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Topics - kiffa

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76
I made an animation of a dog. When playing the animation, the dog's head will move up and down.

Everything seems ok in maya. The dog has two ears, when his head move up, both of his ears should move up too, but on my phone, one of his ear moves up, the other seems like moving down......

maya2012 + OgreMax.

I have checked the .skeleton.xml, but i don't know if they are correct. Here are the track info:

left ear(correct-moving ear):

 <track bone="joint34">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.239583">
                            <translate x="0" y="1.7112" z="-6.31536" />
                            <rotate angle="0.602536">
                                <axis x="1.37439e-008" y="0.982929" z="-0.183988" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.479167">
                            <translate x="0" y="0.0458412" z="-11.6619" />
                            <rotate angle="1.10437">
                                <axis x="-1.12722e-008" y="0.93108" z="-0.364815" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.71875">
                            <translate x="0" y="1.7174" z="-5.50479" />
                            <rotate angle="0.529574">
                                <axis x="9.25609e-009" y="0.987027" z="-0.160556" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.958333">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>


right ear(wrong-moving ear):

     <track bone="joint38">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.239583">
                            <translate x="0" y="1.7112" z="-6.31536" />
                            <rotate angle="5.68065">
                                <axis x="1.37439e-008" y="0.982929" z="0.183988" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.479167">
                            <translate x="0" y="0.0458412" z="-11.6619" />
                            <rotate angle="5.17882">
                                <axis x="-1.12722e-008" y="0.93108" z="0.364815" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.71875">
                            <translate x="0" y="1.7174" z="-5.50479" />
                            <rotate angle="5.75361">
                                <axis x="9.25608e-009" y="0.987027" z="0.160556" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.958333">
                            <translate x="0" y="0" z="0" />
                            <rotate angle="0">
                                <axis x="1" y="0" z="0" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>







77
1, maya2012, make a scene with 2 objects:
    a, a dog - with pose animation and skin animation.
    b, a  rock - none animation.

2, OgreMax exporter:
   a, only export the dog, everything is ok when running on the phone.
   b, use maya to combine dog and rock to 1 object, then export the conbined-object, then convert it to .bones, then run on the phone.
        b.1 play pose animation: ok
        b.2 play skin animation: error like this:

07-24 15:44:04.624: E/AndroidRuntime(7086): FATAL EXCEPTION: GLThread 10
07-24 15:44:04.624: E/AndroidRuntime(7086): java.lang.ArrayIndexOutOfBoundsException
07-24 15:44:04.624: E/AndroidRuntime(7086):    at raft.jpct.bones.Animated3D.applySkeletonPose(Animated3D.java:467)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at raft.jpct.bones.AnimatedGroup.animateSkin(AnimatedGroup.java:178)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at bones.samples.android.NinjaDemoActivity$MyRenderer.onDrawFrame(NinjaDemoActivity.java:599)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363)
07-24 15:44:04.624: E/AndroidRuntime(7086):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)


3,

78
Bones / Does Bones support pose animation?
« on: July 21, 2012, 08:17:20 am »
I used Maya-blend-shape to make an animation, then used ogreMax to export it(Object-settings: Skeleton+pose), and there were no skeleton-animation-data in .skeleton.xml but some pose-naimation-data in .mesh.xml.  And then i converted .mesh.xml to .bones(can.bones), when i tried to run it with ninja-demo-src, crash happened.

log-cat-info:

07-21 13:55:47.266: E/AndroidRuntime(2978): FATAL EXCEPTION: main
07-21 13:55:47.266: E/AndroidRuntime(2978): java.lang.NullPointerException
07-21 13:55:47.266: E/AndroidRuntime(2978):    at bones.samples.android.NinjaDemoActivity.onCreateOptionsMenu(NinjaDemoActivity.java:350)
07-21 13:55:47.266: E/AndroidRuntime(2978):    at android.app.Activity.onCreatePanelMenu(Activity.java:2158)


And my code in NinjaDemoActivity.java:350: 
Code: [Select]
public boolean onCreateOptionsMenu(Menu menu)                           // line 341
  {
    menu.add(0, MENU_STOP_ANIM, 0, "Stop Animation");

    if(MESH_ANIM_ALLOWED)
      menu.add(0, MENU_USE_MESH_ANIM, 0, "Use Mesh Animation").setCheckable(true);

    SubMenu animMenu = menu.addSubMenu("Animation");
    int menuItem = 101;
    for(SkinClip clip : masterNinja.getSkinClipSequence())               //line 350,   and init code: masterNinja = BonesIO.loadGroup(res.openRawResource(R.raw.can));
    {
      animMenu.add(0, menuItem++, 1, "Anim: " + clip.getName());
    }

    return true;
  }

79
Bones / Error: Ogre .mesh.xml -> .bones
« on: July 20, 2012, 04:50:34 am »
Converting .mesh.xml to .bones, error hanppend.
How to resolve it? Thanks!
Info:

Warning:  Rotation axis not normalized
 com.jmex.model.ogrexml.anim.SkeletonLoader loadSkele

// Many similar Warning.....

-- total 64 joint(s) --
0 name: CZ_scens09:dog_rigging_finshed_ok:br_bone, parent:
1 name: CZ_scens09:dog_rigging_finshed_ok:joint52, parent:
2 name: CZ_scens09:dog_rigging_finshed_ok:joint1, parent: 0:CZ_scens09:dog_rigg
ng_finshed_ok:br_bone
3 name: CZ_scens09:dog_rigging_finshed_ok:joint_zong, parent: 0:CZ_scens09:dog_
igging_finshed_ok:br_bone
4 name: CZ_scens09:dog_rigging_finshed_ok:veter_a, parent: 0:CZ_scens09:dog_rig
ing_finshed_ok:br_bone
5 name: CZ_scens09:dog_rigging_finshed_ok:joint53, parent: 1:CZ_scens09:dog_rig
ing_finshed_ok:joint52
6 name: CZ_scens09:dog_rigging_finshed_ok:joint2, parent: 2:CZ_scens09:dog_rigg
ng_finshed_ok:joint1
7 name: CZ_scens09:dog_rigging_finshed_ok:joint5, parent: 3:CZ_scens09:dog_rigg
ng_finshed_ok:joint_zong
8 name: CZ_scens09:dog_rigging_finshed_ok:joint73, parent: 3:CZ_scens09:dog_rig
ing_finshed_ok:joint_zong
9 name: CZ_scens09:dog_rigging_finshed_ok:veter_b, parent: 4:CZ_scens09:dog_rig
ing_finshed_ok:veter_a
10 name: CZ_scens09:dog_rigging_finshed_ok:joint54, parent: 5:CZ_scens09:dog_ri
ging_finshed_ok:joint53
11 name: CZ_scens09:dog_rigging_finshed_ok:joint3, parent: 6:CZ_scens09:dog_rig
ing_finshed_ok:joint2
12 name: CZ_scens09:dog_rigging_finshed_ok:joint6, parent: 7:CZ_scens09:dog_rig
ing_finshed_ok:joint5
13 name: CZ_scens09:dog_rigging_finshed_ok:joint74, parent: 8:CZ_scens09:dog_ri
ging_finshed_ok:joint73
14 name: CZ_scens09:dog_rigging_finshed_ok:veter_c, parent: 9:CZ_scens09:dog_ri
ging_finshed_ok:veter_b
15 name: CZ_scens09:dog_rigging_finshed_ok:joint55, parent: 10:CZ_scens09:dog_r
gging_finshed_ok:joint54
16 name: CZ_scens09:dog_rigging_finshed_ok:joint4, parent: 11:CZ_scens09:dog_ri
ging_finshed_ok:joint3
17 name: CZ_scens09:dog_rigging_finshed_ok:joint81, parent: 12:CZ_scens09:dog_r
gging_finshed_ok:joint6
18 name: CZ_scens09:dog_rigging_finshed_ok:joint80, parent: 13:CZ_scens09:dog_r
gging_finshed_ok:joint74
19 name: CZ_scens09:dog_rigging_finshed_ok:veter_d, parent: 14:CZ_scens09:dog_r
gging_finshed_ok:veter_c
20 name: CZ_scens09:dog_rigging_finshed_ok:joint56, parent: 15:CZ_scens09:dog_r
gging_finshed_ok:joint55
21 name: CZ_scens09:dog_rigging_finshed_ok:joint11, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
22 name: CZ_scens09:dog_rigging_finshed_ok:joint38, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
23 name: CZ_scens09:dog_rigging_finshed_ok:joint61, parent: 16:CZ_scens09:dog_r
gging_finshed_ok:joint4
24 name: CZ_scens09:dog_rigging_finshed_ok:joint82, parent: 17:CZ_scens09:dog_r
gging_finshed_ok:joint81
25 name: CZ_scens09:dog_rigging_finshed_ok:joint79, parent: 18:CZ_scens09:dog_r
gging_finshed_ok:joint80
26 name: CZ_scens09:dog_rigging_finshed_ok:joint57, parent: 20:CZ_scens09:dog_r
gging_finshed_ok:joint56
27 name: CZ_scens09:dog_rigging_finshed_ok:joint12, parent: 21:CZ_scens09:dog_r
gging_finshed_ok:joint11
28 name: CZ_scens09:dog_rigging_finshed_ok:joint39, parent: 22:CZ_scens09:dog_r
gging_finshed_ok:joint38
29 name: CZ_scens09:dog_rigging_finshed_ok:joint16, parent: 23:CZ_scens09:dog_r
gging_finshed_ok:joint61
30 name: CZ_scens09:dog_rigging_finshed_ok:joint83, parent: 24:CZ_scens09:dog_r
gging_finshed_ok:joint82
31 name: CZ_scens09:dog_rigging_finshed_ok:joint77, parent: 25:CZ_scens09:dog_r
gging_finshed_ok:joint79
32 name: CZ_scens09:dog_rigging_finshed_ok:joint58, parent: 26:CZ_scens09:dog_r
gging_finshed_ok:joint57
33 name: CZ_scens09:dog_rigging_finshed_ok:joint13, parent: 27:CZ_scens09:dog_r
gging_finshed_ok:joint12
34 name: CZ_scens09:dog_rigging_finshed_ok:joint40, parent: 28:CZ_scens09:dog_r
gging_finshed_ok:joint39
35 name: CZ_scens09:dog_rigging_finshed_ok:joint17, parent: 29:CZ_scens09:dog_r
gging_finshed_ok:joint16
36 name: CZ_scens09:dog_rigging_finshed_ok:joint59, parent: 32:CZ_scens09:dog_r
gging_finshed_ok:joint58
37 name: CZ_scens09:dog_rigging_finshed_ok:joint14, parent: 33:CZ_scens09:dog_r
gging_finshed_ok:joint13
38 name: CZ_scens09:dog_rigging_finshed_ok:joint41, parent: 34:CZ_scens09:dog_r
gging_finshed_ok:joint40
39 name: CZ_scens09:dog_rigging_finshed_ok:joint18, parent: 35:CZ_scens09:dog_r
gging_finshed_ok:joint17
40 name: CZ_scens09:dog_rigging_finshed_ok:joint60, parent: 36:CZ_scens09:dog_r
gging_finshed_ok:joint59
41 name: CZ_scens09:dog_rigging_finshed_ok:joint15, parent: 37:CZ_scens09:dog_r
gging_finshed_ok:joint14
42 name: CZ_scens09:dog_rigging_finshed_ok:joint42, parent: 38:CZ_scens09:dog_r
gging_finshed_ok:joint41
43 name: CZ_scens09:dog_rigging_finshed_ok:joint50, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
44 name: CZ_scens09:dog_rigging_finshed_ok:joint49, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
45 name: CZ_scens09:dog_rigging_finshed_ok:joint19, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
46 name: CZ_scens09:dog_rigging_finshed_ok:joint33, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
47 name: CZ_scens09:dog_rigging_finshed_ok:joint62, parent: 39:CZ_scens09:dog_r
gging_finshed_ok:joint18
48 name: CZ_scens09:dog_rigging_finshed_ok:joint51, parent: 43:CZ_scens09:dog_r
gging_finshed_ok:joint50
49 name: CZ_scens09:dog_rigging_finshed_ok:joint20, parent: 45:CZ_scens09:dog_r
gging_finshed_ok:joint19
50 name: CZ_scens09:dog_rigging_finshed_ok:joint34, parent: 46:CZ_scens09:dog_r
gging_finshed_ok:joint33
51 name: CZ_scens09:dog_rigging_finshed_ok:joint63, parent: 47:CZ_scens09:dog_r
gging_finshed_ok:joint62
52 name: CZ_scens09:dog_rigging_finshed_ok:joint21, parent: 49:CZ_scens09:dog_r
gging_finshed_ok:joint20
53 name: CZ_scens09:dog_rigging_finshed_ok:joint35, parent: 50:CZ_scens09:dog_r
gging_finshed_ok:joint34
54 name: CZ_scens09:dog_rigging_finshed_ok:joint64, parent: 51:CZ_scens09:dog_r
gging_finshed_ok:joint63
55 name: CZ_scens09:dog_rigging_finshed_ok:joint22, parent: 52:CZ_scens09:dog_r
gging_finshed_ok:joint21
56 name: CZ_scens09:dog_rigging_finshed_ok:joint36, parent: 53:CZ_scens09:dog_r
gging_finshed_ok:joint35
57 name: CZ_scens09:dog_rigging_finshed_ok:joint65, parent: 54:CZ_scens09:dog_r
gging_finshed_ok:joint64
58 name: CZ_scens09:dog_rigging_finshed_ok:joint23, parent: 55:CZ_scens09:dog_r
gging_finshed_ok:joint22
59 name: CZ_scens09:dog_rigging_finshed_ok:joint37, parent: 56:CZ_scens09:dog_r
gging_finshed_ok:joint36
60 name: CZ_scens09:dog_rigging_finshed_ok:joint66, parent: 57:CZ_scens09:dog_r
gging_finshed_ok:joint65
61 name: CZ_scens09:dog_rigging_finshed_ok:joint67, parent: 60:CZ_scens09:dog_r
gging_finshed_ok:joint66
62 name: CZ_scens09:dog_rigging_finshed_ok:joint68, parent: 61:CZ_scens09:dog_r
gging_finshed_ok:joint67
63 name: CZ_scens09:dog_rigging_finshed_ok:joint69, parent: 62:CZ_scens09:dog_r
gging_finshed_ok:joint68
-- --
Skeleton created out of jME OGRE skeleton, 64 joints
[ Fri Jul 20 10:22:21 CST 2012 ] - WARNING: skipping null TexCoords
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 731
        at com.threed.jpct.Object3D.<init>(Unknown Source)
        at raft.jpct.bones.Animated3D.<init>(Animated3D.java:120)
        at raft.jpct.bones.BonesImporter.importOgre(BonesImporter.java:199)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
12)
        at raft.jpct.bones.util.JMEOgreImporter.loadGroup(JMEOgreImporter.java:
8)
        at raft.jpct.bones.util.JMEOgreImporter.run(JMEOgreImporter.java:69)
        at raft.jpct.bones.util.JMEOgreImporter.main(JMEOgreImporter.java:170)

80
Hi all:

  I download Ninja demo, which provided a demo-apk and demo-src.

  First, i installed demo-apk on my phone, it run fast.(40 fps avg in mesh and skin animation).
  Then i import demo-src-project in eclipse,  build and installed on my phone, it run very slow!(only 3-8 fps in mesh animation).

   Why?
 
   There are what i did with the demo-src :

   1, import ninja-demo-src-project in eclipse.
   2, download Bone-api-src, and import it in ninja-demo-src-project.
   3, delete package: raft\jpct\bones\util,  delete raft\jpct\bones\BonesImporter.java
   4, set android-sdk-version: 2.3.3
   5, use jpct-ae-1.23-beta.jar which is included by ninja demo.
   
 And when i entry Ninja-demo(src-build-demo),  the loading time is very long(1 minute), log-cat:

07-19 13:16:04.773: I/jPCT-AE(13394): onCreate
07-19 13:16:04.929: D/szipinf(13394): Initializing inflate state
07-19 13:16:04.937: I/jPCT-AE(13394): Wrapping input stream in a BufferedInputStream
07-19 13:16:04.937: D/szipinf(13394): Initializing zlib to inflate
07-19 13:16:23.039: D/dalvikvm(13394): GC_CONCURRENT freed 1176K, 24% free 14733K/19207K, external 3875K/4103K, paused 4ms+7ms
07-19 13:16:41.820: D/dalvikvm(13394): GC_CONCURRENT freed 1481K, 21% free 15182K/19207K, external 3875K/4103K, paused 4ms+8ms
07-19 13:16:58.781: D/dalvikvm(13394): GC_CONCURRENT freed 2127K, 24% free 15086K/19655K, external 3875K/4103K, paused 4ms+7ms
07-19 13:17:00.281: D/dalvikvm(13394): GC_FOR_MALLOC freed 472K, 23% free 15136K/19655K, external 3875K/4103K, paused 80ms
07-19 13:17:01.789: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 23% free 15158K/19655K, external 3875K/4103K, paused 80ms
07-19 13:17:02.976: D/dalvikvm(13394): GC_FOR_MALLOC freed 357K, 23% free 15253K/19655K, external 3875K/4103K, paused 82ms
07-19 13:17:04.468: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 23% free 15302K/19783K, external 3875K/4103K, paused 80ms
07-19 13:17:05.687: D/dalvikvm(13394): GC_FOR_MALLOC freed 357K, 23% free 15387K/19783K, external 3875K/4103K, paused 81ms
07-19 13:17:07.187: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 23% free 15447K/19911K, external 3875K/4103K, paused 81ms
07-19 13:17:08.734: D/dalvikvm(13394): GC_FOR_MALLOC freed 479K, 23% free 15524K/19975K, external 3875K/4103K, paused 80ms
07-19 13:17:09.921: D/dalvikvm(13394): GC_FOR_MALLOC freed 362K, 22% free 15669K/20039K, external 3875K/4103K, paused 80ms
07-19 13:17:11.382: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 23% free 15716K/20167K, external 3875K/4103K, paused 81ms
07-19 13:17:12.937: D/dalvikvm(13394): GC_FOR_MALLOC freed 479K, 22% free 15782K/20231K, external 3875K/4103K, paused 82ms
07-19 13:17:14.437: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 22% free 15849K/20295K, external 3875K/4103K, paused 81ms
07-19 13:17:15.968: D/dalvikvm(13394): GC_FOR_MALLOC freed 479K, 22% free 15915K/20359K, external 3875K/4103K, paused 82ms
07-19 13:17:17.125: D/dalvikvm(13394): GC_FOR_MALLOC freed 363K, 22% free 16053K/20423K, external 3875K/4103K, paused 80ms
07-19 13:17:18.671: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 22% free 16097K/20551K, external 3875K/4103K, paused 81ms
07-19 13:17:20.164: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 22% free 16164K/20615K, external 3875K/4103K, paused 86ms
07-19 13:17:21.726: D/dalvikvm(13394): GC_FOR_MALLOC freed 484K, 22% free 16230K/20679K, external 3875K/4103K, paused 81ms
07-19 13:17:22.898: D/dalvikvm(13394): GC_FOR_MALLOC freed 357K, 22% free 16369K/20743K, external 3875K/4103K, paused 81ms
07-19 13:17:24.429: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 22% free 16416K/20871K, external 3875K/4103K, paused 81ms
07-19 13:17:25.953: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 22% free 16484K/20935K, external 3875K/4103K, paused 83ms
07-19 13:17:27.492: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 22% free 16538K/20999K, external 3875K/4103K, paused 81ms
07-19 13:17:29.000: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 22% free 16616K/21063K, external 3875K/4103K, paused 82ms
07-19 13:17:30.265: D/dalvikvm(13394): GC_FOR_MALLOC freed 363K, 21% free 16751K/21127K, external 3875K/4103K, paused 80ms
07-19 13:17:31.742: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 16797K/21255K, external 3875K/4103K, paused 81ms
07-19 13:17:33.296: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 21% free 16864K/21319K, external 3875K/4103K, paused 134ms
07-19 13:17:34.796: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 16919K/21383K, external 3875K/4103K, paused 82ms
07-19 13:17:35.960: D/dalvikvm(13394): GC_FOR_MALLOC freed 357K, 21% free 17066K/21447K, external 3875K/4103K, paused 82ms
07-19 13:17:37.484: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 17117K/21575K, external 3875K/4103K, paused 82ms
07-19 13:17:38.953: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 21% free 17184K/21639K, external 3875K/4103K, paused 83ms
07-19 13:17:40.507: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 17239K/21703K, external 3875K/4103K, paused 87ms
07-19 13:17:42.000: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 21% free 17317K/21767K, external 3875K/4103K, paused 87ms
07-19 13:17:43.234: D/dalvikvm(13394): GC_FOR_MALLOC freed 363K, 21% free 17452K/21831K, external 3875K/4103K, paused 84ms
07-19 13:17:44.687: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 17498K/21959K, external 3875K/4103K, paused 81ms
07-19 13:17:46.226: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 21% free 17565K/22023K, external 3875K/4103K, paused 82ms
07-19 13:17:47.726: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 17620K/22087K, external 3875K/4103K, paused 82ms
07-19 13:17:48.945: D/dalvikvm(13394): GC_FOR_MALLOC freed 357K, 20% free 17770K/22151K, external 3875K/4103K, paused 82ms
07-19 13:17:50.398: D/dalvikvm(13394): GC_FOR_MALLOC freed 485K, 21% free 17818K/22279K, external 3875K/4103K, paused 83ms
07-19 13:17:51.953: D/dalvikvm(13394): GC_FOR_MALLOC freed 478K, 20% free 17885K/22343K, external 3875K/4103K, paused 83ms
07-19 13:17:53.000: I/jPCT-AE(13394): created mesh keyframes, 144x2
07-19 13:17:53.093: D/dalvikvm(13394): GC_FOR_MALLOC freed 364K, 20% free 18026K/22407K, external 3875K/4103K, paused 83ms
07-19 13:17:56.078: I/jPCT-AE(13394): added new ninja: 1
07-19 13:17:56.085: I/jPCT-AE(13394): Adding Lightsource: 0
07-19 13:17:56.093: I/jPCT-AE(13394): onResume
07-19 13:17:56.242: D/GC(13394): <tid=13501> GC Version   : GC Ver0.8.0.4026-TD-Gingerbread-Beta5-SP4
07-19 13:17:56.257: I/jPCT-AE(13394): onSurfaceCreated
07-19 13:17:56.273: I/jPCT-AE(13394): Loading Texture...
07-19 13:17:56.281: D/skia(13394): JPEG Decode kDecodePixels_Mode
07-19 13:17:56.562: D/dalvikvm(13394): GC_EXTERNAL_ALLOC freed 575K, 20% free 18144K/22407K, external 3875K/4103K, paused 280ms
07-19 13:17:56.640: D/skia(13394): ---- Time (ms): IPP JPEG Decode 364
07-19 13:17:56.726: D/dalvikvm(13394): GC_FOR_MALLOC freed <1K, 20% free 18144K/22407K, external 4387K/5478K, paused 84ms
07-19 13:17:56.734: I/dalvikvm-heap(13394): Grow heap (frag case) to 25.371MB for 1048592-byte allocation
07-19 13:17:56.843: D/dalvikvm(13394): GC_FOR_MALLOC freed <1K, 19% free 19168K/23495K, external 4387K/5478K, paused 82ms
07-19 13:17:58.210: I/jPCT-AE(13394): Loading Texture...
07-19 13:17:58.234: I/jPCT-AE(13394): Loading Texture...
07-19 13:17:58.234: I/jPCT-AE(13394): onSurfaceChanged
07-19 13:17:58.242: I/jPCT-AE(13394): OpenGL vendor:     Marvell Technology Group Ltd
07-19 13:17:58.250: I/jPCT-AE(13394): OpenGL renderer:   GC530 Graphics Engine
07-19 13:17:58.250: I/jPCT-AE(13394): OpenGL version:    OpenGL ES-CM 1.1
07-19 13:17:58.250: I/jPCT-AE(13394): OpenGL renderer initialized (using 4 texture stages)
07-19 13:18:02.320: I/jPCT-AE(13394): Remapping 781 vertex indices!
07-19 13:18:02.320: I/jPCT-AE(13394): Creating vertex cache (18744 bytes)!
07-19 13:18:02.359: I/jPCT-AE(13394): Vertex indices will be accessed directly!
07-19 13:18:02.367: I/jPCT-AE(13394): Subobject of object 19/object21 compiled to indexed fixed point data using 2712 vertices in 3114ms!
07-19 13:18:02.367: I/jPCT-AE(13394): Object 19/object21 compiled to 1 subobjects in 4097ms!
07-19 13:18:02.820: I/jPCT-AE(13394): Remapping 61 vertex indices!
07-19 13:18:02.820: I/jPCT-AE(13394): Creating vertex cache (1464 bytes)!
07-19 13:18:02.828: I/jPCT-AE(13394): Vertex indices will be accessed directly!
07-19 13:18:02.828: I/jPCT-AE(13394): Subobject of object 20/object22 compiled to indexed fixed point data using 312 vertices in 344ms!
07-19 13:18:02.828: I/jPCT-AE(13394): Object 20/object22 compiled to 1 subobjects in 457ms!
07-19 13:18:02.945: D/dalvikvm(13394): GC_EXTERNAL_ALLOC freed 257K, 18% free 19485K/23495K, external 3044K/3668K, paused 107ms
07-19 13:18:03.046: D/dalvikvm(13394): GC_FOR_MALLOC freed 3K, 18% free 19482K/23495K, external 3872K/4836K, paused 85ms
07-19 13:18:03.054: I/dalvikvm-heap(13394): Grow heap (frag case) to 26.175MB for 1048592-byte allocation
07-19 13:18:03.179: D/dalvikvm(13394): GC_FOR_MALLOC freed 4K, 17% free 20502K/24583K, external 3821K/4772K, paused 87ms


81
Support / jpct-ae, android-2.3.3, loadTexture error: Out of memory
« on: July 16, 2012, 03:15:01 pm »
Hi all:

  I used a 2048*2048 jpg for texture, then app crashed. Android-logcat info like this:


07-16 20:36:12.671: I/jPCT-AE(4846): Loading Texture...
07-16 20:36:12.703: D/dalvikvm(4846): GC_FOR_MALLOC freed <1K, 47% free 2921K/5447K, external 9811K/11859K, paused 25ms

07-16 20:36:12.765: I/dalvikvm-heap(4846): Grow heap (frag case) to 30.800MB for 16777232-byte allocation

07-16 20:36:12.796: D/dalvikvm(4846): GC_FOR_MALLOC freed 0K, 12% free 19305K/21895K, external 9811K/11859K, paused 24ms

07-16 20:36:12.820: I/jPCT-AE(4846): Texture loaded...16777216 bytes/2048*2048 pixels!

07-16 20:36:12.906: D/dalvikvm(4846): GC_CONCURRENT freed 1K, 12% free 19304K/21895K, external 9811K/11859K, paused 3ms+4ms
07-16 20:36:13.093: I/jPCT-AE(4846): Memory usage before compacting: 19306 KB used out of 21895 KB. Max. memory available to the VM is 49152 KB.
07-16 20:36:13.132: D/dalvikvm(4846): GC_EXPLICIT freed 1K, 12% free 19306K/21895K, external 9811K/11859K, paused 38ms
07-16 20:36:13.171: D/dalvikvm(4846): GC_EXPLICIT freed <1K, 12% free 19306K/21895K, external 9811K/11859K, paused 38ms
07-16 20:36:13.328: I/jPCT-AE(4846): Memory usage after compacting: 19306 KB used out of 21895 KB. Max. memory available to the VM is 49152 KB.
07-16 20:36:14.132: I/jPCT-AE(4846): Subobject of object 0/object2 compiled to flat fixed point data using 1704 vertices in 230ms!
07-16 20:36:14.140: I/jPCT-AE(4846): Object 0/object2 compiled to 1 subobjects in 808ms!
07-16 20:36:14.140: I/jPCT-AE(4846): Object 'object2' uses one texture set!
07-16 20:36:14.187: D/dalvikvm(4846): GC_EXTERNAL_ALLOC freed 98K, 12% free 19296K/21895K, external 9864K/11859K, paused 41ms
07-16 20:36:14.242: D/dalvikvm(4846): GC_EXTERNAL_ALLOC freed 0K, 12% free 19296K/21895K, external 9864K/11859K, paused 40ms
07-16 20:36:14.273: I/dalvikvm-heap(4846): Clamp target GC heap from 48.845MB to 48.000MB
07-16 20:36:14.289: D/dalvikvm(4846): GC_FOR_MALLOC freed 0K, 12% free 19296K/21895K, external 26248K/28296K, paused 26ms
07-16 20:36:14.382: D/dalvikvm(4846): GC_FOR_MALLOC freed <1K, 12% free 19296K/21895K, external 18056K/26248K, paused 25ms

07-16 20:36:14.382: I/dalvikvm-heap(4846): Forcing collection of SoftReferences for 16777232-byte allocation

07-16 20:36:14.414: D/dalvikvm(4846): GC_FOR_MALLOC freed 0K, 12% free 19296K/21895K, external 18056K/26248K, paused 28ms

07-16 20:36:14.414: E/dalvikvm-heap(4846): Out of memory on a 16777232-byte allocation.

07-16 20:36:14.414: I/dalvikvm(4846): "GLThread 10" prio=5 tid=9 RUNNABLE
07-16 20:36:14.414: I/dalvikvm(4846):   | group="main" sCount=0 dsCount=0 obj=0x4051ca80 self=0x2a9410
07-16 20:36:14.414: I/dalvikvm(4846):   | sysTid=4855 nice=0 sched=0/0 cgrp=[fopen-error:2] handle=2790728
07-16 20:36:14.414: I/dalvikvm(4846):   at com.threed.jpct.GLRenderer.convertTexture(GLRenderer.java:~845)
07-16 20:36:14.414: I/dalvikvm(4846):   at com.threed.jpct.GLRenderer.setTextures(GLRenderer.java:2270)
07-16 20:36:14.414: I/dalvikvm(4846):   at com.threed.jpct.GLRenderer.drawVertexArray(GLRenderer.java:2195)
07-16 20:36:14.414: I/dalvikvm(4846):   at com.threed.jpct.World.draw(World.java:1307)
07-16 20:36:14.414: I/dalvikvm(4846):   at com.threed.jpct.World.draw(World.java:1074)
07-16 20:36:14.421: I/dalvikvm(4846):   at ddd.pd.Demo$MyRenderer.onDrawFrame(Demo.java:231)
07-16 20:36:14.421: I/dalvikvm(4846):   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363)
07-16 20:36:14.421: I/dalvikvm(4846):   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)
07-16 20:36:23.039: W/dalvikvm(4846): threadid=9: thread exiting with uncaught exception (group=0x40015560)
07-16 20:36:23.085: E/AndroidRuntime(4846): FATAL EXCEPTION: GLThread 10
07-16 20:36:23.085: E/AndroidRuntime(4846): java.lang.OutOfMemoryError
07-16 20:36:23.085: E/AndroidRuntime(4846):    at com.threed.jpct.GLRenderer.convertTexture(GLRenderer.java:845)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at com.threed.jpct.GLRenderer.setTextures(GLRenderer.java:2270)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at com.threed.jpct.GLRenderer.drawVertexArray(GLRenderer.java:2195)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at com.threed.jpct.World.draw(World.java:1307)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at com.threed.jpct.World.draw(World.java:1074)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at ddd.pd.Demo$MyRenderer.onDrawFrame(Demo.java:231)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1363)
07-16 20:36:23.085: E/AndroidRuntime(4846):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)
07-16 20:41:23.203: I/Process(4846): Sending signal. PID: 4846 SIG: 9




  My code:
       
 
Code: [Select]
       //onSurfaceChanged
      Options options = new Options();
      options.inScaled = false;
      Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.raw.texture, options);
      Texture texture2 = new Texture(bitmap);

     TextureManager.getInstance().addTexture("m", texture2);
      cube.setTexture("m");
      world.addObject(cube);

Can anyone tell me why? And how to resolve it? Why "new Texture(bitmap);" didn't crashed but "World.draw" creashed?

If i use a smaller jpg for texture, then all  are ok.

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