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Messages - EgonOlsen

Pages: [1] 2 3 ... 802
1
Support / Re: Low performance when using uncompiled objects
« on: October 16, 2019, 01:35:20 pm »
Yes, just some simple example that compiles and shows the issue.

2
Support / Re: Little help with GLSL shaders
« on: October 16, 2019, 12:34:36 pm »
How can prioritize lights by using http://www.jpct.net/doc/com/threed/jpct/util/Light.html#setDistanceOverride(float)...maybe that helps?

3
Support / Re: Low performance when using uncompiled objects
« on: October 16, 2019, 12:32:06 pm »
Actually, the uncompiled pipeline renders individual polygons by pushing them to the GPU triangle after triangle. That's slow in itself, but I don't see why this should cause such a performance drop.
Can you provide me with a simple test case that shows this problem?

4
Support / Re: Extremely Newb Question.. please forgive me
« on: October 14, 2019, 12:57:17 pm »
Hex grid means an isometric view?

5
Support / Re: Little help with GLSL shaders
« on: October 14, 2019, 12:56:24 pm »
I see. Yes, that's because for uncompiled objects, the light calculation is done in software, which is limitless. But for compiled ones, it happens in the pipeline, which is limited to 8. However, it will use the 8 nearest lights per objects for that. Isn't that sufficient in your case?

6
Support / Re: Low performance when using uncompiled objects
« on: October 14, 2019, 12:54:45 pm »
You can try to do these at startup- Maybe that helps:

http://www.jpct.net/doc/com/threed/jpct/TextureManager.html#preWarm(com.threed.jpct.FrameBuffer)

http://www.jpct.net/doc/com/threed/jpct/World.html#buildAllObjects()

But actually, compiled objects are more likely to cause initial hickups...which puzzles me a bit here...

7
Support / Re: Low performance when using uncompiled objects
« on: October 13, 2019, 07:32:22 pm »
I fail to the relation between the log output and your question, because your question was about uncompiled objects while the log shows the usage of compiled ones...

8
Support / Re: Little help with GLSL shaders
« on: October 13, 2019, 07:30:29 pm »
In that case, I'm not sure what you mean by factory shaders. The desktop version uses the fixed function pipeline by default. You can of course write your own shader to replace it, but unlike the Android version, it doesn't provide a set of default shaders.
That said, I'm not sure what you exact question is!? You can look at the wiki for jPCT, which has some basic shader examples for desktop jPCT as well. Regarding light sources, the fixed function pipeline is limited to 8 and so is GLSL when using the magic attributes that OpenGL injects into a shader (depending on the GLSL version). If you need more, you can inject them into a GLSLShader by using the method that the class provides for adding a float array uniform. What you store in there and how you access it within your shader is up to you in that case.

9
Feedback / Re: jPCT Still Going
« on: October 13, 2019, 06:54:17 pm »
Yes, it still exists...it became a bit slower paced though. A lot of people have either quit development of 3d games (especially on Android), because they realized that it's not the land of milk on honey and others have moved away to things like Unity or Unreal.

10
Support / Re: Little help with GLSL shaders
« on: October 13, 2019, 06:52:24 pm »
Is this jPCT or jPCT-AE related?

11
Support / Re: Low performance when using uncompiled objects
« on: October 13, 2019, 06:51:14 pm »
It might be normal, but it's difficult to say from a distance. If a hickup happens, is there some corresponding log output at the same moment?

12
Support / Re: Cpct?
« on: September 23, 2019, 08:46:01 am »
I looked into it briefly, I found it like Java with some additional clutter on top, that doesn't really make it any better and it's Microsoft. I have nothing against Microsoft, but the community is strange. Whenever I had to deal with the community of a Microsoft product (the scripting language in Powershell is an example where I had to rely on it, VBA for Access another), it's somehow disappointing...I've noticed a pattern:

  • Java community: You usually get a solution or at least an idea pretty quickly. Sometimes is overly complicated, because Java people tend add layers of libs on top of each other, but you can ignore that most of the time.
  • Javascript community: Similar to Java, actually. Just more unorganized and more focused on the latest hot shit (i.e. not older than 2 weeks).
  • PHP community: You usually get a soution, but it often feels awkward and clunky, just like the language itself.
  • Microsoft community: One question, multiple solutions but none refers to the actual quesiton. But obviously that doesn't matter, because the poster of the question thanks them anyway.

13
Support / Re: Cpct?
« on: September 21, 2019, 02:26:54 pm »
Well, I'm not interested in C# at all. As long as I don't have to use it (and I don't see why that would happen), I won't touch it.

14
Support / Re: Scale X and Y axis
« on: July 23, 2019, 02:20:38 pm »
I think the default shaders are normalizing them again.

15
Support / Re: Scale X and Y axis
« on: July 21, 2019, 02:33:11 pm »
Which version of jPCT (desktop or Android) and which rendering mode are you using?

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