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Messages - davec64

Pages: [1] 2 3
1
I have modified the technique slightly see the new modified vertex controller code.
depth is just an index to which texture you want to apply to the polygon.
Each texture is 32*32 if you want to use more just reduce the multiplier to 16 to give 16*16 textures  or make the main 256*256 texture larger.
 
# 256 is the texture size
# 32 is the size of each subtexture
/**
   * this is the fraction of the texture that represents 1 sub texture
   */
  public static float SUBTEXTURE = (float) ((1.0 / 256.0) * 32);

/**
   * this is the fraction of the texture that represents the inside of sub texture take away half a
   * pixel from the edge of the texture
   */
  public static float INTERNALSUBTEXTURE = (float) ((1.0 / 256.0) * 32 - (1 / 256));

2
Support / Re: wrapping a ground plane.
« on: December 20, 2013, 10:26:22 pm »
Ok that will probably work.  I will give it a go when I get back from holidays

3
Support / Re: wrapping a ground plane.
« on: December 20, 2013, 10:20:25 pm »
Yes that's about it. To appear infinite. It is currently 174*174 which translates to 1740 meters and my ship path could cover over 100 sq km.
Dave

4
Support / wrapping a ground plane.
« on: December 20, 2013, 12:47:15 pm »
Is it possible to make a ground plane wrap back on itself. My plane is large but not large enough to hold all of my  map at once. So I have to re build my vertex map when I move over 700 m  to display the current modified plane.
It would be ideal if the right edge connected to the left edge like a cylinder and the bottom connected to the top.
So I would only need to update areas beyond the clipping range in the direction I am traveling. This is an old method to reduce the amount of processing needed to update a map/plane.
Eg if I am moving up the map I would update y max line then y max -1 then -2
Where the map is x*y .
If going right update xmin then xmin+1
For num vertical lines
if y goes thru 0 y =ymax
If x >xmax x=0
So we just update the Poly's in the direction of travel.
Other techniques???

5
Support / Re: itexture apply effect causing GC compaction on overlay
« on: December 18, 2013, 06:44:12 am »
Works a treat. I think I looked at that thread initially but was not sure of the implementation. the apk file was a nice touch to ensure it was what I wanted.
Dave

6
my ouya is on version 4.1.2 so that one looks better.
I still see a slight jerk in my propeller motion. I need a better way of animating the propeller smoothly that does not get any timing glitches.
I am not used to not having a sync to frame refresh interrupt to do all my animations.  Still learning learning the java techniques.
Dave

7
Hi Egon
it works but does not "seem" to help maybe slightly . Would it be possible for the user to pass in the simple vector so that it can be created in the appropriate app constructor.
log included for completeness.

Code: [Select]
12-18 09:14:23.714: D/dalvikvm(32134): GC_FOR_ALLOC freed 8340K, 34% free 74105K/110696K, paused 166ms, total 166ms
12-18 09:14:23.724: I/jPCT-AE(32134): 31fps
12-18 09:14:24.754: I/jPCT-AE(32134): 30fps
12-18 09:14:25.774: I/jPCT-AE(32134): 27fps
12-18 09:14:26.784: I/jPCT-AE(32134): 33fps
12-18 09:14:27.814: I/jPCT-AE(32134): 33fps
12-18 09:14:28.824: I/jPCT-AE(32134): 32fps
12-18 09:14:29.824: I/jPCT-AE(32134): 33fps
12-18 09:14:30.834: I/jPCT-AE(32134): 33fps
12-18 09:14:31.864: I/jPCT-AE(32134): 34fps
12-18 09:14:32.864: I/jPCT-AE(32134): 33fps
12-18 09:14:33.884: I/jPCT-AE(32134): 34fps
12-18 09:14:34.894: I/jPCT-AE(32134): 33fps
12-18 09:14:35.924: I/jPCT-AE(32134): 33fps
12-18 09:14:36.944: I/jPCT-AE(32134): 33fps
12-18 09:14:37.964: I/jPCT-AE(32134): 33fps
12-18 09:14:38.964: I/jPCT-AE(32134): 32fps
12-18 09:14:39.964: I/jPCT-AE(32134): 33fps
12-18 09:14:40.974: I/jPCT-AE(32134): 28fps
12-18 09:14:42.014: I/jPCT-AE(32134): 32fps
12-18 09:14:43.044: I/jPCT-AE(32134): 34fps
12-18 09:14:44.074: I/jPCT-AE(32134): 34fps
12-18 09:14:45.084: I/jPCT-AE(32134): 33fps
12-18 09:14:46.154: I/jPCT-AE(32134): 33fps
12-18 09:14:47.174: I/jPCT-AE(32134): 28fps
12-18 09:14:48.184: I/jPCT-AE(32134): 28fps
12-18 09:14:49.154: D/dalvikvm(32134): GC_FOR_ALLOC freed 8192K, 34% free 74105K/110696K, paused 172ms, total 172ms
12-18 09:14:49.194: I/jPCT-AE(32134): 25fps
12-18 09:14:50.204: I/jPCT-AE(32134): 29fps
12-18 09:14:51.204: I/jPCT-AE(32134): 30fps
12-18 09:14:52.214: I/jPCT-AE(32134): 31fps
12-18 09:14:53.224: I/jPCT-AE(32134): 27fps
12-18 09:14:54.234: I/jPCT-AE(32134): 28fps
12-18 09:14:55.244: I/jPCT-AE(32134): 28fps
12-18 09:14:56.244: I/jPCT-AE(32134): 26fps
12-18 09:14:57.254: I/jPCT-AE(32134): 32fps
12-18 09:14:58.274: I/jPCT-AE(32134): 33fps
12-18 09:14:59.294: I/jPCT-AE(32134): 33fps
12-18 09:15:00.304: I/jPCT-AE(32134): 33fps
12-18 09:15:01.314: I/jPCT-AE(32134): 33fps
12-18 09:15:02.324: I/jPCT-AE(32134): 33fps
12-18 09:15:03.334: I/jPCT-AE(32134): 33fps
12-18 09:15:04.344: I/jPCT-AE(32134): 33fps
12-18 09:15:05.364: I/jPCT-AE(32134): 33fps
12-18 09:15:06.364: I/jPCT-AE(32134): 33fps
12-18 09:15:07.384: I/jPCT-AE(32134): 33fps
12-18 09:15:08.394: I/jPCT-AE(32134): 32fps
12-18 09:15:09.424: I/jPCT-AE(32134): 33fps
12-18 09:15:10.444: I/jPCT-AE(32134): 33fps
12-18 09:15:11.454: I/jPCT-AE(32134): 33fps
12-18 09:15:12.474: I/jPCT-AE(32134): 33fps
12-18 09:15:13.494: I/jPCT-AE(32134): 29fps
12-18 09:15:14.494: I/jPCT-AE(32134): 27fps
12-18 09:15:15.074: D/dalvikvm(32134): GC_FOR_ALLOC freed 8191K, 34% free 74106K/110696K, paused 166ms, total 166ms
12-18 09:15:15.514: I/jPCT-AE(32134): 25fps
12-18 09:15:16.514: I/jPCT-AE(32134): 29fps
12-18 09:15:17.524: I/jPCT-AE(32134): 33fps
12-18 09:15:18.524: I/jPCT-AE(32134): 33fps
12-18 09:15:19.534: I/jPCT-AE(32134): 26fps
12-18 09:15:20.544: I/jPCT-AE(32134): 27fps
12-18 09:15:21.544: I/jPCT-AE(32134): 29fps
12-18 09:15:22.554: I/jPCT-AE(32134): 28fps
12-18 09:15:23.564: I/jPCT-AE(32134): 29fps
12-18 09:15:24.574: I/jPCT-AE(32134): 26fps
12-18 09:15:25.604: I/jPCT-AE(32134): 28fps
12-18 09:15:26.614: I/jPCT-AE(32134): 29fps
12-18 09:15:27.624: I/jPCT-AE(32134): 33fps
12-18 09:15:28.624: I/jPCT-AE(32134): 32fps
12-18 09:15:29.644: I/jPCT-AE(32134): 33fps
12-18 09:15:30.654: I/jPCT-AE(32134): 33fps
12-18 09:15:31.674: I/jPCT-AE(32134): 33fps
12-18 09:15:32.684: I/jPCT-AE(32134): 33fps
12-18 09:15:33.704: I/jPCT-AE(32134): 33fps
12-18 09:15:34.714: I/jPCT-AE(32134): 33fps
12-18 09:15:35.724: I/jPCT-AE(32134): 33fps
12-18 09:15:36.744: I/jPCT-AE(32134): 33fps
12-18 09:15:37.754: I/jPCT-AE(32134): 33fps
12-18 09:15:38.774: I/jPCT-AE(32134): 33fps
12-18 09:15:39.794: I/jPCT-AE(32134): 33fps
12-18 09:15:40.824: I/jPCT-AE(32134): 34fps
12-18 09:15:40.994: D/dalvikvm(32134): GC_FOR_ALLOC freed 8192K, 34% free 74105K/110696K, paused 168ms, total 168ms
12-18 09:15:41.834: I/jPCT-AE(32134): 22fps
12-18 09:15:42.844: I/jPCT-AE(32134): 29fps
12-18 09:15:43.854: I/jPCT-AE(32134): 29fps
12-18 09:15:44.854: I/jPCT-AE(32134): 32fps
12-18 09:15:45.864: I/jPCT-AE(32134): 33fps
12-18 09:15:46.864: I/jPCT-AE(32134): 32fps
12-18 09:15:47.874: I/jPCT-AE(32134): 30fps
12-18 09:15:48.884: I/jPCT-AE(32134): 30fps
12-18 09:15:49.894: I/jPCT-AE(32134): 33fps
12-18 09:15:50.924: I/jPCT-AE(32134): 33fps
12-18 09:15:51.924: I/jPCT-AE(32134): 33fps
12-18 09:15:52.924: I/jPCT-AE(32134): 30fps
12-18 09:15:53.934: I/jPCT-AE(32134): 26fps
12-18 09:15:54.944: I/jPCT-AE(32134): 25fps
12-18 09:15:55.954: I/jPCT-AE(32134): 29fps
12-18 09:15:56.954: I/jPCT-AE(32134): 25fps
12-18 09:15:57.974: I/jPCT-AE(32134): 29fps
12-18 09:15:58.984: I/jPCT-AE(32134): 33fps
12-18 09:15:59.994: I/jPCT-AE(32134): 30fps
12-18 09:16:00.994: I/jPCT-AE(32134): 30fps
12-18 09:16:02.004: I/jPCT-AE(32134): 29fps
12-18 09:16:03.014: I/jPCT-AE(32134): 27fps
12-18 09:16:04.024: I/jPCT-AE(32134): 29fps
12-18 09:16:05.054: I/jPCT-AE(32134): 31fps
12-18 09:16:06.064: I/jPCT-AE(32134): 27fps
12-18 09:16:07.064: I/jPCT-AE(32134): 27fps
12-18 09:16:08.074: I/jPCT-AE(32134): 25fps
12-18 09:16:08.404: D/dalvikvm(32134): GC_FOR_ALLOC freed 8191K, 34% free 74105K/110696K, paused 163ms, total 163ms
12-18 09:16:09.094: I/jPCT-AE(32134): 27fps
12-18 09:16:10.094: I/jPCT-AE(32134): 29fps
12-18 09:16:11.104: I/jPCT-AE(32134): 30fps
12-18 09:16:12.114: I/jPCT-AE(32134): 29fps
12-18 09:16:13.114: I/jPCT-AE(32134): 25fps


and from the ouya which is observing the request to render

Code: [Select]
01-08 20:54:19.960: I/jPCT-AE(630): 26fps
01-08 20:54:20.960: I/jPCT-AE(630): 25fps
01-08 20:54:21.970: I/jPCT-AE(630): 25fps
01-08 20:54:22.980: I/jPCT-AE(630): 25fps
01-08 20:54:23.990: I/jPCT-AE(630): 24fps
01-08 20:54:25.000: I/jPCT-AE(630): 25fps
01-08 20:54:26.000: I/jPCT-AE(630): 25fps
01-08 20:54:27.010: I/jPCT-AE(630): 25fps
01-08 20:54:28.010: I/jPCT-AE(630): 25fps
01-08 20:54:29.020: I/jPCT-AE(630): 25fps
01-08 20:54:30.030: I/jPCT-AE(630): 25fps
01-08 20:54:31.030: I/jPCT-AE(630): 25fps
01-08 20:54:32.050: I/jPCT-AE(630): 25fps
01-08 20:54:32.150: D/dalvikvm(630): GC_CONCURRENT freed 5132K, 19% free 77368K/95495K, paused 5ms+5ms, total 187ms
01-08 20:54:33.080: I/jPCT-AE(630): 26fps
01-08 20:54:34.100: I/jPCT-AE(630): 25fps
01-08 20:54:35.140: I/jPCT-AE(630): 26fps
01-08 20:54:36.150: I/jPCT-AE(630): 25fps
01-08 20:54:37.200: I/jPCT-AE(630): 25fps
01-08 20:54:38.200: I/jPCT-AE(630): 25fps
01-08 20:54:39.210: I/jPCT-AE(630): 25fps
01-08 20:54:40.210: I/jPCT-AE(630): 25fps
01-08 20:54:41.230: I/jPCT-AE(630): 25fps
01-08 20:54:42.260: I/jPCT-AE(630): 26fps
01-08 20:54:43.270: I/jPCT-AE(630): 25fps
01-08 20:54:44.290: I/jPCT-AE(630): 25fps
01-08 20:54:45.290: I/jPCT-AE(630): 25fps
01-08 20:54:46.300: I/jPCT-AE(630): 25fps
01-08 20:54:47.300: I/jPCT-AE(630): 25fps
01-08 20:54:48.310: I/jPCT-AE(630): 25fps
01-08 20:54:49.310: I/jPCT-AE(630): 25fps
01-08 20:54:50.320: I/jPCT-AE(630): 25fps
01-08 20:54:51.330: I/jPCT-AE(630): 25fps
01-08 20:54:52.330: I/jPCT-AE(630): 25fps
01-08 20:54:53.340: I/jPCT-AE(630): 25fps
01-08 20:54:54.340: I/jPCT-AE(630): 25fps
01-08 20:54:54.440: D/dalvikvm(630): GC_CONCURRENT freed 5030K, 19% free 77367K/95495K, paused 6ms+5ms, total 176ms
01-08 20:54:55.350: I/jPCT-AE(630): 25fps
01-08 20:54:56.350: I/jPCT-AE(630): 25fps
01-08 20:54:57.390: I/jPCT-AE(630): 26fps
01-08 20:54:58.400: I/jPCT-AE(630): 25fps
01-08 20:54:59.400: I/jPCT-AE(630): 25fps
01-08 20:55:00.410: I/jPCT-AE(630): 24fps
01-08 20:55:01.420: I/jPCT-AE(630): 25fps
01-08 20:55:02.420: I/jPCT-AE(630): 25fps
01-08 20:55:03.430: I/jPCT-AE(630): 25fps
01-08 20:55:04.430: I/jPCT-AE(630): 25fps
01-08 20:55:05.440: I/jPCT-AE(630): 25fps
01-08 20:55:06.440: I/jPCT-AE(630): 25fps
01-08 20:55:07.450: I/jPCT-AE(630): 25fps
01-08 20:55:08.450: I/jPCT-AE(630): 25fps
01-08 20:55:09.460: I/jPCT-AE(630): 25fps
01-08 20:55:10.460: I/jPCT-AE(630): 25fps
01-08 20:55:11.470: I/jPCT-AE(630): 25fps
01-08 20:55:12.470: I/jPCT-AE(630): 25fps
01-08 20:55:13.480: I/jPCT-AE(630): 25fps
01-08 20:55:14.480: I/jPCT-AE(630): 25fps
01-08 20:55:15.490: I/jPCT-AE(630): 25fps
01-08 20:55:16.500: I/jPCT-AE(630): 25fps
01-08 20:55:16.700: D/dalvikvm(630): GC_CONCURRENT freed 5030K, 19% free 77358K/95495K, paused 4ms+4ms, total 159ms
01-08 20:55:17.500: I/jPCT-AE(630): 25fps
01-08 20:55:18.510: I/jPCT-AE(630): 25fps
01-08 20:55:19.520: I/jPCT-AE(630): 25fps
01-08 20:55:20.560: I/jPCT-AE(630): 26fps
01-08 20:55:21.560: I/jPCT-AE(630): 25fps
01-08 20:55:22.600: I/jPCT-AE(630): 25fps
01-08 20:55:23.610: I/jPCT-AE(630): 25fps
01-08 20:55:24.610: I/jPCT-AE(630): 25fps
01-08 20:55:25.620: I/jPCT-AE(630): 25fps
01-08 20:55:26.620: I/jPCT-AE(630): 25fps
01-08 20:55:27.620: I/jPCT-AE(630): 25fps
01-08 20:55:28.630: I/jPCT-AE(630): 25fps
01-08 20:55:29.630: I/jPCT-AE(630): 25fps
01-08 20:55:30.640: I/jPCT-AE(630): 25fps
01-08 20:55:31.650: I/jPCT-AE(630): 25fps
01-08 20:55:32.680: I/jPCT-AE(630): 25fps
01-08 20:55:33.700: I/jPCT-AE(630): 26fps
01-08 20:55:34.700: I/jPCT-AE(630): 25fps
01-08 20:55:35.710: I/jPCT-AE(630): 25fps
01-08 20:55:36.710: I/jPCT-AE(630): 25fps
01-08 20:55:37.710: I/jPCT-AE(630): 25fps
01-08 20:55:38.720: I/jPCT-AE(630): 25fps
01-08 20:55:38.930: D/dalvikvm(630): GC_CONCURRENT freed 5020K, 19% free 77368K/95495K, paused 6ms+4ms, total 166ms
01-08 20:55:39.730: I/jPCT-AE(630): 25fps
01-08 20:55:40.730: I/jPCT-AE(630): 25fps
01-08 20:55:41.740: I/jPCT-AE(630): 25fps
01-08 20:55:42.740: I/jPCT-AE(630): 25fps
01-08 20:55:43.750: I/jPCT-AE(630): 25fps
01-08 20:55:44.780: I/jPCT-AE(630): 25fps
01-08 20:55:45.800: I/jPCT-AE(630): 25fps
01-08 20:55:46.840: I/jPCT-AE(630): 26fps
01-08 20:55:47.840: I/jPCT-AE(630): 25fps
01-08 20:55:48.850: I/jPCT-AE(630): 25fps
01-08 20:55:49.110: I/dalvikvm(630): Jit: resizing JitTable from 4096 to 8192
01-08 20:55:49.850: I/jPCT-AE(630): 25fps
01-08 20:55:50.860: I/jPCT-AE(630): 25fps
01-08 20:55:51.870: I/jPCT-AE(630): 25fps
01-08 20:55:52.870: I/jPCT-AE(630): 25fps
01-08 20:55:53.880: I/jPCT-AE(630): 25fps
01-08 20:55:54.880: I/jPCT-AE(630): 25fps
01-08 20:55:55.890: I/jPCT-AE(630): 25fps
01-08 20:55:56.890: I/jPCT-AE(630): 25fps
01-08 20:55:57.900: I/jPCT-AE(630): 25fps
01-08 20:55:58.900: I/jPCT-AE(630): 25fps
01-08 20:55:59.910: I/jPCT-AE(630): 25fps
01-08 20:56:00.910: I/jPCT-AE(630): 25fps
01-08 20:56:01.220: D/dalvikvm(630): GC_CONCURRENT freed 5029K, 19% free 77368K/95495K, paused 15ms+5ms, total 186ms
01-08 20:56:01.920: I/jPCT-AE(630): 25fps
01-08 20:56:02.920: I/jPCT-AE(630): 25fps
01-08 20:56:03.930: I/jPCT-AE(630): 25fps
01-08 20:56:04.930: I/jPCT-AE(630): 25fps
01-08 20:56:05.940: I/jPCT-AE(630): 25fps
01-08 20:56:06.960: I/jPCT-AE(630): 25fps
01-08 20:56:07.970: I/jPCT-AE(630): 25fps
01-08 20:56:08.970: I/jPCT-AE(630): 25fps
01-08 20:56:09.980: I/jPCT-AE(630): 25fps
01-08 20:56:10.990: I/jPCT-AE(630): 25fps
01-08 20:56:11.990: I/jPCT-AE(630): 25fps
01-08 20:56:13.000: I/jPCT-AE(630): 25fps
01-08 20:56:14.000: I/jPCT-AE(630): 25fps
01-08 20:56:15.010: I/jPCT-AE(630): 25fps
01-08 20:56:16.010: I/jPCT-AE(630): 25fps
01-08 20:56:17.020: I/jPCT-AE(630): 25fps
01-08 20:56:18.020: I/jPCT-AE(630): 25fps
01-08 20:56:19.030: I/jPCT-AE(630): 25fps
01-08 20:56:20.030: I/jPCT-AE(630): 25fps
01-08 20:56:21.040: I/jPCT-AE(630): 25fps
01-08 20:56:22.040: I/jPCT-AE(630): 25fps


8
This device is no longer waiting for the request it is going flat out since the 4.4.2 update I think.
Code: [Select]
public class AnimationTask extends TimerTask {
    public void run() {
      VesselRenderer.animate = true;
      timer.schedule(new AnimationTask(), 40);
      VesselView.openGLView.requestRender();
    }
  }

here is the log just with the collision check that causes the pause the world.
Code: [Select]
12-18 08:27:04.654: I/jPCT-AE(29576): 27fps
12-18 08:27:05.664: I/jPCT-AE(29576): 33fps
12-18 08:27:06.684: I/jPCT-AE(29576): 37fps
12-18 08:27:07.704: I/jPCT-AE(29576): 37fps
12-18 08:27:08.714: I/jPCT-AE(29576): 26fps
12-18 08:27:09.734: I/jPCT-AE(29576): 27fps
12-18 08:27:10.734: I/jPCT-AE(29576): 36fps
12-18 08:27:11.744: I/jPCT-AE(29576): 38fps
12-18 08:27:12.754: I/jPCT-AE(29576): 38fps
12-18 08:27:13.774: I/jPCT-AE(29576): 37fps
12-18 08:27:14.774: I/jPCT-AE(29576): 37fps
12-18 08:27:15.784: I/jPCT-AE(29576): 38fps
12-18 08:27:16.804: I/jPCT-AE(29576): 38fps
12-18 08:27:17.814: I/jPCT-AE(29576): 38fps
12-18 08:27:18.924: D/dalvikvm(29576): GC_FOR_ALLOC freed 8445K, 13% free 73872K/84676K, paused 143ms, total 143ms
12-18 08:27:18.934: I/jPCT-AE(29576): 37fps
12-18 08:27:19.944: I/jPCT-AE(29576): 38fps
12-18 08:27:20.974: I/jPCT-AE(29576): 38fps
12-18 08:27:21.994: I/jPCT-AE(29576): 36fps
12-18 08:27:22.994: I/jPCT-AE(29576): 38fps
12-18 08:27:24.024: I/jPCT-AE(29576): 38fps
12-18 08:27:25.034: I/jPCT-AE(29576): 35fps
12-18 08:27:26.034: I/jPCT-AE(29576): 25fps
12-18 08:27:27.034: I/jPCT-AE(29576): 26fps
12-18 08:27:28.044: I/jPCT-AE(29576): 28fps
12-18 08:27:29.044: I/jPCT-AE(29576): 25fps
12-18 08:27:30.054: I/jPCT-AE(29576): 31fps
12-18 08:27:31.054: I/jPCT-AE(29576): 27fps
12-18 08:27:32.064: I/jPCT-AE(29576): 25fps
12-18 08:27:33.074: I/jPCT-AE(29576): 36fps
12-18 08:27:34.094: I/jPCT-AE(29576): 38fps
12-18 08:27:35.114: I/jPCT-AE(29576): 32fps
12-18 08:27:36.114: I/jPCT-AE(29576): 32fps
12-18 08:27:37.134: I/jPCT-AE(29576): 27fps
12-18 08:27:38.134: I/jPCT-AE(29576): 35fps
12-18 08:27:39.174: I/jPCT-AE(29576): 30fps
12-18 08:27:40.174: I/jPCT-AE(29576): 32fps
12-18 08:27:41.194: I/jPCT-AE(29576): 38fps
12-18 08:27:41.564: D/dalvikvm(29576): GC_FOR_ALLOC freed 8200K, 13% free 73864K/84676K, paused 145ms, total 145ms
12-18 08:27:42.214: I/jPCT-AE(29576): 33fps
12-18 08:27:43.254: I/jPCT-AE(29576): 32fps
12-18 08:27:44.264: I/jPCT-AE(29576): 29fps
12-18 08:27:45.264: I/jPCT-AE(29576): 30fps
12-18 08:27:46.264: I/jPCT-AE(29576): 29fps
12-18 08:27:47.274: I/jPCT-AE(29576): 26fps
12-18 08:27:48.274: I/jPCT-AE(29576): 31fps
12-18 08:27:49.294: I/jPCT-AE(29576): 33fps
12-18 08:27:50.294: I/jPCT-AE(29576): 38fps
12-18 08:27:51.304: I/jPCT-AE(29576): 37fps
12-18 08:27:52.324: I/jPCT-AE(29576): 38fps
12-18 08:27:53.334: I/jPCT-AE(29576): 38fps
12-18 08:27:54.354: I/jPCT-AE(29576): 38fps
12-18 08:27:55.364: I/jPCT-AE(29576): 38fps
12-18 08:27:56.374: I/jPCT-AE(29576): 38fps
12-18 08:27:57.394: I/jPCT-AE(29576): 38fps
12-18 08:27:58.404: I/jPCT-AE(29576): 38fps
12-18 08:27:59.424: I/jPCT-AE(29576): 38fps
12-18 08:28:00.434: I/jPCT-AE(29576): 38fps
12-18 08:28:01.444: I/jPCT-AE(29576): 38fps
12-18 08:28:02.374: D/dalvikvm(29576): GC_FOR_ALLOC freed 8191K, 13% free 73865K/84676K, paused 145ms, total 145ms
12-18 08:28:02.454: I/jPCT-AE(29576): 32fps
12-18 08:28:03.454: I/jPCT-AE(29576): 26fps
12-18 08:28:04.464: I/jPCT-AE(29576): 27fps
12-18 08:28:05.474: I/jPCT-AE(29576): 35fps
12-18 08:28:06.504: I/jPCT-AE(29576): 38fps
12-18 08:28:07.514: I/jPCT-AE(29576): 34fps
12-18 08:28:08.524: I/jPCT-AE(29576): 26fps
12-18 08:28:09.534: I/jPCT-AE(29576): 38fps
12-18 08:28:10.564: I/jPCT-AE(29576): 26fps
12-18 08:28:11.574: I/jPCT-AE(29576): 25fps

9
Support / Re: itexture apply effect causing GC compaction on overlay
« on: December 17, 2013, 12:14:33 pm »
I will try that in the morning

10
Version 4.4.2 nexus 7 and an ouya cube

No collision listner
Recursion set to 1
I am sort of cheating with the collision detection I have rectangle object as a child of my ship. I also have cylinder object as a child of the ship I move the rectangle in the opposite angles to the ship which gives me an easy way to detect the lowest depth of the ship at any point on the rectangle, when I check for a collision by moving my cylinder around the ship hull. As the ship could be in any rotation the cylinder must also stay in the correct rotation.
It works fantastic for a few lines of code.


11
I am calling checkForCollisionEllipsoid to detect collisions around a polygon in 6 places per frame.
I am running at 25 fps and at around 15 seconds the GC kicks off pausing my app by 200ms.
Removing this check stops the pause.
Dave

 

12
Support / Re: itexture apply effect causing GC compaction on overlay
« on: December 17, 2013, 12:16:12 am »
Is there any other way to create a lets call it a text character layer over the 3d view. When I designed an Arcade Board in an Asic I created an 8*8 character map that was the first layer ( hi score points player level info etc) then 2 * 16*16 background layers. I just pointed the index (texture pointer) in the map to the correct character to display.
So if you like a plane with a custom character texture of say 64 characters . The same as I have done for my depth plane. but with alphanumeric's rather than textures. It would have to support transparency.
Before the days of 3D rendering chips. :-)

This would resolve all the memory re use issues in my case and it would be incredibly quick and would not require any bitmap and canvas draw rubbish.

Dave

 

13
Support / Re: itexture apply effect causing GC compaction on overlay
« on: December 16, 2013, 11:02:49 pm »
Hi Egon 
The logcat is being spammed with creating 32768 texture buffer in this version.

I am not seeing any benefits in the GC department I Have turned off mipmap as well.

Code: [Select]
if (overlayBitmap == null) {
      // get a canvas to paint over the overlayBitmap
      overlayBitmap = Bitmap.createBitmap(nextPow2(280), nextPow2(64), Bitmap.Config.ARGB_8888);
      overlayBitmap.eraseColor(0);
      overlayCanvas = new Canvas(overlayBitmap);
      overlay = new Texture(Bitmap.createBitmap(overlayBitmap));
      overlay.setMipmap(false);
      overlay.setEffect(new ITextureEffect() {

        @Override
        public void init(Texture arg0) {
        }

        @Override
        public boolean containsAlpha() {
          return true;
        }

        @Override
        public void apply(int[] dest, int[] src) {
          overlayBitmap.getPixels(dest, 0, overlay.getWidth(), 0, 0, overlay.getWidth(),
              overlay.getHeight());
        }
      });
    }

14
Support / itexture apply effect causing GC compaction on overlay
« on: December 16, 2013, 12:26:37 pm »
I am using overlays to place some text on the 3d view .if I do not apply the effect GC is firing about 1 time in 25 seconds. I normally call apply 1 time per second. And GC is firing almost every second causing a pause of 100 ms which even pauses my async tasks as well.
I am running at 25 fps with plenty of spare CPU. It frees around 8000k in 100ms.
Any ideas how to stop the memory being allocated and deallocated.
Dave

15
Support / Re: Adding / modifying textures on a plane primitive on the fly.
« on: December 12, 2013, 01:35:16 am »
I Turned off the filtering and it helped a bit however I still saw the thin lines generated in between the polygon edges as the plane went further into the foreground.
So I called Texture.setClamping(true); and that seems to have had the most beneficial effect.
I then changed the texture coords slightly so as not to get to close to the edge of the next line of pixels.
Now it seems to be working as expected.
I turned the filtering back on as well.
Thanks
Dave

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