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Messages - lawless_c

Pages: 1 [2] 3 4 ... 7
16
Support / Re: sharing textures accross multiple object3d's
« on: June 30, 2016, 09:58:55 pm »
The result of rendering objA to to TextureA is then used by objectB rendering to textureB


        texinfo   =  new TextureInfo(TextureManager.getInstance().getTextureID("TextureA"));

        texinfo.add(TextureManager.getInstance().getTextureID("TextureB"), TextureInfo.MODE_ADD);

        objectB .setTexture(texinfo);



I'm picking up TextureA with a shader in objectB

TextureA is also used by object A, maybe that's the issue?

17
Support / Re: sharing textures accross multiple object3d's
« on: June 30, 2016, 08:22:12 pm »
yeah should be two. Set it in the manifest and  set in the config on startup.

18
Support / sharing textures accross multiple object3d's
« on: June 30, 2016, 05:45:49 pm »
Are there any delays or locks in sending a framebuffer image to texture?

I'm trying to reuse the same texture across two object3d's , the texture is shared to both via Two texture info's

When i run this however , textureA isn't applied to objectB as it should be. Is it possible there is delay in the first render that locks  the texture? I found that if i reversed the order
i ran into the same issue but with the other object3d.


    fb.setRenderTarget(TextureA);
    objectA.setVisibility(true);
    fb.clear();
    displayWorld.renderScene(fb);
    displayWorld.draw(fb);
    fb.display();
    objectA.setVisibility(false);

    fb.setRenderTarget(TextureB);
    objectB.setVisibility(true);
    fb.clear();
    displayWorld.renderScene(fb);
    displayWorld.draw(fb);
    fb.display();
    objectB.setVisibility(false);

19
Support / Re: Texture switching
« on: June 20, 2016, 01:37:11 pm »
I'm an idiot  ;D .

I was using the texture swapping as i wanted to avoid writing to a texture while simultaneously reading from it... completely unnecessary as the frame-buffer does the drawing first then outputs the result to the texture..

swapping them was also a very slow operation

20
Support / Re: Texture switching
« on: June 17, 2016, 02:23:21 am »
 
Would something like this work? to swap between two textures every time the function is called?

<code>
  private void swapTexture()
    {

        Temp = texture;
        texture=texture2;
        texture2=Temp;
        tm.replaceTexture("my_little_texture", texture2);
    }

</code>

21
Support / Re: Texture switching
« on: June 05, 2016, 12:22:29 am »
Just experimenting with some way of post processing, i wanted to rapidly switch between two.

Basically im creating a world with the textured object in it , using the object shader to perform a process on the shader that writes a result back to the same texture via the framebuffer.


I can't find the replaceTexture method  :-[

22
Support / Texture switching
« on: June 03, 2016, 06:24:54 pm »
Is it possible to swap texture name assignments and texture info's while running a game?



eg assign like this

TextureManager m;
Texture tex1;
Texture tex2;


m.addTexture( "textureA ", tex1) ;
m.addTexture( "textureB", tex2) ;


//Then swap them ?


m.addTexture( "textureA", tex2) ;
m.addTexture( "textureB", tex1) ;


Maybe with a 3rd texture as temporary holder.

23
Support / Re: Dummy/child object3d
« on: May 13, 2016, 06:08:56 pm »
awesome  :D

24
Support / Re: How to set a blit shader?
« on: May 13, 2016, 05:02:00 pm »
yeah i had accidentally pasted the code setting that shader to the blitter on startup. So that oddity doesn't happen.

25
Support / Dummy/child object3d
« on: May 13, 2016, 04:43:25 pm »
Just wanted to know, can i use child dummy object3d's   for attaching things to my entities
for example Turrets or particle emmiters that need to appear as if they are stuck to the surface of another model and rotate/move with it.

26
Support / Re: How to set a blit shader?
« on: April 22, 2016, 01:24:36 am »
Tried that out , the shader still comes out messy on the adreno device.

However it also seems to get loaded before i chose to use it with this version. so things have a little green tint. which disappears when activate and then deactivate the blitter shader.


I'll work on a simple program to demo it. The shader does run, it just comes out messed up on that one device.

27
Support / Re: How to set a blit shader?
« on: April 20, 2016, 04:02:39 pm »
OK tried the app now

On a samsung s6 It works fine .
IT works fine on the elephone p6000

Both of these use Mali chips

On HTC the shader gets messed up , it doesn't crash.
What i have noticed is it causes a repeating effect on some ui elements that should be drawn after the shader had even been used.

This is an Adreno chip, probably 330

28
Support / Re: TextureInfo multi-texture question
« on: April 06, 2016, 05:10:08 pm »
What setting in config can we adjust to use more textures?

29
Support / Re: How to set a blit shader?
« on: March 16, 2016, 01:14:45 am »
No that doesn't seem to be it. It does cause a weird visual echoing effect though i've noticed of things that should be drawn above it.

30
Support / Re: How to set a blit shader?
« on: March 11, 2016, 02:43:31 pm »
I'll try later again when  i'm at home.

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