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Topics - EgonOlsen

Pages: 1 ... 4 5 [6] 7 8 ... 27
76
Projects / MOVED: Big data 3DS model loading
« on: February 27, 2014, 10:42:44 am »

77
Support / MOVED: A touchscreen UI with blitter
« on: February 26, 2014, 08:59:30 pm »

79
Support / MOVED: Terrain grid issue..
« on: February 09, 2014, 07:28:32 pm »

80
Bugs / MOVED: load 3ds model issue in android (JPCT-AE)
« on: February 07, 2014, 01:29:26 pm »

81
Support / MOVED: Build .OBJ model with Android
« on: January 31, 2014, 01:43:43 pm »

82
News / Version 1.28 has been released!
« on: January 30, 2014, 09:05:04 pm »
Get it from the download page: http://www.jpct.net/download.html


Changes of the desktop version:
  • Fixed Object3d.wasTargetOfLastCollision() to return false on objects that don't define the minimum distance when using World.calcMinDistance().
  • Fixed deserialization of Object3Ds that are affected by lights.
  • Added a MODE_DECAL to TextureInfo.
  • Fixed an error in the OBJ-loader with OBJ-files without a header.
  • Made the DeSerializer aware of the file's mode. Loading a file saved in reduced mode will now trigger an error.
  • Improved support for tangent vectors by making them accessible in the IVertexController and taking them into account when cloning a mesh.
  • Added support for setting the fov angle directly in the Camera class.
  • Added support for overriding a texture's texel data with a buffer's content.
  • Fixed a performance flaw with different fogging distances used in one frame.
  • Added a method to Texture to override the texture id from OpenGL with some other id.
  • Some minor performance tweaks and documentation fixes and enhancements.



Changes of the Android version:
  • Made the GL renderer context aware, so that it doesn't try to free resources when calling dispose() if the context has already been changed.
  • Fixed Object3d.wasTargetOfLastCollision() to return false on objects that don't define the minimum distance when using World.calcMinDistance().
  • Fixed deserialization of Object3Ds that are affected by lights.
  • Fixed an issue with Polyline colors in 1.1 mode when rendering the Polyline in an otherwise empty world.
  • Added a MODE_DECAL to TextureInfo.
  • Fixed an error in the OBJ-loader with OBJ-files without a header.
  • Improved object compiler to be faster and use less memory.
  • Added an automatic switch to floating point data if fixed point isn't precise enough.
  • Changed Config.internalMipmapCreation to true because of driver issues on some devices.
  • Improved support for tangent vectors by making them accessible in the IVertexController and taking them into account when cloning a mesh.
  • Removed support for libgdx.
  • Added support for setting the fov angle directly in the Camera class.
  • Added support for overriding a texture's texel data with a buffer's content.
  • Improved performance of generating/caching of etc1 compressed textures.
  • Added an option to GLSLShader to enable basic uniform caching.
  • Added a method to Texture to override the texture id from OpenGL with some other id.
  • Some minor performance/memory tweaks and documentation fixes and enhancements.

As always: Have fun!  ;)

83
News / Forum upgraded to 2.0.7
« on: January 22, 2014, 09:46:36 pm »
...at least i hope so. The upgrade was a piece of sh#t, because they included the wrong upgrade-script and i had to remove some checks to make it run. I hope that everything (including the tapatalk thing) works fine again.

84
Projects / MOVED: Did anybody use navigate mesh?
« on: January 17, 2014, 08:05:48 am »

85
News / MOVED: Re: Forum now supports Tapatalk
« on: January 08, 2014, 09:15:39 pm »

87
Support / MOVED: Re: multi-thread unsafe operations
« on: December 19, 2013, 01:57:11 pm »
This topic has been splitted and moved to Support.

http://www.jpct.net/forum2/index.php?topic=3746.0

88
News / Forum now supports Tapatalk
« on: December 05, 2013, 11:48:21 pm »
...so if you want to use that, you can...

89
Projects / MOVED: Blender Scene Exporter (OpenSource)
« on: December 03, 2013, 02:31:42 pm »

90
Support / jPCT-AE and Dalvik vs. ART
« on: November 22, 2013, 03:27:22 pm »
You might have heard about this already: http://www.androidheadlines.com/2013/11/android-apps-could-become-twice-as-fast-thanks-to-art-compiler-in-android-4-4-kitkat.html

After my Nexus 7 (2013) got it's OTA update to 4.4, i gave ART a try and the results are promising so far. I tested An3DBenchXL and my RPG. There are the results in fps per test scenario:

An3DBench-Dalvik: 59 / 23 / 37 / 59 / 40 fps

Ab3DBench-ART:   59 / 27 / 46 / 59 / 44 fps

As you can see, the Double Dragon and the Cloth test are already @ refresh rate but all other tests benefit from ART from 10 to 25%.


RPG (city / landscape / graveyard):

Dalvik: 45 / 29 / 26

ART:   55 / 32 / 27

Again, the app benefits from 4 to 22%. One thing to keep in mind when comparing these numbers is that the Nexus 7 uses an Adreno GPU, which suffers from draw calls more than others. So the actual improvement in VM speed might be larger, it just doesn't help due to the draw call bottle neck.

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