory usage after compacting: 15155 KB used out of 17428 KB. Max. memory available to the VM is 196608 KB.
11-11 10:56:41.750: I/jPCT-AE(26933): Subobject of object 0/object2 compiled to indexed fixed point data using 6/4 vertices in 2ms!
11-11 10:56:41.750: I/jPCT-AE(26933): Processing and uploading vertices of subobject of object 0/object2 took 2ms
11-11 10:56:41.750: I/jPCT-AE(26933): Object 0/object2 compiled to 1 subobjects in 3ms!
11-11 10:56:41.750: I/jPCT-AE(26933): Object 'object2' uses one texture set!
11-11 10:56:41.750: I/jPCT-AE(26933): Saving master Activity!
11-11 10:56:41.750: I/jPCT-AE(26933): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 10:56:41.750: I/jPCT-AE(26933): Creating texture buffer of size 131072
11-11 10:56:41.770: I/jPCT-AE(26933): New texture's id is: 70001
11-11 10:56:41.780: I/jPCT-AE(26933): Mipmaps generated by the GPU in 4ms
11-11 10:56:41.780: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@42950f70 in thread Thread[GLThread 2105,5,main]
11-11 10:56:41.780: I/jPCT-AE(26933): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 10:56:41.780: I/jPCT-AE(26933): Creating texture buffer of size 131072
11-11 10:56:41.800: D/dalvikvm(26933): GC_FOR_ALLOC freed 3085K, 25% free 13630K/17944K, paused 16ms, total 16ms
11-11 10:56:41.830: I/jPCT-AE(26933): New texture's id is: 140002
11-11 10:56:41.840: I/jPCT-AE(26933): Mipmaps generated by the GPU in 9ms
11-11 10:56:41.840: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@42922190 in thread Thread[GLThread 2105,5,main]
11-11 10:56:41.840: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:41.840: I/jPCT-AE(26933): Handles of 1890027: 3/10/1
11-11 10:56:41.840: I/jPCT-AE(26933): Creating buffers...
11-11 10:56:41.840: I/jPCT-AE(26933): VBO created for object 'object2'
11-11 10:56:41.850: I/jPCT-AE(26933): [ 1384167401860 ] - WARNING: Texture's size is 64/16, but textures should be square for OpenGL ES2.0! This may result in a black texture!
11-11 10:56:41.850: I/jPCT-AE(26933): Allocating native memory for 64*16 texture(true/false/false/false/): 2048 bytes!
11-11 10:56:41.850: I/jPCT-AE(26933): Creating texture buffer of size 512
11-11 10:56:41.850: I/jPCT-AE(26933): New texture's id is: 210003
11-11 10:56:41.850: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@429229c8 in thread Thread[GLThread 2105,5,main]
11-11 10:56:41.930: I/jPCT-AE(26933): onResume
11-11 10:56:41.930: D/libEGL(26933): Enabling MSAA 4x
11-11 10:56:41.930: D/libEGL(26933): Enabling MSAA 4x
11-11 10:56:41.990: I/jPCT-AE(26933): onSurfaceCreated
11-11 10:56:41.990: I/jPCT-AE(26933): Visibility lists disposed!
11-11 10:56:41.990: I/jPCT-AE(26933): [ 1384167402005 ] - WARNING: Unable to dispose gl related resources because the current context has changed!
11-11 10:56:41.990: I/jPCT-AE(26933): Renderer disposed!
11-11 10:56:41.990: I/jPCT-AE(26933): GLRenderer disposed with id 0 on Thread[GLThread 2105,5,main]
11-11 10:56:41.990: I/jPCT-AE(26933): GLRenderer created with id 1 on Thread[GLThread 2105,5,main]
11-11 10:56:41.990: I/jPCT-AE(26933): GL context is 1116940368
11-11 10:56:41.990: I/jPCT-AE(26933): Initializing GL20 render pipeline...
11-11 10:56:41.990: I/jPCT-AE(26933): Loading default shaders !
11-11 10:56:41.990: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:41.990: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.000: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.000: I/jPCT-AE(26933): Text file from InputStream loaded...2416 bytes
11-11 10:56:42.000: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.000: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.020: I/jPCT-AE(26933): Text file from InputStream loaded...4496 bytes
11-11 10:56:42.020: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.030: I/jPCT-AE(26933): Handles of 210003: 4/44/5
11-11 10:56:42.030: I/jPCT-AE(26933): Loading default shaders (Tex0Amb)!
11-11 10:56:42.030: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.030: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.030: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.030: I/jPCT-AE(26933): Text file from InputStream loaded...199 bytes
11-11 10:56:42.030: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.030: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.030: I/jPCT-AE(26933): Text file from InputStream loaded...757 bytes
11-11 10:56:42.030: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.030: I/jPCT-AE(26933): Handles of 420006: 1/5/2
11-11 10:56:42.030: I/jPCT-AE(26933): Loading default shaders (Tex0)!
11-11 10:56:42.030: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.040: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.040: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.040: I/jPCT-AE(26933): Text file from InputStream loaded...201 bytes
11-11 10:56:42.040: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.040: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.040: I/jPCT-AE(26933): Text file from InputStream loaded...4020 bytes
11-11 10:56:42.040: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.040: I/jPCT-AE(26933): Handles of 630009: 1/41/2
11-11 10:56:42.040: I/jPCT-AE(26933): Loading default shaders (Tex1)!
11-11 10:56:42.040: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.040: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.040: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.050: I/jPCT-AE(26933): Text file from InputStream loaded...997 bytes
11-11 10:56:42.050: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.050: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.050: I/jPCT-AE(26933): Text file from InputStream loaded...4390 bytes
11-11 10:56:42.050: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.050: I/jPCT-AE(26933): Handles of 840012: 2/44/3
11-11 10:56:42.050: I/jPCT-AE(26933): Loading default shaders (Tex0Light0)!
11-11 10:56:42.050: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.050: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.050: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.050: I/jPCT-AE(26933): Text file from InputStream loaded...201 bytes
11-11 10:56:42.050: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.060: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.060: I/jPCT-AE(26933): Text file from InputStream loaded...1293 bytes
11-11 10:56:42.060: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.070: I/jPCT-AE(26933): Handles of 1050015: 1/11/2
11-11 10:56:42.070: I/jPCT-AE(26933): Loading default shaders (Fog)!
11-11 10:56:42.070: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.070: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.070: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.080: I/jPCT-AE(26933): Text file from InputStream loaded...328 bytes
11-11 10:56:42.080: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.080: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.080: I/jPCT-AE(26933): Text file from InputStream loaded...4267 bytes
11-11 10:56:42.080: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.080: I/jPCT-AE(26933): Handles of 1260018: 1/44/2
11-11 10:56:42.080: I/jPCT-AE(26933): Loading default shaders (FogLight0)!
11-11 10:56:42.090: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.090: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.100: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.100: I/jPCT-AE(26933): Text file from InputStream loaded...328 bytes
11-11 10:56:42.100: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.100: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.100: I/jPCT-AE(26933): Text file from InputStream loaded...1608 bytes
11-11 10:56:42.100: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.100: I/jPCT-AE(26933): Handles of 1470021: 1/15/2
11-11 10:56:42.100: I/jPCT-AE(26933): Loading default shaders (Depth)!
11-11 10:56:42.100: I/jPCT-AE(26933): 0 shaders in replacement map!
11-11 10:56:42.100: I/jPCT-AE(26933): Default fragment shader is: /defaultFragmentShader.src
11-11 10:56:42.110: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.110: I/jPCT-AE(26933): Text file from InputStream loaded...745 bytes
11-11 10:56:42.110: I/jPCT-AE(26933): Default vertex shader is: /defaultVertexShader.src
11-11 10:56:42.120: I/jPCT-AE(26933): Loading file from InputStream
11-11 10:56:42.120: I/jPCT-AE(26933): Text file from InputStream loaded...248 bytes
11-11 10:56:42.120: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.120: I/jPCT-AE(26933): Handles of 1680024: 1/1/-1
11-11 10:56:42.120: I/jPCT-AE(26933): GL20 render pipeline initialized!
11-11 10:56:42.120: I/jPCT-AE(26933): OpenGL vendor:     Imagination Technologies
11-11 10:56:42.120: I/jPCT-AE(26933): OpenGL renderer:   PowerVR SGX 544MP
11-11 10:56:42.120: I/jPCT-AE(26933): OpenGL version:    OpenGL ES 2.0 build 1.10@2379759
11-11 10:56:42.120: I/jPCT-AE(26933): OpenGL renderer initialized (using 2/8 texture stages)
11-11 10:56:42.130: I/jPCT-AE(26933): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 10:56:42.130: I/jPCT-AE(26933): Creating texture buffer of size 131072
11-11 10:56:42.160: D/dalvikvm(26933): GC_FOR_ALLOC freed 1186K, 24% free 13744K/17944K, paused 32ms, total 32ms
11-11 10:56:42.190: I/jPCT-AE(26933): New texture's id is: 70001
11-11 10:56:42.200: I/jPCT-AE(26933): Mipmaps generated by the GPU in 4ms
11-11 10:56:42.200: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@42950f70 in thread Thread[GLThread 2105,5,main]
11-11 10:56:42.200: I/jPCT-AE(26933): Allocating native memory for 512*512 texture(true/false/false/false/): 524288 bytes!
11-11 10:56:42.200: I/jPCT-AE(26933): Creating texture buffer of size 131072
11-11 10:56:42.230: I/jPCT-AE(26933): New texture's id is: 140002
11-11 10:56:42.230: I/jPCT-AE(26933): Mipmaps generated by the GPU in 4ms
11-11 10:56:42.230: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@42922190 in thread Thread[GLThread 2105,5,main]
11-11 10:56:42.230: I/jPCT-AE(26933): Recompiling shader because of context change!
11-11 10:56:42.230: I/jPCT-AE(26933): Compiling shader program!
11-11 10:56:42.230: I/jPCT-AE(26933): Handles of 1890027: 3/10/1
11-11 10:56:42.230: I/jPCT-AE(26933): OpenGL context has changed(2)...recovering for renderer 1/0!
11-11 10:56:42.230: I/jPCT-AE(26933): Creating buffers...
11-11 10:56:42.250: I/jPCT-AE(26933): [ 1384167402261 ] - WARNING: Texture's size is 64/16, but textures should be square for OpenGL ES2.0! This may result in a black texture!
11-11 10:56:42.250: I/jPCT-AE(26933): Allocating native memory for 64*16 texture(true/false/false/false/): 2048 bytes!
11-11 10:56:42.250: I/jPCT-AE(26933): Creating texture buffer of size 512
11-11 10:56:42.250: I/jPCT-AE(26933): New texture's id is: 210003
11-11 10:56:42.250: I/jPCT-AE(26933): New texture uploaded: com.threed.jpct.Texture@429229c8 in thread Thread[GLThread 2105,5,main]
11-11 10:56:42.300: D/dalvikvm(26933): GC_CONCURRENT freed 2115K, 27% free 13225K/17944K, paused 9ms+4ms, total 62ms
11-11 10:56:50.150: I/jPCT-AE(26933): onPause

14
Bugs / Re: ERROR: glAttachShader - vertex shader: glError 1280
« on: November 11, 2013, 01:13:23 am »
Hi Egon,

I also encountered this error on my teclast pad (its OpenGL and hardware info is listed in the attached image 1). The program I tested was the AE vertion example of "HelloShader", which runs properly on my old Xperia Play (Android 2.3) as well as the new Nexus 7 2013. On this teclast pad it gives "ERROR: glAttachShader - vertex shader: glError 1280" while compling the shader as zammbi had on his devices.

With the lib you gave above (http://jpct.de/download/beta/jpct_ae.jar), the error was gone and the activity started successfully on this pad but it didn't show the right texture, as in the 2nd attached image. (With this new beta library, everything was still fine on Xperia Play).

[attachment deleted by admin]

15
Support / object3D.setTranslationMatrix & setRotationMatrix
« on: November 03, 2013, 04:55:27 pm »
If the parameter matrix contains both rotation and translation values, it appears that setTranslationMatrix won't apply the rotation to the object but setRotationMatrix will also apply the translation to the object.

I'm not sure if the behavier of setRotationMatrix can be called a bug but I had been stuck here for quite some time before I found this.

Pages: [1] 2