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Topics - MichaelJPCT

Pages: 1 [2] 3 4
16
Support / about multi-texture, different stages inside an object?
« on: June 24, 2017, 06:38:08 am »
the TextureInfo/PolygonManager method gives me an impression that polygons in an object3D can have different tex stages, such as polygon A has 3 stages while polygon B has 2 stages. is it correct?

17
Support / how to identify the version of the engine jar file
« on: June 14, 2017, 07:23:17 am »
when i have multiple copies of the jar file in different places, i want to know which file is newest or most suitable.
currently i can only check the size or time of the file. but these are both unreliable.

18
Support / shared shader but unshared uniform parameter?
« on: June 05, 2017, 08:31:36 am »
http://www.jpct.net/forum2/index.php/topic,3965.msg27866.html#msg27866

i search the forum and found the above thread and maybe it's the same question as i have.
i hope to use 1 shader instance for multiple objects but their uniform parameters are different.
is the solution in the above thread the only solution?
is it more troublesome than using 1 shader for each object? is it worth the trouble?

19
Support / is result of setboundingbox permanent?
« on: June 05, 2017, 07:31:54 am »
i want to enlarge a bound box as the shader for the object3d enlarges the object.
after i setboundingbox, is there anything in the engine that may reverse the bound box back to the smaller one?
i ask this question because another engine would recalculate the bound box automatically.

20
Support / render same Object3D in multiple worlds?
« on: May 21, 2017, 07:10:31 am »
the doc says Object3d should be added to 1 world only.
i wonder if an Object3d is added to 2 worlds and render them, what will happen, - only for rendering purpose.
1 of the World is used for shadow.
because the Object3d should be isolated in shadow World by my design, so i have to use another World, or i must call setVisibility many times.

21
Support / add/reduce texture stages at runtime?
« on: May 19, 2017, 06:20:06 am »
i have a terrain with 3 tex stages, each with different UV scaling. it was created with textureInfo/polygonManager technique.
i found tex stages affect render speed - the more stages the slower, on a powerVR 544 gpu.
i wonder if i could reduce/add a tex stage(a noise tex in my case) depending on camera distance.
is there a way to do so?

22
Support / setProjector for JPCT-AE ?
« on: May 18, 2017, 07:26:30 am »
i see Projector class in javadoc of jpct-ae, but no setProjector method in Texture class like the one in jpct-desktop. would it be added?

23
Feedback / would anyone want a sound engine for JPCT?
« on: December 06, 2016, 11:58:16 pm »
since JPCT doesn't provide a sound engine, and openAL looks too complicated for me, i searched for a sound engine which can play sound with volume and pitch control like this: setVolume(0.6) , setPitch(0.8).
i ended up using socket and a sound server made with a Python module.
socket is chosen for IPC because it's easy to program and another(and same) machine can be used as server.
Python module PyGLET is used as the server app because it's simple to use and it fullfils my need to control volume and pitch directly.
i have used the engine to play several sounds simutaneously and it looked reliable on local machine.
i can post all source code here, would anyone be interested in this?

24
Feedback / Developing JPCT-AE program on Android device
« on: September 16, 2016, 02:18:34 pm »

Most people develop Android apps on a PC, then test run in Android Emulator, then do further testing on real Android device. But sometimes you don't need a PC to develop Android apps - you can write code, compile, and test run on an Android device.
I'm introducing the basic usage of AIDE - an Android app which can compile another Android app, with JPCT-AE.
For this to work well, you need these:
1) latest version (2016) of AIDE, free version will do
2) an Android device fast enough, such as quadcore A53/A72 CPU
3) a real keyboard
4) a not-so-small screen, say 10 inch or more
5) jpct-ae.jar

when AIDE is launched, if no project is opened, AIDE lets you choose whether to learn lessons or to code, just choose "for experts".
then if no project is created yet, you choose to create a new Gradle project.
by default AIDE creates project folder inside /mnt/sdcard/AppProjects/.
after project is created, you create a folder named "libs" in /YourProjectFolder/app/, then copy jpct-ae.jar into folder "libs".
then you are ready to write codes.

you can also copy your Gradle or Eclipse project folder from PC to Android device and continue with the old project.

here are some basic operations you need to know when you work with AIDE:
1) to handle files, choose menu VIEW, then FILES, then click on the file to open. on the top of screen there are file tabs that you can click and a menu shows up providing CLOSE FILE options.
2) to build, just click the button looking like a triangle on top right corner of the screen.
3) in menu VIEW, there is LOGCAT, which is important for debugging.
4) in menu PROJECTS, there is REFRESH BUILD, you need to do that sometimes - when you find your app behaves like un-updated.

In this way, you can spend most development time on Android device - writing code. you only need a traditional PC to process images, sound, or build 3d models.

25
Support / can the engine disable frustum cull ?
« on: September 11, 2016, 07:34:45 am »
for some special case , an app may do frustum cull by itself, if the engine does frustum cull also, then the work is done twice. so i wish the engine can disable frustum cull.

26
Support / app not run in Android 5.1
« on: September 06, 2016, 08:12:10 pm »
i tested my app in Android 5.1 , it doesn't work.
i read the logcat i found FileNotFoundException . the file is like "/mnt/sdcard/myFolderName/myFileName.png" (pseudo names)
i don't know why, since:
1) the files are there and they can be opened by a image viewer.
2) the app runs on Android 4.2.2 and 4.4.2.

27
Support / can framebuffer be smaller than sceen?
« on: September 03, 2016, 06:16:01 pm »
i have an idea that i want to keep the game window's aspect ratio, for example 16:9, while the screen of device is usually not accurately 16:9.
can i have a framebuffer smaller than the screen and keep some black margins around the framebuffer?

28
Support / blitting problem in rtt
« on: August 31, 2016, 09:31:02 am »
i found if i draw object3d in rtt (with World,Camera), then blitting in rtt had wrong size - much larger.
my rtt texture size is 128x32.

29
Support / no setDepthBufferWrite?
« on: August 31, 2016, 08:13:16 am »
i have an object (a sky plane, or sky dome) which should not affect depth buffer. but in JPCT-AE there is no setDepthBufferWrite(), so now i have to clear depth buffer after drawing the sky.
it would be better if there is the setting.
also, setDepthBufferTest() could be useful too.

30
Support / default shader lighting problem
« on: August 29, 2016, 04:13:03 am »
i have a JPCT app ported to JPCT-AE. i see a grey object with default shader has color problem. its faces are either grey or total black according to light direction, look like very much overbrighted.
my device has PowerVR540 GPU and Android 4.2.2.
what could be the cause?

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