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Messages - EgonOlsen

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31
Support / Re: gpu bug ?
« on: January 16, 2019, 08:45:23 am »
I'm not sure if it's that simple. In that case, I would expect to see some of the usual artifacts of z-fighting. But here, nothing looks fuzzy...it's all nice and sharp rectangles. PowerVR is a tile based renderer. It sorts polygons before it renders them and it does that in 32*32 pixel sized tiles. The goal is to delay the rendering until only the top most triangle per tile is known and then render only that to save bandwidth. It looks like as if something goes wrong here with that approach in this particular case. But it's an internal thing...I don't see how to fix this from the outside.

32
Support / Re: gpu bug ?
« on: January 15, 2019, 12:23:32 pm »
Then it seems to be an issue with the tiles that PowerVR uses for rendering. I would say it's a bug of some kind...I'm not sure what to do about it.

33
Support / Re: is there such a thing as single channel texture in vram?
« on: January 15, 2019, 11:26:51 am »
Yes, in theory you could do that but it's not supported in jPCT-AE and, at least some years ago, it wasn't well supported on devices either.

A RTT texture can't be compressed, I'm afraid.

34
Support / Re: gpu bug ?
« on: January 11, 2019, 01:07:29 pm »
Might be an issue with rendering tiles on PowerVR. It would be interesting to know how wide these blocks are. I expect them to be 32 pixels...

35
Support / Re: gpu bug ?
« on: January 11, 2019, 08:59:40 am »
Strange. Do you have a screenshot?

36
Support / Re: Annotate 3d model in Android
« on: January 04, 2019, 02:29:14 pm »
I don't know, because I don't know what your current solution can do "out of the box" or what your actual requirements are. jPCT provides means to do the projection 3d->2d as well as blitting, so that part is rather simple (a few lines of code should suffice). Another question is how the user is supposed to attach the annotation? By tapping on the object? By some other means? If it's the former, jPCT provides means to find a point on an object that corresponds to a screen coordinate as well, so that's rather simple to solve as well.
What jPCT doesn't provide are loaders for STL or DAE but you should be able to port yours over to it. Again, it depends on your actual requirements, so I can't tell if one way is "easier" than the other...

37
Projects / Re: my project - Vehicle Simulation
« on: January 04, 2019, 11:50:04 am »
Looks cool. Is this supposed to be a flight sim?

38
Support / Re: Annotate 3d model in Android
« on: January 04, 2019, 11:49:24 am »
Well, this is a jPCT related forum, your solution doesn't use it. However, the basic idea is to take point in 3D space on which you want to "attach" the annotation to, project that into 2D screen space and then somehow blit the annotation as text on that position. Either that way, or you could "attach" another object at that point in 3D, make it inherit the actual object's transformations but render it as a bill boarded quad with the annotation's text rendered onto it. That has two drawbacks: It's much more complicated and it scales with the object which might render the text unreadable. Anyway, I've no idea on how to implement any of this in the context of your current solution.

39
Support / Re: Annotate 3d model in Android
« on: January 02, 2019, 04:25:02 pm »
I'm not sure what you mean by 'annotating' in this context?

40
Support / Re: Cardboard ,CardboardView support
« on: December 06, 2018, 08:59:07 am »
Yes. That's caused by the way in which these objects are build. I think ExtendedPrimitives does it differently.

41
Support / Re: Cardboard ,CardboardView support
« on: December 06, 2018, 08:15:38 am »
Might be because the matrix from the cardboard API is a view matrix while jPCT's camera matrix is a rotation matrix. Have you looked at this example: http://www.jpct.net/wiki/index.php?title=Example_for_Google_Cardboard?

42
IIRC, you have to create a GL context with an alpha channel and clear the framebuffer with the RGBColor variant of the clear method to set an alpha while clearing. There should be a simple example of how to combine the camera view with a rendering on top, which is a similar task, somewhere here in the projects section. Though it's hard to find for me ATM too, because I'm on mobile right now...

Edit: There's a sticky topic here in the support section about that camera overlay thing...maybe that helps.

43
Support / Re: JPCT Lessons
« on: December 04, 2018, 07:15:58 pm »
Have you had a look at the wiki?

44
Projects / Re: Naroth - 3D open world RPG
« on: November 26, 2018, 11:05:46 pm »
If it's a problem to run it from Google Play, I can always upload a side loadable version to my website if that helps. The game continues to grow on a slow but steady pace. Next year, it should surpass 500000 installs. Sadly, Google Play doesn't show the number of total install anymore to the creator for...reasons, I guess...

45
Support / Re: about the strength of specular light
« on: November 12, 2018, 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.

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