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Messages - dl.zerocool

Pages: 1 [2] 3 4 ... 7
16
Support / Re: Version updates!
« on: June 04, 2010, 02:04:33 pm »
I've published a new version.

with 8 as param, it should work, with and without camera on Spica.

Let me know if works for you too, and it's the hardware acceleration.

17
Support / Re: Version updates!
« on: June 04, 2010, 10:11:07 am »
published

18
Support / Re: Version updates!
« on: June 04, 2010, 08:59:35 am »
I'll upload soon the changes you will tell me if it works better ;)

19
Support / Re: Version updates!
« on: June 04, 2010, 08:58:14 am »
You rock !
with 1 I couldn't initialize the render but with 2 everything works.

I'm sorry to ask but I don't understand exactly what it does so can you explain me ?
Since I'm studying software engineering I really would like to know what I'm doing :P

20
Support / Re: Version updates!
« on: June 03, 2010, 08:12:13 pm »
and the render.

[attachment deleted by admin]

21
Support / Re: Version updates!
« on: June 03, 2010, 08:10:53 pm »
No it didn't happen with your demo.
So in theory it comes from my app.


I added my layout and another class with opengl init etc.


[attachment deleted by admin]

22
Support / Re: Version updates!
« on: June 03, 2010, 07:42:01 pm »
always happens T_T, it's certainly due to something else, but I don't know what.

23
Support / Re: Version updates!
« on: June 03, 2010, 06:15:07 pm »
Cool, I'm going to test all the things you told me.

But I can't use this init (see the attached file):
Code: [Select]
mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});

Because it show something very odd, I attached a screenshot to this

[attachment deleted by admin]

24
Support / Re: Version updates!
« on: June 03, 2010, 12:49:28 am »
Okay thank you :)

I'm going to test it on emulator for now and on magic tomorrow, It's a friend phone
so I don't always have it.

Oh I forgot to mention, you can search on market for " ARescue " It's my application.

I'm not sure it will run properly, sounds are deactivated at moment.
It's quite slow, and collisions make the game freeze (FC) sometimes so don't flood the bees or the superBees.


25
Support / Re: Version updates!
« on: June 02, 2010, 09:03:52 pm »
When I compile the model  -> call of -> WORLD.compileAllObjects

The objects are really small.
~2,4ko the first 3ds file and another of 2,8ko

but I do clone the first one 7 times and the other one 23times.
Perhaps it comes from there.

26
Support / Re: Version updates!
« on: June 02, 2010, 08:09:43 pm »
Hi, with the last JPCT I've out of memory errors on magic & spica.

Does it consume more memory ?

27
Support / Re: Collision between 2 models.
« on: May 31, 2010, 09:30:03 am »
Well I just changed how I do things and reworked my model changed the center to middle of the models and not the feets, apparently it works better.
But perhaps it can be improved.
I'll share results tomorrow ;)

28
Support / Re: Collision between 2 models.
« on: May 31, 2010, 01:16:42 am »
I will try with elipsoid, but tomorrow (need some sleep) Thanks for advice.

and probably that's the problem, because at moment I do see the objects going trough each other and only in very few cases collisions occur.

Thank you.

29
Support / Re: Collision between 2 models.
« on: May 30, 2010, 05:53:10 pm »
Okay it worked with big models.

Apparently due to imprecision of my movement with sensors it's very difficult to get a target in the ray way.

Is it possible to grow bouding box without having to set it again completly ?

Because I don't know how to calculate it, and something like -> setBoundingBoxScale(float f)
would be awesome.

[edit]
another question is boudingBox calculate with the scale factor ? Here 20f for example.
Loader.load3DS(res.openRawResource(R.raw.bear), 20f)[0];

30
Support / Re: Collision between 2 models.
« on: May 30, 2010, 05:18:24 pm »
Well sometimes it works...

But it's like It have to touch exactly the center of the object. Not the bounding box.

Do I need to do something special ? Add a box around my models or something else ?

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