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Messages - kkl

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76
Support / Get modelViewMatrix from object
« on: November 16, 2014, 12:50:53 pm »
Hi Egon,

Is there anyway to get modelViewMatrix from object? I need it for multiple sub-meshes location and direction (crowd animation with hardware skinning), so I can animate the submesh by using only one object to reduce drawcall.

77
Support / Re: Does setStaticUniform upload GPU every frame?
« on: November 13, 2014, 03:32:03 pm »
Hi egon,

How about vertex attributes? Is it doable if we have it static and only upload to GPU once?

78
Support / Re: Does setStaticUniform upload GPU every frame?
« on: November 13, 2014, 11:27:18 am »
Thanks egon. I guess i'll have to set it on every context change

79
Bones / Re: Number of vertices between blender and bones not same
« on: November 13, 2014, 11:25:33 am »
To reduce drawcall. We upload all meshes only once, then start animating it separately using the shader. Im not sure if that would help in reducing processing power, but i wanna giv a try to see if tat is effective onot (Previously, we talked about live wallpaper that takes 15% battery drawing 20 objects with 350 vertices and 3 layers texture in 5 mins)

80
Bones / Re: Number of vertices between blender and bones not same
« on: November 13, 2014, 10:51:10 am »
Quote
if you dont merge SkinData, software animation will be broken
Yes, you're right. In this case, I'm using hardware skinning. I guess it should be okay.

Quote
the 20 palettes you are talking about are the equivalents of SkeletonPose.palette, right? why are you duplicating it 20 times?
Yes. Im refering to SkeletonPose.palette. The palette is shared among all objects? Im not sure if I can use the shared palette, else all submeshes will be animating at the same frame. The 20 objects have to be animated by its own frame. Then, each palette is uploaded to GPU to be applied on vertex in shader.

81
Support / Re: Does setStaticUniform upload GPU every frame?
« on: November 13, 2014, 02:23:43 am »
Do you mean we have to use setStaticUniform on context change? Does setStaticUniform upload to GPU directly or it will upload again automatically during rendering after I use the method on context change?

82
Bones / Re: Number of vertices between blender and bones not same
« on: November 13, 2014, 02:18:52 am »
Quote
you merge objects and than create a new 'merged' SkinData and create an Animated3D out of that?
Yes. SkinData is not merged, but only using one object's SkinData and pass it in Animated3D(Object3D object, SkinData skin, SkeletonPose currentPose). Then point to the SkinClipSequence. It's kinda tricky when animating the skin though, coz I need to re-create the skin palette matrix for 20 objects manually, and tell shader to use the correct palette with the sub mesh respectively. Or is there a better way to do it?

I couldn't upload the mesh manually to GPU. It might take alot of work and might be redundant to JPCT framework. I'm just thinking of reusing the framework as much as we can.

83
Support / Does setStaticUniform upload GPU every frame?
« on: November 12, 2014, 10:35:42 am »
Hi Egon,

Does setStaticUniform upload its value to GPU every frame? If yes, is it possible if we can make it upload only once and reuse afterwards, like texture?

84
Bones / Re: Number of vertices between blender and bones not same
« on: November 12, 2014, 10:32:55 am »
Exporting objects all together? but to combine the mesh, the only way we can use is mergeObject(), right? The output of mergeObject() is Object3D class, then we recreate a new Animated3D with pointing to existing SkinClipSequence. CMIIW, I might have missed a better way to merge the mesh from all objects.

85
Bones / Re: Number of vertices between blender and bones not same
« on: November 12, 2014, 02:08:39 am »
It's actually a good idea. I never thought of that. By merging multiple objects and manually point to skinClipSequence, it's working like a charm now.. But there's world space problem where object's position is incorrect. I think it can be fixed and should be trivial. Thanks alot for your help, raft ; )

86
Bones / Re: Number of vertices between blender and bones not same
« on: November 10, 2014, 02:09:30 pm »
Hi raft,

Yes, im using bones loader. How do we know which vertex is which by using the index information?

87
Bones / Re: Number of vertices between blender and bones not same
« on: November 10, 2014, 03:16:34 am »
yea, u're right. We might have have vertex ordering issue too. Initially i tested by giving each vertex an integer id according to the order in Blender, and pass it to shader. It looks like the order is pretty close, but just a few vertices are messed up (~2-5). The rest looks ok.

My goal is to instance each object in a mesh for hardware skinning. Say, a 3D model with 2 meshes together. Each mesh has different location. By passing id to each vertex, I can move/seperate them out in shader. The reason behind this is to do reduce the draw call of many object to reduce power comsumption. Currently im drawing 20 objects with 350 vertices and 3 layer textures, it takes >15% of battery in just 5 minutes. That's too much for a live wallpaper.


88
Bones / Re: Number of vertices between blender and bones not same
« on: November 09, 2014, 04:26:54 pm »
I checked the printout from Blender during export, it really does export 600 vertices! I tried wif different settings like unchecking the optimize array, reorganize vertex buffer and etc, but it's still exporting the addition vertices. That's kinda outrageous coz we can't keep track of the vertices anymore, and some of the vertices seem to be shared as well. How'd you recommend to keep track of vertices after exporting? Does it happen in 3DS MAX orge export plugin?

89
Bones / Number of vertices between blender and bones not same
« on: November 09, 2014, 06:42:01 am »
Hi raft,

I'm exporting bones from Blender using blender2orge and I notice the number of vertices is different. My object in Blender has 574 vertices, but in jpct getUniqueVertexCount() shows 600. Do you have any clue what's happening? I need to keep track of a few selected vertices for manipulation (for hardware skinning object instancing) but it seems like it got messed up after that.

90
Support / Re: Pre-etc1-compressed texture
« on: November 04, 2014, 01:25:08 pm »
You were right.. I tested getting the texels from disk using virtualizer and it's alot faster than getting bitmap using android.R. I guess jpct is still having the best solution so far. Thanks alot egon.

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