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Messages - zammbi

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31
Support / Re: ktx texture file
« on: May 29, 2012, 02:12:28 am »
No support for ktx yet in android: http://code.google.com/p/android/issues/detail?id=31423

32
Support / Re: Viable engine?
« on: May 25, 2012, 02:44:07 pm »
Quote
Removed. Please use this jar: http://jpct.de/download/beta/jpct_ae.jar
I've tested it and it works fine in my basic tests.

33
Support / Re: Slow resume, need help speeding it up
« on: May 24, 2012, 11:43:24 pm »
Bugger I can't find anything else either. I'll try asking on Stackoverflow.

34
Support / Re: Slow resume, need help speeding it up
« on: May 24, 2012, 11:03:32 am »
Quote
However, you can try a hack...
Thanks for the help. That does sounds a little annoying heh.

What about OES_get_program_binary support?  ;D
http://stackoverflow.com/questions/8718574/how-to-speed-up-shader-loading-compiling-on-android


35
Support / Re: Slow resume, need help speeding it up
« on: May 23, 2012, 11:33:24 pm »
Quote
You can try to disable VBOs. That should make these "creating buffers" operations go away, but it might be slower (usually, it isn't though)
Seemed to have helped thanks.

Quote
But apart from that, it takes 2 seconds to reinitialize things. Is this really a problem?
This is on my Galaxy Nexus. Which is a lot quicker than all our other devices. But yes this is actually a major problem for us.
I'm currently working on input for wagon wheel and pitch map, each thing happens very fast in cricket and therefore we need to allow fast input. Even with the Galaxy Nexus it is still slow.

Is there any extra caching you can do? Force keeping things on the graphs chip or in memory? Black magic?

Edit:
I found that turning off OpenGL 2.0 on the med/lower phones helped with there slowness problem. It seems its the shader loading that slowing things down. However I want to keep OpenGL 2.0 on if possible for AA. Is there any optimisations/caching you can do there?

36
Support / Slow resume, need help speeding it up
« on: May 23, 2012, 07:04:46 am »
I'm trying to speed up resuming of a 3d world, something near the speeds of our iPhone version if possible.
Basically the 3d world is in an activity and I need to resume that activity as fast as possible.

Any other optimisations I try in code causes JPCT to crash. So looking for some suggestions.

Here is the basics of my code:
Code: [Select]
@Override
    protected void onCreate(final Bundle savedInstanceState) {

        synchronized (InputWorld3dActivity.masterLock) {
            if (InputWorld3dActivity.inputInstance != null) {
                ReflectionHelper.copy(InputWorld3dActivity.inputInstance, this,1); //Copies all activity data across to this one.
                if (this != InputWorld3dActivity.inputInstance) {
                    InputWorld3dActivity.inputInstance.finish();
                }
            }
            InputWorld3dActivity.inputInstance = this;
        }
        super.onCreate(savedInstanceState);
        setContentView(R.layout.wwlayout);
        boolean isOpenGl2 = false;

        mGLView = (GLSurfaceView) findViewById(R.id.glsurfaceview);

        PhoneRank.printPhoneStats();

        if (PhoneRank.isSafeForOpenGL2WithAA(this)) {
            try {
                if (GraphicsHelper.turnOnOpenGL2(mGLView)) {
                    final AAConfigChooser aa;
                    if (PhoneRank.getMaxAndFreeMemRank() == MemRank.VERY_HIGH) {// Most likely a top phone.
                        aa = new AAConfigChooser(mGLView, true);
                        Log.d("WW", "Turning on AA with transparency.");
                    } else {
                        aa = new AAConfigChooser(mGLView);
                        Log.d("WW", "Turning on AA without transparency.");
                    }
                    mGLView.setEGLConfigChooser(aa);

                    isOpenGl2 = true;
                    Log.d("WW", "Using OpenGL 2.0");
                }
            } catch (final Exception e) {
                //No OpenGL2 support.
                e.printStackTrace();
            }
        }

        if (!isOpenGl2) {
            Log.d("WW", "Using OpenGL 1.1");
            mGLView.setEGLConfigChooser(new EGLOpenGL1Chooser());
        }

        if (renderer == null) {
            renderer = new World3dBase(); //World3dBase is the GLSurfaceView.Renderer
        }
        renderer.setOpenGl2(isOpenGl2);

        mGLView.setRenderer(renderer);
}

Here are the current logs:

Quote
05-23 16:46:25.135: INFO/ActivityManager(202): START {cmp=nz.co.nuffie.android.crichq/.threedimensional.InputWorld3dActivity (has extras)} from pid 15374
05-23 16:46:25.244: DEBUG/dalvikvm(202): GC_FOR_ALLOC freed 538K, 13% free 22056K/25223K, paused 79ms
05-23 16:46:25.260: INFO/Database(15374): Saved over to database, total time taken: 7 ms.
05-23 16:46:25.275: DEBUG/nz.co.nuffie.android.crichq.threedimensional.InputWorld3dActivity(15374): Copying data from object.
05-23 16:46:25.275: INFO/jPCT-AE(15374): onCreate
05-23 16:46:25.283: DEBUG/PhoneRank(15374): Max mem:128 Mem Left:124 Allocated:4 Free Mem:2 CPU cores free:2
05-23 16:46:25.291: DEBUG/PhoneRank(15374): Max Mem: 128 Mem Left:124
05-23 16:46:25.291: DEBUG/PhoneRank(15374): Very high ram free.
05-23 16:46:25.291: DEBUG/WW(15374): Turning on AA with transparency.
05-23 16:46:25.291: DEBUG/WW(15374): Using OpenGL 2.0
05-23 16:46:25.299: VERBOSE/PhoneStatusBar(282): setLightsOn(true)
05-23 16:46:25.299: DEBUG/PhoneStatusBar(282): showing the MENU button
05-23 16:46:25.361: INFO/jPCT-AE(15374): MSAA enabled with 2 samples!
05-23 16:46:25.361: INFO/jPCT-AE(15374): Unable to find a matching config...using default!
05-23 16:46:25.369: INFO/ActivityManager(202): Displayed nz.co.nuffie.android.crichq/.threedimensional.InputWorld3dActivity: +107ms
05-23 16:46:25.424: INFO/jPCT-AE(15374): Visibility lists disposed!
05-23 16:46:25.424: INFO/jPCT-AE(15374): All texture data unloaded from gpu!
05-23 16:46:25.424: INFO/jPCT-AE(15374): Disposing VBOs!
05-23 16:46:25.424: INFO/jPCT-AE(15374): Renderer disposed!
05-23 16:46:25.424: INFO/jPCT-AE(15374): Initializing GL20 render pipeline...
05-23 16:46:25.424: INFO/jPCT-AE(15374): Loading default shaders !
05-23 16:46:25.424: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.424: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.424: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.432: INFO/jPCT-AE(15374): Text file from InputStream loaded...2008 bytes
05-23 16:46:25.432: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.432: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.432: INFO/jPCT-AE(15374): Text file from InputStream loaded...3897 bytes
05-23 16:46:25.432: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.432: INFO/jPCT-AE(15374): Handles of 210003: 4/36
05-23 16:46:25.432: INFO/jPCT-AE(15374): Loading default shaders (Tex0)!
05-23 16:46:25.432: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.432: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.440: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.440: INFO/jPCT-AE(15374): Text file from InputStream loaded...201 bytes
05-23 16:46:25.440: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.440: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.455: INFO/jPCT-AE(15374): Text file from InputStream loaded...3421 bytes
05-23 16:46:25.455: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.455: INFO/jPCT-AE(15374): Handles of 420006: 1/33
05-23 16:46:25.455: INFO/jPCT-AE(15374): Loading default shaders (Tex1)!
05-23 16:46:25.455: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.455: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.463: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.463: INFO/jPCT-AE(15374): Text file from InputStream loaded...871 bytes
05-23 16:46:25.463: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.463: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.463: INFO/jPCT-AE(15374): Text file from InputStream loaded...3791 bytes
05-23 16:46:25.463: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.471: INFO/jPCT-AE(15374): Handles of 630009: 2/36
05-23 16:46:25.471: INFO/jPCT-AE(15374): Loading default shaders (Tex0Light0)!
05-23 16:46:25.471: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.471: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.471: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.471: INFO/jPCT-AE(15374): Text file from InputStream loaded...201 bytes
05-23 16:46:25.471: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.471: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.479: INFO/jPCT-AE(15374): Text file from InputStream loaded...1200 bytes
05-23 16:46:25.479: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.479: INFO/jPCT-AE(15374): Handles of 840012: 1/10
05-23 16:46:25.479: INFO/jPCT-AE(15374): Loading default shaders (Fog)!
05-23 16:46:25.479: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.479: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.479: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.494: DEBUG/dalvikvm(15374): GC_CONCURRENT freed 10078K, 29% free 31389K/43975K, paused 2ms+4ms
05-23 16:46:25.494: INFO/jPCT-AE(15374): Text file from InputStream loaded...328 bytes
05-23 16:46:25.494: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.494: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.494: INFO/jPCT-AE(15374): Text file from InputStream loaded...3668 bytes
05-23 16:46:25.494: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.494: INFO/jPCT-AE(15374): Handles of 1050015: 1/36
05-23 16:46:25.494: INFO/jPCT-AE(15374): Loading default shaders (FogLight0)!
05-23 16:46:25.494: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.494: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.494: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.494: INFO/jPCT-AE(15374): Text file from InputStream loaded...328 bytes
05-23 16:46:25.494: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.494: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.494: INFO/jPCT-AE(15374): Text file from InputStream loaded...1516 bytes
05-23 16:46:25.494: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.494: INFO/jPCT-AE(15374): Handles of 1260018: 1/14
05-23 16:46:25.494: INFO/jPCT-AE(15374): Loading default shaders (Tex0Amb)!
05-23 16:46:25.494: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.494: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.502: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.502: INFO/jPCT-AE(15374): Text file from InputStream loaded...199 bytes
05-23 16:46:25.502: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.502: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.502: INFO/jPCT-AE(15374): Text file from InputStream loaded...757 bytes
05-23 16:46:25.502: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.518: INFO/jPCT-AE(15374): Handles of 1470021: 1/5
05-23 16:46:25.518: INFO/jPCT-AE(15374): Loading default shaders (Depth)!
05-23 16:46:25.518: INFO/jPCT-AE(15374): 0 shaders in replacement map!
05-23 16:46:25.518: INFO/jPCT-AE(15374): Default fragment shader is: /defaultFragmentShader.src
05-23 16:46:25.518: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.518: INFO/jPCT-AE(15374): Text file from InputStream loaded...745 bytes
05-23 16:46:25.518: INFO/jPCT-AE(15374): Default vertex shader is: /defaultVertexShader.src
05-23 16:46:25.518: INFO/jPCT-AE(15374): Loading file from InputStream
05-23 16:46:25.518: INFO/jPCT-AE(15374): Text file from InputStream loaded...248 bytes
05-23 16:46:25.518: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:25.525: INFO/jPCT-AE(15374): Handles of 1680024: 1/1
05-23 16:46:25.525: INFO/jPCT-AE(15374): GL20 render pipeline initialized!
05-23 16:46:25.525: INFO/jPCT-AE(15374): OpenGL vendor:     Imagination Technologies
05-23 16:46:25.525: INFO/jPCT-AE(15374): OpenGL renderer:   PowerVR SGX 540
05-23 16:46:25.525: INFO/jPCT-AE(15374): OpenGL version:    OpenGL ES 2.0 build 1.8@785978
05-23 16:46:25.525: INFO/jPCT-AE(15374): OpenGL renderer initialized (using 2 texture stages)
05-23 16:46:25.525: INFO/jPCT-AE(15374): 23fps
05-23 16:46:25.525: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:25.525: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:25.549: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 197K, 29% free 31386K/43975K, paused 24ms
05-23 16:46:25.557: INFO/dalvikvm-heap(15374): Grow heap (frag case) to 34.740MB for 4194320-byte allocation
05-23 16:46:25.588: DEBUG/dalvikvm(15374): GC_CONCURRENT freed 3K, 20% free 35478K/43975K, paused 1ms+3ms
05-23 16:46:25.611: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 0K, 20% free 35478K/43975K, paused 23ms
05-23 16:46:25.619: INFO/dalvikvm-heap(15374): Grow heap (frag case) to 38.737MB for 4194320-byte allocation
05-23 16:46:26.041: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 0K, 11% free 39574K/43975K, paused 23ms
05-23 16:46:26.494: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed <1K, 8% free 40599K/43975K, paused 23ms
05-23 16:46:26.650: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:26.650: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:26.729: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 10925K, 29% free 31383K/43975K, paused 23ms
05-23 16:46:26.729: INFO/dalvikvm-heap(15374): Grow heap (frag case) to 34.737MB for 4194320-byte allocation
05-23 16:46:26.752: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 0K, 20% free 35479K/43975K, paused 23ms
05-23 16:46:26.775: DEBUG/dalvikvm(15374): GC_FOR_ALLOC freed 0K, 20% free 35479K/43975K, paused 22ms
05-23 16:46:26.775: INFO/dalvikvm-heap(15374): Grow heap (frag case) to 38.737MB for 4194320-byte allocation
05-23 16:46:26.822: DEBUG/dalvikvm(15374): GC_CONCURRENT freed 0K, 11% free 39575K/43975K, paused 2ms+4ms
05-23 16:46:27.244: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.244: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.307: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.307: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.307: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.307: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.307: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.307: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.307: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.315: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.315: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.315: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.315: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.315: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.315: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.330: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.330: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): OpenGL context has changed(2)...recovering for renderer 1/0!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Creating buffers...
05-23 16:46:27.338: INFO/jPCT-AE(15374): Compiling shader program!
05-23 16:46:27.338: INFO/jPCT-AE(15374): Handles of 1890027: 0/2
05-23 16:46:27.346: DEBUG/3d(15374): Change camera view to: BOTH
05-23 16:46:27.377: INFO/jPCT-AE(15374): 1fps
05-23 16:46:28.393: INFO/jPCT-AE(15374): 31fps
05-23 16:46:29.408: INFO/jPCT-AE(15374): 30fps
05-23 16:46:30.424: INFO/jPCT-AE(15374): 30fps
05-23 16:46:31.440: INFO/jPCT-AE(15374): 30fps

Looks like getting stuck on "OpenGL context has changed(2)...recovering for renderer 1/0!" and shader compiling.

37
Support / Re: Chance of COLLADA Loader
« on: May 21, 2012, 12:53:39 pm »
Quote
but it's pretty low on my priority list ATM.
What's next on your list? :)

38
Support / Re: Touch to 3d point on plane
« on: May 14, 2012, 06:47:43 am »
Ah got it:

Code: [Select]
public SimpleVector getTouchVector(int xPos,int yPos){
final SimpleVector dir = Interact2D.reproject2D3DWS(world.getCamera(), frameBuffer, xPos, yPos).normalize();
final SimpleVector pos = world.getCamera().getPosition();

final float a = (Z_PLANE - pos.y) / dir.y;
final float xn = pos.x + a * dir.x;
final float yn = pos.z + a * dir.z;

return SimpleVector.create(xn,(float) Z_PLANE, yn);
}

39
Support / Re: Touch to 3d point on plane
« on: May 14, 2012, 05:21:44 am »
Having some trouble. My camera spins around a point. If I don't have the camera near a certain position the points are all wrong.

This is the code I'm using:

   
Code: [Select]
private static int Z_PLANE = 0;

public SimpleVector getTouchVector(int xPos,int yPos){
final SimpleVector dir = Interact2D.reproject2D3DWS(world.getCamera(), frameBuffer, xPos, yPos).normalize();
final SimpleVector pos = world.getCamera().getPosition();

final float a = (Z_PLANE - pos.z) / dir.z;
final float xn = pos.x + a * dir.x;
final float yn = pos.y + a * dir.y;
return SimpleVector.create(xn, yn,(float) Z_PLANE);
}


Correct output(camera is is that certain spot):

Touch-- x:117 y:138 (top left)
Point in world space-- x:-26.990156 y:-24.963928 z:0.0

Wrong output (camera is spinned around 90 degrees):
Touch-- x:113 y:126 (top left)
point-- x:-35.060413 y:-65.494 z:0.0



40
Support / Re: Touch to 3d point on plane
« on: May 11, 2012, 01:57:57 pm »

41
Support / Touch to 3d point on plane
« on: May 11, 2012, 12:49:18 am »
I'm porting some Objective C code over to android and a little stuck on this piece of code:

Code: [Select]
CC3Vector4 intsectionPoint = [self.activeCamera unprojectPoint:CGPointMake(x, y) ontoPlane:CC3PlaneMake(0, 1, 0, 0)];
Which basically you pass the x, y of the touch and the method converts it to a point on the plane in the world. Any method like unprojectPoint?

42
Projects / Re: CricHQ Android verison
« on: April 23, 2012, 12:45:09 pm »

44
Support / Re: Lines not drawing correctly for S2
« on: March 28, 2012, 11:04:52 pm »
Sorry it didn't fix the issue. Don't worry about it, if its going to be a hassle.

I've just done this:

Quote
   private static final String[] vboBlackList = {"Mali-400 MP"};
   
   public static void SetupJpctOptionsForGPU(final GL10 gl){
      
      final String renderer = gl.glGetString(GL10.GL_RENDERER);

      for(String test: vboBlackList){
         if(test.equalsIgnoreCase(renderer)){
            Config.useVBO = false;
         }   
      }
        }

However I can keep on testing anything you give me.

45
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 11:46:28 pm »
You could have a blacklist of GPUs and if it's a "Mali-400 MP" you could turn off VBOs by default? But then again since only lines that are causing the problems (that we know about), this application is probably the only one having the problems :P

Quote
It shouldn't be a performance issue in your case.
Yeah my 3d stuff is quite light on the gpu.

Quote
but i'll look into it. Maybe i'll find something...
Thanks again  ;D

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