Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - EgonOlsen

Pages: [1] 2 3 ... 798
1
Support / Re: about the strength of specular light
« on: Today at 11:08:38 am »
jPCT support OpenGL ES 1.x and 2/3.x. The 2.x support mimics the 1.x pipeline by providing default shader implementations which behave just like 1.x would. And because 1.x doesn't support any advanced lighting techniques, the 2.x pipeline doesn't support them either. If one wants some other kind of lighting, one has to write a custom shader for it. I had to limit the options here somewhere, because we already have 19 different shaders plus parts that will be injected when using shadows.

2
Support / Re: about Light Discard Distance
« on: November 06, 2018, 08:44:14 am »
For compiled object (which are all objects in jPCT-AE), discarding lights is based on the center of an object and it's distance to the light source. That's why there's no half-lit object in your case. If it would have been better to base it on the bounds of an object depends on the case, I guess. There might be situations where one is better than the other or where even someting else would be good. So I went with the computational least expensive way of doing it, which is just checking the center.

3
Support / Re: Rendered in black with multiple texture files (jpg + png)
« on: November 05, 2018, 05:47:06 pm »
...and the floor is a seperate file or is it part of the complete model? Do you have a screenshot of the red rendering?

4
Support / Re: to delete an Object3D
« on: November 05, 2018, 08:25:56 am »
Yes, it should be save to do that, but you have to make sure that each and every reference is gone, of course. It should then queue the GL buffers and dispose them eventually. Or you could disable vbo support in Config at all. In that case, there's nothing that has to be disposed GL wise in the first place. Performance might suffer a little though.

5
Support / Re: Rendered in black with multiple texture files (jpg + png)
« on: November 03, 2018, 12:53:27 pm »
Not sure if that's your issue here, but you can't have transparent parts in objects that are actually opaque. What you are seeing there might be the actual color of the png texture without the alpha channel. Can you split your model into two, where one contains the opaque parts and one the transparent one?

6
Support / Re: Rendered in black with multiple texture files (jpg + png)
« on: November 02, 2018, 12:22:43 pm »
It doesn't work that way. For assigning multiple textures to one mesh, you have to rely on the auto-assignment. setTexture(...) sets the texture for the whole mesh at once. What you actually want to do, is to remove the setTexture()-calls and make sure that name1 and name2 in the addTexture()-calls match the names from the mtl-file. In case of doubt, have a look at the log output when loading the model for the exact names.

7
Support / Re: Rendered in black with multiple texture files (jpg + png)
« on: October 31, 2018, 11:07:35 pm »
How are you assigning the textures?

8
Support / Re: Crash (native)
« on: October 25, 2018, 02:31:24 pm »
I can't really use the emulator, because for me, it crashes like mad anyway no matter what I'm trying to do with it. That's not the app inside of the emulator, but the whole emulator instance.

9
Support / Re: Crash (native)
« on: October 25, 2018, 08:35:09 am »
Is that one different from the one included in the SDK?

10
Support / Re: Mouse-Walking on a Simple Plane
« on: October 24, 2018, 08:21:23 am »
Looks ok to me at first glance. Is this what works with multi-polygon planes? Then it will work with 2 polygonal planes as well if it's able to detect the actual collision/intersection, which depends on the offset setting mentioned above.

11
Support / Re: Mouse-Walking on a Simple Plane
« on: October 23, 2018, 08:39:16 am »
The same method that works on planes with multiple polygons will work on planes with two polygons. The logic is the same, but you might have to adjust Config.collideOffset to some higher value.

12
Support / Re: Crash (native)
« on: October 19, 2018, 10:21:51 pm »
Nope, I'm not able to reproduce it. It runs just fine on everything that I've tried it on...

13
Support / Re: Crash (native)
« on: October 19, 2018, 08:57:59 am »
I'll go through my more obscure test devices this weekend and try to reproduce it.

14
Support / Re: Crash (native)
« on: October 18, 2018, 09:27:48 am »
I actually meant what the crash rate is. Because, if 99.5% of all runs are fine, then I would guess that it's a driver problem of some kind but if only 50% run fine, it might be a more serious issue.

The array crash is actually impossible. This is the code:

Code: [Select]
protected final static int BUFFER_SIZE = Config.vertexBufferSize;
protected final static int[] smallBufferOne = new int[BUFFER_SIZE];

Unless you've set Config.vertexBufferSize to a negative value, there's no way that this can happen other than a VM bug. I would ignore it for now. Android does really strange things sometimes, the VM definitely isn't bug free.

15
Support / Re: Crash (native)
« on: October 16, 2018, 10:46:34 am »
So far, I wasn't able to reproduce it. What's your actual crash rate in Google Play that can be attributed to such kind of native crashes?

Pages: [1] 2 3 ... 798