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Topics - kkl

#21
Hi Egon,

Have you had this situation before? Tested on galaxy trend plus (I think the GPU is Broadcom VideoCore IV). However, other devices like S4 and note 10 are working fine. Previously, I removed some uniforms in shader and it worked fine. But after I'm adding more objects, the transparent object disappears again. Could this be possibly caused by the shader/hardware limitation?
#22
Bones / Crowd animation
July 07, 2014, 05:29:46 PM
Hi Raft,

I have been trying with the hardware skinning and it works pretty well so far, despite of few bugs :P, but it takes alot of computing power if it's drawing the same object for >20. Just wonder if it's a good idea to move all objects animation into shader so all animations are done in hardware instead. Do you have any plan implementing this in the future?
#23
Support / GLSL debug
June 05, 2014, 03:53:38 PM
Hi everyone,

Has anyone tried glsl debugging before on pc? I'm trying on glslDevil and Perf Studio, but with no luck, both don't work.
#24
Support / GLSLShader pass matrix array
May 28, 2014, 06:05:43 PM
Hi Egon,

Is it possible for you to add in passing matrix array to shader? I'm trying to implement hardware skinning and the input is matrix array. Some inputs are in 2 dimensional array too and I guess shader does not support it, right?
#25
Bones / Skin blending
May 26, 2014, 05:38:34 PM
Hi raft,

I tried blending two skin animations by using these


group.animateSkin(frame, 1);
group.animateSkin(frame, 2);
group.applyAnimation();


and auto apply animation is set to false, but I got the skin animations from the second one only. Did I missed any step? According to the  doc, it should the way it is shown.
#26
Support / Repeating texture performance
May 11, 2014, 04:47:50 PM
I have two models (8 tris each) which has repeating texture (128x8). On top of that, I added a second texture (128x128) in Blend mode. When I use them, it slows my phone alot (android main UI). But when i remove that, and even added few animated 3d models with bones (~2000K tris total), and it looks completely fine and framerate is ok. I was just wondering if the repeating texture may cause performance in some cases.
#27
I have an issue where the screen flicker when moving the camera around. It flickers in such a way that you see half of the screen shows one frame and another half of screen shows another frame. The strangest is, it only happens at certain locations when moving the camera. If we move the camera away from that point, it'll be ok. If we leave it flickering, it just freezes the entire phone. Has anyone have this issue before?
#28
Bones / Hardware skinning needed
May 08, 2014, 06:22:10 PM
Hi Raft,

Is it doable for Bones to have hardware skinning? I checked from orge3d.org and they seem to have it. http://www.ogre3d.org/forums/viewtopic.php?f=4&t=66907#p440560

I have 6 animated models with bones and it seems to takes a lot of CPU usage and slow down Android main UI (I'm doing live wallpaper).
#29
Hi Egon,

I have this issue where framebuffer width and height not matching to the screen during screen rotation. The other half of the screen is black. However, it happens only the moment when the screen is rotating. After the screen rotation, the frame buffer starts to dispose and recreate a new one that matches the new screen width and height, and it's fine after that. Is there anyway to fix it so that it looks good during screen rotation?
#30
Hi,

My model seems deformed when loaded into Android. I've have been making other models and they are just fine. However, if it's not animated, it looks ok. I even changed the Config.maxPolyVisible to 20000 and Config.fixCollapsingVertices to enabled too. Even remaking the model has the deform differently. What happened to the Bones?

p/s I'm using orge exporter in Blender and followed the instructions from the jpct wiki. The model looks fine in Blender, in animation.
#31
Bones / Different meshes with same skeleton
March 31, 2014, 03:26:59 AM
Hi,

I have different 3d models that have the same animation. Is it doable if the skeleton is shared among all the meshes? Can it be achieved by linked-duplicating the skeleton and adjust the vertex group to the same bones in Blender? I'm building an Android app and I need to save as much memory and processing power as possible. Thanks.
#32
Support / mergeObjects drawcall
October 24, 2013, 02:51:52 PM
Hi Egon,

Does mergeObjects() reduce drawcalls? If 10 objects are merged into one, is there going to be one drawcall or 10 drawcalls?
#33
Support / Mipmap black texture
October 24, 2013, 02:12:34 PM
Hi Egon,

I turned mipmap on for 256x128 texture and it turned out a black texture. If mipmap is disabled, the texture is fine. Mipmap also works fine  on 512x512 texture. Any idea what happened exactly?
#34
Support / Tiling in texture atlas
October 18, 2013, 06:06:10 PM
Hi egon, does JPCT-AE support texture atlas, in API level? Im trying it in Blender, but it seems a lot harder, especially tiling in texture atlas (some suggested to edit uv map by hand till all faces are repeating accordingly, which i think it would take ages to do it). If not supported, do I do it in shader, or some uv trick in Blender? Wish to listen to your advice.
#35
Support / Multiple texture UV mappings from 3ds file
October 09, 2013, 03:20:31 PM
I got a 3ds model made from Blender with multiple textures and different UV mapping for each texture. Does JPCT-AE support multiple UV mappings when loading 3ds file? I tried loading the 3ds model but both textures from the model uses the first texture UV map.
#36
Support / Screen flicker at the beginning of rendering
September 30, 2013, 03:30:21 PM
Hi I tried to draw a square with TextureInfo (2 textures), but it causes flickering for unknown reason. The second texture is in Mode_Blend. When the rendering started, it flickered once (the screen turns into frame buffer background color), then rendering got back to normal state. If I don't add the second texture, it doesn't cause the flickering. Method "preWarm" has been tried, but it looked the same too. Any idea what is going on there? (the square object is at -45z, the rest of objects are in 0z, and camera is at -50z)
#37







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#38
Hi Egon,

How do we keep the current object world transformation after calling addParent()?

Say,
1. A butterfly flies toward a leaf
2. Butterfly stops at leaf
3. Butterfly addParent(leaf)
4. The butterfly follows the leaf tranformation right at where it stops.

I'd checked this http://www.jpct.net/forum2/index.php/topic,2011.0.html, but the post mentions about removing parent only.
#39
Hi all,

Does anyone know how to set rotation pivot in Blender and export 3ds for JPCT use? I tried setting pivot to 3D cursor (the rotation point I want) and origin to 3D cursor, but JPCT can't detect it.
#40
Support / SetTransparency in float
June 02, 2013, 04:48:08 PM
Hi Egon,

Could you make the setTransparency() to accept float value, please? I need it for smoother transparency animation.

Thanks.