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Messages - EgonOlsen

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Support / Re: Crash (native)
« on: March 06, 2018, 09:26:01 am »
No, they aren't using an emulator for sure, but...from my own experience, crashes happen mostly on MALI-based GPUs. Can you confirm this based on the Google Play stats?

Support / Re: Crash (native)
« on: March 05, 2018, 10:01:12 am »
Which buffer size do you mean exactly? And which device are you using to test this?

Support / Re: Environment Mapping with Software
« on: February 13, 2018, 09:13:08 am » would have to write yourself a line algorithm that not just interpolates x and y but also z (or the reciprocal of z) just like the polygon rendering routines do.

Support / Re: Environment Mapping with Software
« on: February 12, 2018, 09:42:43 am »
I'm not sure what you mean. Do you have  a screen shot of how it looks like and how it's supposed to look like?

Support / Re: Environment Mapping with Software
« on: February 09, 2018, 12:15:32 pm »
About the PolyLine in software mode: I've no plans to add support for this, I'm afraid.

Support / Re: Crash (native)
« on: February 09, 2018, 12:13:06 pm »
As mentioned, unloading of texture data from the GPU's memory has to happen in the GL rendering thread with a valid context. Otherwise, there nothing to unload it from. If the OS destroys a GL context, the graphics driver should actually free the associated memory. If that doesn't happen...well, I can't do anything about it then.
Have you tried this on some other device witha different GPU? Does it behave the same?

Support / Re: Environment Mapping with Software
« on: February 09, 2018, 12:10:32 pm »
The software renderer doesn't support multiple texture layers. Or at least not in the way in which the hardware renderer does. You could use a different path for the software renderer and use setBlending(true). Then assign three textures to it (diffuse, envmap and envbump) but use a single colored texture with (128/128/128) as color value for the envbump texture. That should give you some kind of blending between diffuse and env.

Support / Re: Ambient Mapping with Software
« on: February 07, 2018, 10:45:44 am »
Just to clarify this: With "ambient map", you mean the environment map?

Support / Re: Crash (native)
« on: February 07, 2018, 10:44:31 am »
To answer your last question: The textures and other native data is using that RAM.

About the render targets: As long as you don't create a new FrameBuffer, nothing happens for the textures if your rotate the device. However, I've no idea how it's supposed to work that way, because rotating the device should destroy the context (simply because width and height are changing) and so you should need a new instance of the buffer. But long as the buffer doesn't change, there's actually no need to unload the render target texture at all. Have you tried what happens if you don't do that at all?

Support / Re: Crash (native)
« on: February 05, 2018, 09:50:32 am »
Sorry, I haven't spotted your question ealier. The upload method works only at render time, i.e. if you call unload, it doesn't really unload but waits for the next render call and then does the unloading. That's because it has to happen in the GL thread or otherwise, there's nothing to unload.
If you rotate the device, it might be that the actual context is already lost (or onDrawFrame not called anymore on it) so that the unload never happens but somehow the driver keeps the copy in memory (albeit it shouldn't, because it should be bound to the context and if that changes, it should go away).
If you sure to be in the right thread, you can try to set Config.unloadImmediately to true and see if that helps.

Support / Re: Drawing a Graphic on a Separate Thread
« on: February 05, 2018, 09:44:18 am »
Then why don't you do the loading in a different thread and let the main thread render the splash screen? That's what I'm doing in Naroth as well.

Support / Re: Drawing a Graphic on a Separate Thread
« on: February 01, 2018, 09:31:01 am »
Why would you want to do that? The GPU has to serialize the rendering anyway...

Support / Re: Problem with animation model
« on: January 28, 2018, 05:00:05 pm »
I'm not sure what that is that I'm seeing there. Batch size should have to impact on this unless it's a driver thing. On which machine/OS/GPU are you running this on? Have you tried a different one?

Support / Re: Problem with animation model
« on: January 25, 2018, 08:51:47 pm »
Are these grey areas holes? Strange...are you doing the animation calls in a thread different from the rendering thread.

Support / Re: Render Scene to Texture - Questions/Possibility
« on: January 21, 2018, 05:22:14 pm »
I'll jump straight to your question:

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