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Messages - EgonOlsen

Pages: 1 [2] 3 4 ... 793
16
Support / Re: JPCT + Vuforia in stereo rendering mode
« on: April 11, 2018, 01:39:28 pm »
...and in "mono"-view, it works?

17
Support / Re: JPCT + Vuforia in stereo rendering mode
« on: April 11, 2018, 11:13:13 am »
The approach sounds reasonable, I guess. Is the object rotated correctly and "just" the translation is wrong!?

18
Support / Re: Clearing all objects upon config change
« on: April 09, 2018, 07:01:31 am »
Maybe just reuse the world instance? At least that's what I'm doing.

19
Support / Re: Crash (native)
« on: April 06, 2018, 07:57:30 am »
Looks like something related to font rendering to me. I don't think that this relates to jPCT...

20
Support / Re: Best/Fastest way to make objects visible/invisible
« on: April 05, 2018, 06:53:09 pm »
Yes, just set the visibility to false. That's cheap. You can have hundreds of invisible objects in a scene. It shouldn't hurt.

21
Support / Re: Clearing all objects upon config change
« on: April 05, 2018, 06:51:53 pm »
I'm not sure, if I understand the problem. If an object belongs to a world, it will be rendered if that world is. If not...then not. Where do you want to remove the object from if not the world? If the exception bothers you and you feel that it's save what you are doing, then just catch and ignore it. However, that might just be a symptom of the actual problem...that I somehow don't get...!?

22
Support / Re: Hello World - Demo
« on: March 30, 2018, 06:25:52 pm »
Looks like as if you are fiddling around with jPCT-AE related objects in a separate thread like the one that handles the touch input (for example: Adding an object on touch to the world). If that's the case: Don't do that. jPCT-AE isn't thread safe. You either have to synchronize these parts or, and IMHO better, do it in the rendering thread instead.

23
Support / Re: Documentation Error
« on: March 29, 2018, 09:02:45 pm »
But that would just screw up the coordinates. I'm using the array as u1,v1,U2,v2...etc. Adding a w to that will just mix the uvs wildly.

24
Support / Re: Hello World - Demo
« on: March 29, 2018, 09:01:19 pm »
I can't check out the code ATM...but it might help to know what kind of crash (stack trace) you are getting.

25
Support / Re: Documentation Error
« on: March 20, 2018, 10:24:45 pm »
Well...no, it doesn't. jPCT has no concept of w? when it comes to texture coordinates.

26
Support / Re: Crash (native)
« on: March 18, 2018, 08:36:56 pm »
Interesting...maybe I'm stripping dummy texture layers away...I'm not sure ATM, but if it works now... ;)

27
Make sure to call build() before setting the pivot. Otherwise, it will be resetted to a calculated one.

28
I'm not entirely sure, if I got the problem correctly. I would say that you could either just move the rotation pivot (which might be a little fiddly, because it's given in object space) or just use multiple dummy objects that are all located at that central point...and then rotate those.

29
Support / Re: Crash (native)
« on: March 11, 2018, 05:18:59 pm »
Try this jar: http://jpct.de/download/beta/jpct_ae.jar

It should support textures up to 16384 in size.

30
Support / Re: Crash (native)
« on: March 09, 2018, 08:18:03 am »
Yes, it's save and it's cheap. However, compiling the object fixes the texture stage count for it. That's why you are getting that exception with the TextureInfo. YOu could assign a TextureInfo with the same amount of stage but using some dummy textures, compile, assing the actual textures. That should actually work.

16k and 32k...it's absurd IMHO to use those. A 16k texture with 32bit and no compression but mipmaps would require ~2GB auf GPU memory and almost the same in VM memory. Still not very feasible IMHO.

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