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Messages - zammbi

#91
Support / Re: Couple of questions
March 10, 2012, 03:14:32 PM
Quote1) That comment is a relic of the past. It was true on my old Android 1.5 based device, but it isn't any longer. I'll change the docs and default to true in the next version.
Ah good to know.

Quote3) There's no collision box. The collision is always ray/sphere/ellipsoid against the mesh...
Sorry I mean collision ellipsoid. Just would make setting up the collision ellipsoid easier if one could view it.
#92
Support / Re: Drawing an advance line
March 10, 2012, 03:13:11 PM
Awesome stuff. That will make things easier once I get to the animating of lines.

#93
Support / Re: Drawing an advance line
March 10, 2012, 02:34:09 AM
Thanks Egon.

And I was right, work asked about animating the line. Which I just thought of an easy idea if you want to add it in :P Would save me from updating the points themselves.
A "setVisableLength(float length)" which could accept 0 to 1.0f. 0 meaning seeing nothing and 1 seeing 100% of the line.
It's not important atm, but would make animating the lines optimised/easier once I get to that.


#94
Support / Couple of questions
March 09, 2012, 02:10:24 AM
1) I just noticed in the javadoc for setMipmap on Textures that it gives a warning: "Default is false, because most Android hardware doesn't support it anyway, which results in white polygons all over the place."
Is this still the case? Is there a way to see which ones support it which ones don't? Otherwise am I safe if I just turn it on for the latest devices? (say only 2+ cores for cpu).

2) Is setFiltering method on Textures set to on or off for default?

3) For collisions, how one visualise the collision box itself? I'm having collision bugs.
Otherwise can we get a ellipsoid method for Primitives class that accepts the same values you use to do the collision (vector)?
#95
Projects / Re: CricHQ Android verison
March 09, 2012, 01:26:29 AM
QuoteI've no clue about cricket, but it looks nice
Hehe thanks.
My work was grateful that you could help with adding lines into library and then optimising them. If you need a job in New Zealand they probably would be willing to hire :P
#96
Support / Re: Drawing an advance line
March 08, 2012, 11:20:47 PM
Is it possible to allow to modify current lines? That would allow me do pooling and would be friendlier for line animation if I needed to do it.
Or could even have a 'Polyline.create' method like 'SimpleVector.create' :)
#97
Projects / CricHQ Android verison
March 08, 2012, 12:15:13 AM
I thought I'll share what what was built using JPCT in the CricHQ android version.

CricHQ is a leading cricket scoring and viewing cricket application on iphone, website and soon android.
Website: www.crichq.com

No public release for the android version yet. But I'll share once it's out.

Image showing live wagon wheels using JPCT attached. The screen shot was taken on a galaxy nexus.

3d Pitch maps are the next thing to build.


Edit:
Pitch map screen shot below.

Next is to build wagon wheel and pitch map input.


[attachment deleted by admin]
#98
No longer crashes  :)
#99
Basically the same, but different line numbers.

Quote03-07 09:36:10.628: I/jPCT-AE(8844): OpenGL vendor:     Qualcomm
03-07 09:36:10.628: I/jPCT-AE(8844): OpenGL renderer:   Adreno 200
03-07 09:36:10.628: I/jPCT-AE(8844): OpenGL version:    OpenGL ES-CM 1.1
03-07 09:36:10.628: I/jPCT-AE(8844): OpenGL renderer initialized (using 2 texture stages)
03-07 09:36:10.638: I/jPCT-AE(8844): Adding Lightsource: 0
03-07 09:36:10.648: I/jPCT-AE(8844): Loading Texture...
03-07 09:36:10.648: I/jPCT-AE(8844): Loading Texture...
03-07 09:36:11.088: I/jPCT-AE(8844): Loading Texture...
03-07 09:36:11.278: I/jPCT-AE(8844): Normal vectors calculated in 2ms!
03-07 09:36:11.378: I/jPCT-AE(8844): Memory usage before compacting: 7763 KB used out of 8135 KB. Max. memory available to the VM is 24576 KB.
03-07 09:36:11.658: I/jPCT-AE(8844): Memory usage after compacting: 7749 KB used out of 8135 KB. Max. memory available to the VM is 24576 KB.
03-07 09:36:11.658: I/jPCT-AE(8844): Saving master Activity!
03-07 09:36:11.668: I/jPCT-AE(8844): Subobject of object 0/object2 compiled to flat fixed point data using 48 vertices in 3ms!
03-07 09:36:11.668: I/jPCT-AE(8844): Object 0/object2 compiled to 1 subobjects in 9ms!
03-07 09:36:11.668: I/jPCT-AE(8844): Object 'object2' uses one texture set!
03-07 09:36:11.678: I/jPCT-AE(8844): [ 1331066171678 ] - WARNING: There's a problem with the object list not being consistent during rendering. This is often caused by concurrent modification of jPCT objects on a thread different from the rendering thread!
03-07 09:36:11.678: I/jPCT-AE(8844): [ 1331066171685 ] - ERROR: java.lang.NullPointerException
03-07 09:36:11.678: I/jPCT-AE(8844):    at com.threed.jpct.Object3D.transformVertices(Object3D.java:5783)
03-07 09:36:11.678: I/jPCT-AE(8844):    at com.threed.jpct.World.renderScene(World.java:1047)
03-07 09:36:11.678: I/jPCT-AE(8844):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:267)
03-07 09:36:11.678: I/jPCT-AE(8844):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1332)
03-07 09:36:11.678: I/jPCT-AE(8844):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
03-07 09:36:11.698: W/dalvikvm(8844): threadid=8: thread exiting with uncaught exception (group=0x40020ac0)
03-07 09:36:11.728: E/AndroidRuntime(8844): FATAL EXCEPTION: GLThread 9
03-07 09:36:11.728: E/AndroidRuntime(8844): java.lang.RuntimeException: [ 1331066171685 ] - ERROR: java.lang.NullPointerException
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.Object3D.transformVertices(Object3D.java:5783)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.World.renderScene(World.java:1047)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:267)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1332)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.Logger.log(Logger.java:189)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.Logger.log(Logger.java:148)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.World.renderScene(World.java:1062)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:267)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1332)
03-07 09:36:11.728: E/AndroidRuntime(8844):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
#100
That was the current link on the site and just editing the example. However it did crash the beta version also. Do you want the stack trace of that one?
#101
QuoteYou can use rotateMesh() for this. It also applies the scale, because the scale is part of that matrix.
Ah thanks.
I hope that crash helps.
#102
Support / Re: Trouble adding Android UI on top
March 06, 2012, 03:40:07 AM
Blah found my problem. Silly part on my side.

I wasn't setting this every time on create.
setContentView(R.layout.wwlayout);

Lots of wasted time on trying to fix crashes and black screen errors blah!
#103
Support / Re: Tile texture on a SkyBox
March 06, 2012, 01:26:11 AM
Works great.

I'll most likely deprecate it and replace it with a setClamping(<boolean>)-method.

Awesome. Then I just can disable clamping once I setup the skybox instead of overriding?
#104
Ok found where the problem happens.

It's when I merge the object. It removes the scale, your right it has nothing to do with serialized objects.
Object3D.mergeObjects(ground, model);

How do I keep the scale when I merge? There is no scaleMesh method that I can see.
#105
Odd new problem when I leave out 'build' method it crashes. Its mostly your helloworld example, but just loading the stadium model.

Quote03-06 12:00:10.842: I/jPCT-AE(3523): [ 1330988410844 ] - WARNING: There's a problem with the object list not being consistent during rendering. This is often caused by concurrent modification of jPCT objects on a thread different from the rendering thread!
03-06 12:00:10.842: I/jPCT-AE(3523): [ 1330988410846 ] - ERROR: java.lang.NullPointerException
03-06 12:00:10.842: I/jPCT-AE(3523):    at com.threed.jpct.Object3D.transformVertices(Object3D.java:6316)
03-06 12:00:10.842: I/jPCT-AE(3523):    at com.threed.jpct.World.renderScene(World.java:1105)
03-06 12:00:10.842: I/jPCT-AE(3523):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:251)
03-06 12:00:10.842: I/jPCT-AE(3523):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1127)
03-06 12:00:10.842: I/jPCT-AE(3523):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:975)
03-06 12:00:10.862: W/dalvikvm(3523): threadid=43: thread exiting with uncaught exception (group=0x2aaca408)
03-06 12:00:10.862: E/AndroidRuntime(3523): Uncaught handler: thread GLThread 22 exiting due to uncaught exception
03-06 12:00:10.862: E/AndroidRuntime(3523): java.lang.RuntimeException: [ 1330988410846 ] - ERROR: java.lang.NullPointerException
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.Object3D.transformVertices(Object3D.java:6316)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.World.renderScene(World.java:1105)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:251)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1127)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:975)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.Logger.log(Logger.java:189)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.Logger.log(Logger.java:148)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.World.renderScene(World.java:1121)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at com.threed.jpct.example.HelloWorld$MyRenderer.onDrawFrame(HelloWorld.java:251)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1127)
03-06 12:00:10.862: E/AndroidRuntime(3523):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:975)
03-06 12:00:10.872: I/dalvikvm(3523): threadid=7: reacting to signal 3
03-06 12:00:10.882: I/dalvikvm(3523): Wrote stack trace to '/data/anr/traces.txt'

Eclipse project: http://www.mediafire.com/?8eaklsygi06jnp1

However it seems it scales fine in this example which is annoying... So trying to figure out what's the difference.