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Messages - EgonOlsen

Pages: 1 [2] 3 4 ... 786
16
Support / Re: Polyline.setLineLength?
« on: September 25, 2017, 08:44:20 am »
Wait until it's inevitable to upgrade. I just don't like way in which LWJGL went...from a simple API to a behemoth that tries to cover everything.

getPoints() doesn't make much sense, because the array is just a container. It gets converted internally anway, I don't store it.

17
Support / Re: Polyline.setLineLength?
« on: September 23, 2017, 07:50:57 pm »
Polyline represents a set of lines, not just one. I don't see how you could apply to anything but a Polyline with just one line. It's just not compatible with the way in which the are rendered of better: What they are. Creating these arrays in desktop Java is cheap. On Android, I would simply reuse the array and the vectors inside.

18
Bones / Re: Scale Problem?
« on: September 15, 2017, 03:25:43 pm »
These values look like the initial values of the BB calculation. Which basically means that the object that you are using to calculate the BB on...is empty (i.e. no vertices at all).

19
Support / Re: ARcore
« on: September 13, 2017, 11:29:09 am »
No, actually I don't. jPCT-AE is a 3D/rendering engine and it's supposed to stay that way. But there's nothing that prevents one from using it in combination with other APIs like ARCore.

20
Support / Re: Limitation on world coordinates
« on: September 12, 2017, 09:12:29 am »
This might be related to the way in which you are creating your objects, which I don't know...but jPCT-AE tries to detect if it's possible to compile an object's vertex data to fixed point, which is limited to that range. Depending on the way in which you are building your objects, this check might return true albeit it's actually not true anymore later in the process. You can avoid this by setting http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#setFixedPointMode(boolean) to false on the objects in question (before calling build() on them).
Another reason might be that some GPUs can't handle numbers above or below +-2^15 in the shaders. This shouldn't be an issue with the default shaders but it might be one, if you are using your own shaders.

21
Support / Re: Voxel engine
« on: September 11, 2017, 11:14:04 am »
No. I think you have to revert to doing your own...

22
Support / Re: Voxel engine
« on: September 11, 2017, 10:41:39 am »
I don't think that jPCT is really suitable for implementing a voxel engine. It already is a 3D engine and has no focus on voxels.

23
The serialization process keeps the references to the texture names but not the textures, so you have to add textures with the same names to the TextureManager that the object used when serializing it before loading the serialized version and it should assign them automatically.

24
Support / Re: Simple AR development with JPCT-AE?
« on: September 11, 2017, 08:36:47 am »
It doesn't really "support" it but it doesn't prevent you from doing it either. It's a rendering engine. What you render is up to you. There is this blog post, maybe it helps: https://passospetits.wordpress.com/2015/12/28/augmented-reality-3d-with-jpct-ae-and-artoolkit/

25
Support / Re: Large obj file issue > 5mb
« on: September 07, 2017, 04:31:52 pm »
Serialized objects are actually larger at times, but they compress very will. You can zip them and then load them via ZipInputStream.

An no, you don't need Eclipse for that but some IDE that can execute desktop Java. Android Studio might not be the best choice for this task.

What you basically do is to load your object with desktop Java/jPCT, call build() on it and then do

Code: [Select]
new DeSerializer().serialize(obj, new FileOutputStream("storage/android/some_name.ser"), true);

You can then zip the result and load it in Android similar to this

Code: [Select]
zis = new ZipInputStream(<AssetManagerInstanz>.open("some_name.ser.zip"));
try {
zis.getNextEntry();
} catch (IOException e) {
throw new RuntimeException(e);
}

Object3D obj=Loader.loadSerializedObject(zis);

26
Bones / Re: Scale Problem?
« on: September 04, 2017, 08:25:25 am »
How does the bounding box look in object space?

27
Bones / Re: Scale Problem?
« on: August 30, 2017, 09:05:54 am »
Looking at the code, I would expect that one these methods screws it up:

Code: [Select]
scaleBones(bones);
invertBonesCoords(bones);

What are these doing and can you check if your bones are still correct afterwards?

28
Support / Re: JPCT-ae + GoogleTango = Occlusion/Stencil
« on: August 30, 2017, 09:01:59 am »
A stencil buffer? No, there's no support for this.

29
Support / Re: Environment reflection on a textured objects
« on: August 28, 2017, 02:11:58 pm »
I'm not sure, if that's what you actually want...but you can obtain a texture-ID for a polygon via the PolygonManager and then go to the TextureManager and ask for the name of that texture. Textures created from color materials follow a specific naming convention (you'll notice it when you it). Maybe that helps...

30
Support / Re: Shadows
« on: August 28, 2017, 11:54:56 am »
Scales and distances doesn't really matter as long as they are consistent and not too small/large for being represented by floats.

Reasonable values...hard to tell. Just try smaller values (remember to adjust the min/max fov settings as well) and see if that helps. If it gets too small, the shadows will be limited to only a small part of the scene.

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