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Messages - Melssj5

Pages: 1 [2] 3 4 ... 49
16
Support / Re: 2d animations on Android
« on: January 05, 2017, 07:47:34 pm »
nice Thanks

17
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........

18
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

19
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

20
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=????

21
Support / Re: fractals
« on: September 05, 2014, 07:50:07 pm »
Here is an image of what I am expecting to do.


22
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.

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

24
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???


25
Support / Re: Advices about possible project
« on: February 12, 2014, 01:47:04 am »
Is ti posible to generate a poligon by having the corners of that poligon and use it as a plane to apply a texture over it?

I mean, lets imagine I have this set of coordinates:


(20, 50)
(25, 36)
(15, 85)
(12, 65)
(65, 5)
etc etc etc

How can I draw a poligon model that uses all that points????

26
Support / Advices about possible project
« on: February 05, 2014, 11:42:27 pm »
Hi Guys, I have been out of JPCT for years, now I was asked to do a software (Maybe for android but could be done in java too) that requires image processing, so Immediately I came here to ask.

One of the app requirements are:

 - Take a pic with an android device, then you could select the floor or even a wall and change it texture, all this from an android device, any image post processing  could be done on a server if necessary.

How do you think this could be achieved? ANy advices will be very appreciated. Becausse I must give an answer soon.

27
Support / Re: How to create a simple skybox horizon?
« on: September 16, 2009, 04:37:29 pm »
Well, having another word just for rendering the horizon would work. you just have to call the rendering methods to have the framebuffer filled with that information, and then render the other world without clearing the framebuffer.


You can also have a cube with a texture like the horizon, and a secundary camera inside that cube, render that secundary camera into the frameBuffer and then render your game without clearing the framebuffer.



28
Support / Re: texture problem
« on: April 30, 2009, 05:41:33 pm »
I guess is due to the name of the texture file

Nonebrown.jp

12 chars

3DS files stores texture names in 8.3 format

inside the map, the referenced texture name is Nonebrown.jp but the file is Nonebrown.jpg


29
Projects / Re: SS3D
« on: April 08, 2009, 05:03:17 pm »
Well, is not the big deal, but anyway, here are some pics, the whole app is at 75% I guess.







--> used my son teeth as a texture  ;D


30
News / Re: Compatibility test for compiled Object3Ds
« on: March 30, 2009, 07:40:13 pm »
It ran at 13 fps on my centrino 1.6, 1GB ram, ATI X600, Windows XP - jre1.6.0_12

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