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Messages - zammbi

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46
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

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

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

47
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 11:23:08 pm »
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i'm close to consider this to be a driver bug...
Yeah probably is. S2 is a very popular device and not sure if this will effect everyone with the same graphics chip. So if there is no work around then I'll have to keep VBOs off.

48
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 11:13:27 pm »
Looking at front(below). If you look closely between the 2 images, my transparent grid changes.

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Config.useVBO=false;
Solves the problem  :)

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Is this always the first segment being drawn or a (fixed?) number of segments?
Well I have 40 segments, looking at the curve it seems a few being drawn.

[attachment deleted by admin]

49
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 11:12:51 pm »
Found a interesting test case. I made my stadium transparent. When looking from behind had no problems(below), but looking at front had the problem




[attachment deleted by admin]

50
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 10:57:03 pm »
Here is a screen shot with only 1 grid square and I have scaled the wagon wheel lines by 3 (ignore the wrong position). Nothing has changed, however scaling the line did make it longer. I'm at lost what to test next.

[attachment deleted by admin]

51
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 10:47:16 pm »
Here are the lines higher in the y direction and looking from the side.

[attachment deleted by admin]

52
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 10:22:15 pm »
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Another question: Does it matter if the lines' color has an alpha==255|<255? Which alpha value are you using and does the results differ if you change it?
I tried that the other day and seem to have no effect(my normal alpha is 200). Going to do some more testing now...

53
Support / Re: jpct-ae 64 bit
« on: March 27, 2012, 02:00:32 pm »
The latest eclipse plugin did some changes on how it handles android libraries. I try putting jpct in the "libs" folder.

54
Support / Re: Lines not drawing correctly for S2
« on: March 27, 2012, 08:02:49 am »
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Really strange. Just to be sure: If you keep transparency but don't set the texture, the lines show up too?
They don't show.

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Could you try to offset the complete line set by some amount in up-direction and post the result? I would also like to see the buggy case when viewed from the side to better understand what's going on here...
Sure thing, I'll grab the device again at work tomorrow.

55
Support / Re: Compiling a example ?
« on: March 27, 2012, 03:48:42 am »
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01 - Which the full command should I use to build a small example?
Not quite sure what you mean by "full command"? You using eclipse IDE right?

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02 - Which link to the source code of the engine?
The engine isn't open sourced and from what I've read, it won't be until EgonOlsen has had enough of JPCT.


56
Support / Re: Lines not drawing correctly for S2
« on: March 26, 2012, 10:46:13 pm »
Here is the screen shot(below) with no texture and transparency. The lines start working again...

[attachment deleted by admin]

57
Support / Re: Lines not drawing correctly for S2
« on: March 26, 2012, 10:38:48 pm »
Here is the screen shot(below) with the grid lines.

As you can see the line draws a number of sections and then stops.

[attachment deleted by admin]

58
Support / Re: Lines not drawing correctly for S2
« on: March 26, 2012, 10:37:36 pm »
Here is the screen shot(below) without the grid, showing both wagon wheel lines and pitch map lines.

[attachment deleted by admin]

59
Support / Re: Lines not drawing correctly for S2
« on: March 26, 2012, 01:05:52 pm »
If I change the code like so:

Code: [Select]
//int textID = TextureManager.getInstance().getTextureID(texture);

    Object3D box = new Object3D(2);
    box.addTriangle(upperLeftFront,0,0, lowerLeftFront,0,1, upperRightFront,1,0);
    box.addTriangle(upperRightFront,1,0, lowerLeftFront,0,1, lowerRightFront,1,1);

and remove
Code: [Select]
plane.setTransparency(5);

I can then see the lines correctly. Having either one messes up the lines.

60
Support / Lines not drawing correctly for S2
« on: March 26, 2012, 04:29:17 am »
This maybe a problem of mine, but seems that the Galaxy S2 isn't drawing my lines for pitch maps.

-It draws the first part of the line but nothing else.
-It works fine on other phones around me.
-It fixes itself when I try OpenGL 1.1
-Lines are working fine on wagon wheels.
-AA on/off has no effect on this bug.

Any ideas why?

I'm going to hunt further for the cause of the bug, maybe get a test case going if needed. Annoying that it has to show up now when we have a release to give out in 2 hours  :-\

Edit:
Seems it's something to do with how close the camera is.
-Nothing to do with max polys.
-Nothing to do with clipping range.

Edit 2:

It looks like it has something to do with the pitch map grid itself. If I hide it:
Code: [Select]
obj.setVisibility(Object3D.OBJ_INVISIBLE);, all things are good, but if I show it, it will break the lines(any). The grid itself is is just made up of small squares with each one having a transparent texture...

Is this some kind of JPCT bug?

This my code to create each square of the pitch map grid:

Code: [Select]
private static Object3D addPlane(final String string, final String textureName, final int i, final float width, final float height, final float x, final float y, final float z, final boolean horizontal ){
final Object3D plane = GraphicsHelper.createPlane(width, height, textureName);//Primitives.getPlane(4, 2);

plane.setCulling(false);

if(horizontal){
plane.rotateX(-(float) Math.PI/2f);
}else{
plane.rotateY((float) Math.PI/2f);
}
//plane.rotateMesh();
// plane.clearTranslation();
plane.setAdditionalColor(new RGBColor(255, 255, 255));
plane.setCenter(SimpleVector.ORIGIN);
plane.translate(x+PitchMaps.xoffset, y , z + PitchMaps.PITCH_OFFSET);

// plane.translateMesh();
plane.setTransparency(5);
plane.setName(string + i);
plane.strip();
plane.build();

return plane;
}
public static Object3D createPlane(float width, float height, String texture){

SimpleVector upperLeftFront=new SimpleVector(-width/2f,-height/2f,0);
SimpleVector upperRightFront=new SimpleVector(width/2f,-height/2f,0);
SimpleVector lowerLeftFront=new SimpleVector(-width/2f, height/2f,0);
SimpleVector lowerRightFront=new SimpleVector(width/2f, height/2f,0);

int textID = TextureManager.getInstance().getTextureID(texture);

    Object3D box = new Object3D(2);
    box.addTriangle(upperLeftFront,0,0, lowerLeftFront,0,1, upperRightFront,1,0,textID);
    box.addTriangle(upperRightFront,1,0, lowerLeftFront,0,1, lowerRightFront,1,1,textID);
   
return box;
}

Edit 3:
Looks like transparency is the problem, if I don't set the texture or transparency on the squares, the lines show fine.

Blah since I have no idea on fixing this further I will have to turn off OpenGL 2.0 and release it as I don't know how many other devices this will effect.

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