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Topics - MichaelJPCT

#1
Support / setUniform with int array ?
April 24, 2024, 05:53:52 AM
hello Egon,
it seems that there is no setUniform(string,int[] val). but in java doc of glsl shader there is: uniform int blendingmode[4].
is that right?

another question , can there be uniform short array?
another question , can a uniform array be longer than 1024 elements?

thanks.
#2
Support / blitting - rotated ? subtractive ?
August 27, 2023, 09:04:18 AM
i wish blitting can be 90 degree rotated and can be subtractive in color.
rotated blitting can be used to mimic the rotation of screen without setting it from Android , and without using different textures.
subtractive color is easier to achieve dark text on light color background, without using different textures. ( i currently use textures with white text on black background and no alpha, additive makes the text look good on dark background)
are these possible?
#3
Support / framebuffer.getpixels and screen recorder
August 25, 2023, 09:32:01 AM
i have an A53@2.3G + mali T830 device and used the screen recorder built in the Android7 system. i get almost 30fps video recording my 3D app. (res 1920x1080)
that means Android can read the screen into system RAM at high rate. but the image was produced in GPU. does that mean there is a faster way than fb.getPixels ?
#4
i wish i could make 3D models on android devices, using tap control only. so that i dont need windows PC and mouse.
i wonder whether it's possible to make an app with basic modeling functionalities, like some of those in 3DSMAX.
one problem i anticipate is that, models are highly dynamic in a modeler app, i've never tried that with JPCT.
another problem is that, there are symbols, lines, translucent objects, etc.. i dont know whether GLES is good enough to handle all those elements.
anyone interested in such app or with technical insight?
#5
Support / using multiple renderers in 1 process?
July 02, 2023, 10:11:57 PM
Hello Egon,
i have a strange idea. can we use 1 opengl renderer and multiple software renderers at the same time in 1 process?
software renderers don't use gpu but only cpu. nowadays all cpus have multiple cores. if we use most cores for rendering (for example render-to-texture) it should be great, right?
if so, the software renderer can be a great tool.
#6
Support / raspberry pi, orange pi, etc
December 04, 2022, 06:11:14 AM
does jpct work on these devices?
there devices are marketed as computers for students. if jpct works on them, more students would get to know jpct.  :)
#7
www.cesium.com
it's something like google earth.
#8
Support / AA not working on PowerVR6250
March 09, 2021, 08:36:49 PM
Hi Egon,
i tested AAConfigChooser.
with my mali450 device, my app works correctly, either using AAConfigChooser or the 'force 4x MSAA' option in OS.
but with my PowerVR6250 device, enabling AAConfigChooser makes the gfx to be very corrupted (no force 4x MSAA option on the device).
is it normal with 6250 hardware?
#9
Support / can the blend mode of blitting be subtractive?
November 30, 2020, 02:37:53 PM
this is not absolutely necessary, but it may provide more flexibility.
#10
i don't mean using it in shadow mapping, but in other situations.
although i haven't found a use of this , but i think it has special use.
#11
Hi Egon,
i want some 3d models in main World to be rendered also in another World, and the models in the other World need to be switched from time to time, assuming the meshes are all in GPU, how to switch models?
create new Object3d or call Object3d.setMesh ?
an object3d needs some initialization before rendering, i guess setMesh would be quicker?
#12
fb.setRenderTarget(tex,9,9,9,9,false); fb.clear(0xffff);

with the above code, the whole texture turns blue, why?
tested on powervr 6250.
#13
Support / getRenderTarget method?
November 01, 2020, 05:24:12 AM
Hi Egon,
i thought of a situation which i am not sure is necessary at all, that temporarily switching the render target.
if that happens, a getRenderTarget method can ease the problem of (the engine user) keeping track which texture is the current target.
like this:
b=getRenderTarget();
setRenderTarget(a);
render something;
setRenderTarget(b);

but if the engine doesn't call setRenderTarget, only the app code call it, then the user can use a global variable to keep track of the target texture. then getRenderTarget is unnecessary.
and temporarily switching render target might be a wrong thing to do.
#14
Support / can GL ES 3.0 be supported?
September 12, 2020, 07:07:19 AM
i found some feature of es3.0 that i like to have, such as occlusion query (a better object3d.wasVisible() function)
is it possible to enable es3.0?
#15
hi Egon,
the java doc says getPixels costs a lot of time (for realtime rendering).
is the time related to the size of framebuffer?
if the framebuffer is of size 1x1, does it still cost that much time or is the time much shorter?
i think of using getpixels to do collision detection, is it possible?
the method is like this, place a camera at a bullet, set farclip to the distance that bullet travels in delta time, read the resulting depthbuffer to know whether/where/when the bullet hits something.
if this is possible, is it better or worse comparing to the ray-polygon collision detection in jpct engine?
#16
Support / accessing sampler2D in vertex shader
September 06, 2020, 10:10:58 AM
hi Egon,
if i write a shader with sampler2D only in vertex shader but not in fragment shader, (other thing are similar to default shader) will jpct prepare the texture for the shader?
this is because i use pure color texture on some objects, texture color doesn't vary.
#17
Support / trying to get default shader code
August 12, 2020, 12:46:15 PM
hi Egon,
i try to modify some code of default shader by java programming.
when i call getshadercode , program crashes, but my app can work with default shader, why?
my code is like this:
locator=glslshader.getshaderlocator();
String s=locator.getshadercode("defaultVertexShaderFog.src");
#18
Hi Egon,
when i want to move some vertices of an object, the 1st method that comes to mind is using a shader.
but sometimes i dont like to write a new shader.
Animation and IVertexController seem to be my options.
but i worry about the performance.
among the 3 methods, is shader potentially the fastest one?
assuming:
the movements are simple maths.
i need to deform the object in every frame.
the quantity of moving vertices is below 100.
#19
Support / relationship between Object3D and Light
May 29, 2020, 08:27:51 PM
Hi,
today i thought of a situation that within several object3d's i want a light to affect only one of them(or several of them).
so i wish there is Light list for Object3D or Object3D list for Light.
setMaxLights() and setDistanceOverride() methods are not enough in this case, because a light is far away from the object3d if i need parallel, directional light, a light can affect any object in range.
moving Object3D to another World also creates more trouble.
using light can't be substitude by additional color, because light has direction.
#20
Support / is point sprite supported?
April 15, 2020, 11:10:57 AM
i read that point sprite can make high performance particle system, and gl es 2.0 has point sprite too. can jpct-ae support it?