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Messages - Melssj5

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1
Support / Re: 2d animations on Android
« on: January 07, 2017, 06:14:28 pm »
Egon... I have been reading about this SurfaceTexture and loading them from the media player, before using time on it, the question is: will this SurfaceTextures be able to  be loaded as animated Textures...

What I am trying to do is not streaming or show cinematics on background. I am tring to load a gif or video as a Object3D texture.

2
Support / Re: Can the framebuffer decide where to display the image
« on: January 07, 2017, 05:34:50 am »
 :'( :'( :'( :'( :'( :'(

Its working now....

I checked and re checked.... and re checked and everything seemed the same, finally I deleted my code copied yours and began to work fine.....

I dont know why or how but its working anyway. Thanks a lot.

3
Support / Re: Can the framebuffer decide where to display the image
« on: January 06, 2017, 07:36:18 pm »
oh you mean I missed calling to fb.clear();  ??? That was the first thing I checked and rechecked. the problem is that the texture is not being cleared. Anyway I will load the example code you posted and will test it again.

Another question...is it imposible to load two GLVIEWs  and select on which write each render, just like like textures targets, but with the GLViews??? I am worrying about performance and memory ussage.

4
Support / Re: Can the framebuffer decide where to display the image
« on: January 06, 2017, 07:21:34 pm »
I Will test the example at night in home and write back.... but just in case..... how do I clear the image?? the piece of code was taken from the example but maybe I deleted something...

5
Support / Re: Can the framebuffer decide where to display the image
« on: January 06, 2017, 03:30:10 pm »
Sorry, I guess my English its a shame.... :'(

I have 2 textures, one blited on the left and one blited on the rigth.

on each one of the textures happens this:

" lets say I have a world with a cube, then I draw the framebuffer into a texture and blit it. then I move the camera and render it again into the same texture, when I blit it again I see 2 cubes, not only one.".... then I move the camera and render for third time and then each texture will show 3 cubes, on the fourth render each texture will show 4 cubes and so on.....

If I construct the texture on every loop of the render it is corrected but the memory fails after the very first renders.....

6
Support / Re: Can the framebuffer decide where to display the image
« on: January 05, 2017, 07:51:25 pm »
Sure the code doesnt do that and I wasnt doing it either before, but when the texture is redered I got it mixed with previous states.

I have no access to the code right now but.... lets say I have a world with a cube, then I draw the framebuffer into a texture and blit it. then I move the camera and render it again into the same texture, when I blit it again I see 2 cubes, not only one.

7
Support / Re: 2d animations on Android
« on: January 05, 2017, 07:47:34 pm »
nice Thanks

8
Support / 2d animations on Android
« on: January 05, 2017, 05:30:41 pm »
Hi, is there anyway to load a 2d animation gif, video o whatever in a moving Texture?? I have read other questions but I am not clear about this........

9
Support / Re: Can the framebuffer decide where to display the image
« on: January 05, 2017, 05:09:58 pm »
Well, In fact.. I used the code you suggested there, the problem I am facing is that the texture build from the render is not being cleaned but overwriten and if I do = new Texture(w,h); on every render then it throws OutOfMemoryError in the first 2 seconds.

The another problem I am facing is that it stopped working suddenly and now I receive the message

W/Adreno-EGLSUB: <SwapBuffers:1348>: Invalid native buffer. Failed to queueBuffer
W/Adreno-EGLSUB: <updater_thread:436>: native buffer is NULL

10
Support / Re: Can the framebuffer decide where to display the image
« on: January 05, 2017, 07:06:21 am »
I used the texture blitting aproach, the problem es that the texture is being rewriten again leaving gargabe on it. If I re initialize them, then inmediatelly gives me a memory error.

Which is the best way to do this rendering by bliting textures and dont use the 100% of the memory inmedately.?

Actually I tried some code reorganization but still the same... and suddenly the app never worked again... did ctrl Z until leaving on a previous state but it never worked again.

W/Adreno-EGLSUB: <SwapBuffers:1348>: Invalid native buffer. Failed to queueBuffer
W/Adreno-EGLSUB: <updater_thread:436>: native buffer is NULL

11
Support / Can the framebuffer decide where to display the image
« on: January 05, 2017, 06:23:54 am »
Hi, its been a log time away from here. I am trying to do a VR test. I have 2 cameras and want to render the first one in the left and the second one in the right.

Using the Config X offset wont work becausse the will draw different things on each side. What I want is to do something like this....

setContentView(R.layout.main);
      LinearLayout canvas=(LinearLayout)findViewById(R.id.mainLayout);
      canvas.addView(mGLView1);
      canvas.addView(mGLView2);

render camera 1 and
fb.display (mGLView1);

render camera 2 and
fb.display (mGLView2);

Or should I use a Texture artifact and then blit it into the front of the screen.... wouldnt this make it lose the 3d depth=????

12
Support / Re: fractals
« on: September 05, 2014, 07:50:07 pm »
Here is an image of what I am expecting to do.


13
Support / Re: fractals
« on: September 05, 2014, 04:34:07 pm »
Well, no it was just an idea I had... I was watching fractal art on google and I thought why dont to give it a try using jpct to generate the 3d model, applying lights, textures, etc.

14
Support / fractals
« on: September 05, 2014, 12:23:58 am »
Have anybody used JPCT for rendering dinamic fractals??? maybe 3d fractals!

15
Support / Cant load 3DS.. not JPCT problem, but adt one
« on: February 12, 2014, 08:28:53 am »
Hi Guys, I am trying to load a 3ds model, I put the 3ds models on the res folder and under other folder, but eclipse always says that there is an error within the project and marks those 3ds models in red. Which is the correct place to put the models and textures for using them in android???


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