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Messages - dl.zerocool

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Support / Re: First alpha version released
« on: April 02, 2010, 04:12:14 pm »
Yes atm there's room for improvement.
But what I read this last days about the android platform is that it hasn't been compiled with the last gcc,
so it doesn't include neon floating-point optimization.

Another thing that I read is that OpenglES does allow to work in fixed points instead of floating points.
So here is a big big difference between the iPhone and the Android, even if of course the nexus as exemple has twice pixels.
(even if in the test he said that he changed the viewport... I don't think android os allows you to do that, it will just ignore and
render graphics like it was in the all surface).

I do know some features still have to be in floating points, but why meshes and animation couldn't be used as fixed points ?

On you can see that they do have 2 version with and without neon-float (which I don't understand since you have to recompile the os to be able to use this feature, and it will only work with the latest ndk + an linux-android kernel build with neon optimization).
As far as I understood what I've read.
Using VBO's (OpenglES 1.1) so not supported by all devices, apparently will give a performance boost too.

Perhaps you're true saying that android phones aren't ready for real gaming... Even I don't want to trust it.
But at the moment if you dev on an iPhone you know what is possible and is not.
Hope this will change soon !

Well anyway, I'm pretty sure too that google need to work on this and that there's a lot of room for improvement behind the scene.
Android os have a lot to improve, it's a great os but performance have to be improved.
it should restrict phone vendors to a min GPU,CPU,RAM requirement for example...
I really would like to help, but I'm quite missing time, so just let me know if you have improve something I'll test asap.

Here is some links that I've read.
Floating points on android.
Apparently there's good devs around this web site, and providing help.
Perhaps opening some discussion with them can make things improve like for this guy :

Best regards.

Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: April 01, 2010, 04:36:42 pm »
Hello there,

As always I'm proud to test your apps, and here are the results.

Without animation:

With animation:

Hope it will be helpful.

Support / Re: 3D World, models and animation format.
« on: March 31, 2010, 09:49:27 pm »
MD2 already consists of keyframes. When using 3DS or OBJ, each keyframe is an object/file of its own and you have to merge them into an Animation yourself. The wiki contains some information about this (so does the forum, but i can't find the thread right now, because the search function sucks (at least for me)):
You are awesome, thank you !
I'm sorry that I didn't see it before.

Support / Re: 3D World, models and animation format.
« on: March 31, 2010, 09:32:52 pm »
Thanks for your complete and fast answer!

Yes it does help a lot, and I'm right now going to put all of this in practice.

Just two more questions, keyframes can be extracted from all models (OBJ,MD2,3DS) or only from MD2. (This is what I understood from the features page.
Is there any max poly on screen that is recommended to be able to run the thing on all phones ?
I know that there's a big difference between each phone and this question can be quite difficult to answer.

Thank you.

Support / 3D World, models and animation format.
« on: March 31, 2010, 07:40:08 pm »

I have few questions so I started a new topic, perhaps it will help someone else too.

So here are my questions:
Are at the moment all the JPCT features implemented in JPCT-AE (of course features that can run on android) like models, animation, textures etc. support?
What are the recommended/supported format to load a world ? (like in quake3 maps are based on bsp format, but not characters).
" " to load non animated objects ?
" " to load animated objects ?
Are keyframes already implemented or does we have to use things like Bones " "
What is the correct way to add textures to a model, what are the main advices or tips that we have to follow (texture names?) etc.?
Does JPCT-AE allow 2D drawing, like textures, text etc. ? (To do a personal menu for example).
Does JPCT-AE already include a 3D model selection based on 2D (x,y) point ?

I think I asked them all.
Thanks in advance.

Best regards.

Support / Re: blitting text and images
« on: March 31, 2010, 07:18:09 pm »
Now about A1.
thanks for the tests. did you download A1.apk B1.apk ?
Thanks for the explanation.
I downloaded B1.apk, but the software name is A1, sorry for the confusion.

Support / Re: blitting text and images
« on: March 31, 2010, 06:39:55 pm »

ehm ;D it's an image and text blitting test application, and hence the bubbles. you can hit center key to add more bubbles. and as you noticed they disappear after some time.
Sorry I don't understand what "blitting" means, I'm living in Switzerland and my mothers tongue is French, even I also speak Portuguese, English, German(school level) :) and learning Japanese.

and nevermind the menu, "copy paste is the mother of all evil" ;D
Ahah I do know this very well...
"Last week we had to "play" program few small trains with train station in real. (It was to prove our understanding about threads using the pthread lib).
And I spent 45minutes why my TrainA was not doing is stops and the TrainB suddenly stop itself when it was not needed.
Each train has is own thread and I did a copy paste at start to not having to rewrite the all thing... Well it was a bad idea since i copied TrainStop(B); everywhere... on the A thread."
Now about A1.
If I add bubbles the fps drop under 60 fps
with 14 bubbles ~43fps
with 18 bubbles ~38fps
and as soon as they start disappearing it goes back to 60fps.

anther thing is that when you leave the application (home for exemple) then go back in, there's no more bubbles, only text appear. (same fps as with bubbles)

moving arround with the pad don't make any changes on fps. Or so few that's not visible.

Support / Re: blitting text and images
« on: March 31, 2010, 06:03:23 pm »
feel free to try the app above and paste the results ;D

First since I don't know what your application is doing, I only see few bubbles with text.

Next, when loading it start at 40fps and then go to 60fps and stay at 60fps.
Some time after the bubbles start disappearing gently to let the black screen alone, always at 60fps of course.

And stop animation from menu does nothing.

Support / Re: blitting text and images
« on: March 31, 2010, 03:33:53 pm »
Nice to see you guys working on better solutions, as always, you can ask for tests (Since that's the only help I can provide atm.)
I'm working on the project so feel free to ask.

Support / Re: Version updates!
« on: March 29, 2010, 12:11:14 am »
alway nice to see updates :P

Support / Re: First alpha version released
« on: March 26, 2010, 12:43:24 pm »
ahahah advertising does work finally :P

Support / Re: First alpha version released
« on: March 26, 2010, 02:46:05 am »
Perfect ! :) That's exactly what I needed.

Thank you so much :P It does work ! ^^

I could get transparency, with the fb and correct alpha I also changed my layout and set a background color to it.
Really nice!

Best regards.
EDIT : color to layout is not needed.

Why do I use your alpha and color to fb.clear ?
Because behind my scene I use the camera, and I can apply filters to the camera view by applying filters on the clear.
like a color and an alpha value that I like.

So it's quite easy to set reduce brightness etc on the screen by this way, without modifying the picture or modifying the camera properties.

Thank you so much, I spend all the day doing this but well, since your clear always covered mines with black XD

I added a small screenshot with your demo scene and the camera behind :P

[attachment deleted by admin]

Support / Re: First alpha version released
« on: March 25, 2010, 06:14:25 pm »

I would like to set the background to transparent (clear with transparency) my scene is it that possible ?
So I would be able to see a normal surfaceview (with another infos) trough my glsurfaceview.

I'm sorry to ask such a basic information ^^

Thank you in advance.

Support / Re: First alpha version released
« on: March 24, 2010, 10:39:58 pm »
No no message like "generated scanline..." so it's probably something else.
Code: [Select]
03-24 22:28:45.403: INFO/(8731): EGL_VENDOR     : HUONE
03-24 22:28:45.403: INFO/(8731): EGL_VERSION    : 1.3
03-24 22:28:45.403: INFO/(8731): EGL_EXTENSIONS :no extension
03-24 22:28:45.403: INFO/(8731): EGL_CLIENT_APIS: OpenVG OpenGL_ES
03-24 22:28:45.683: INFO/ActivityManager(1846): Displayed activity com.test.test/.test: 1090 ms
03-24 22:28:45.908: INFO/dalvikvm-heap(8731): Grow heap (frag case) to 3.632MB for 263188-byte allocation
03-24 22:28:46.033: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.093: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.128: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.268: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.378: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.508: INFO/jPCT-AE(8731): Loading Texture...
03-24 22:28:46.913: INFO/jPCT-AE(8731): Adding Lightsource: 0
03-24 22:28:46.933: INFO/jPCT-AE(8731): OpenGL vendor:     Samsung Electronics
03-24 22:28:46.938: INFO/jPCT-AE(8731): OpenGL renderer:   FIMG
03-24 22:28:46.938: INFO/jPCT-AE(8731): OpenGL version:    1.1 (lib version 11.02.72)
03-24 22:28:46.938: INFO/jPCT-AE(8731): OpenGL renderer initialized (using 2 texture stages)
03-24 22:28:47.428: INFO/jPCT-AE(8731): Subobject of object 0/plane compiled using 2400 vertices in 345ms!
03-24 22:28:47.428: INFO/jPCT-AE(8731): Object 0/plane compiled to 1 subobjects in 485ms!
03-24 22:28:47.563: INFO/jPCT-AE(8731): Subobject of object 2/tree1 compiled using 690 vertices in 99ms!
03-24 22:28:47.563: INFO/jPCT-AE(8731): Object 2/tree1 compiled to 1 subobjects in 132ms!
03-24 22:28:47.598: INFO/ActivityManager(1846): Process com.dlcideas.ARescue (pid 8550) has died.
03-24 22:28:47.733: INFO/jPCT-AE(8731): Subobject of object 3/tree2 compiled using 690 vertices in 91ms!
03-24 22:28:47.733: INFO/jPCT-AE(8731): Object 3/tree2 compiled to 1 subobjects in 123ms!
03-24 22:28:47.783: INFO/jPCT-AE(8731): Subobject of object 4/grass compiled using 264 vertices in 37ms!
03-24 22:28:47.788: INFO/jPCT-AE(8731): Object 4/grass compiled to 1 subobjects in 52ms!
03-24 22:28:47.803: INFO/jPCT-AE(8731): Subobject of object 1/rock compiled using 84 vertices in 12ms!
03-24 22:28:47.808: INFO/jPCT-AE(8731): Object 1/rock compiled to 1 subobjects in 18ms!
03-24 22:28:47.943: INFO/dalvikvm-heap(8731): Grow heap (frag case) to 4.548MB for 262160-byte allocation
03-24 22:28:48.293: ERROR/(8731): Post fs attach shader: GL_INVALID_VALUE

I just tested the new demo with the Spica  there's an improvement from 5-8fps to 8 -10fps
With the nexus one, there's no move or perhaps just not noticeable.
ahah ^^ don't worry, I do like to help, and as I said I'm really really interested in using jpct in our school project.

We don't have time to build our own 3D engine with model loaders etc. So we do have to work with a base that it's already done.
And I thank you a lot for making this option possible to us.

Support / Re: First alpha version released
« on: March 24, 2010, 10:13:37 pm »
Nice :) I'm waiting for it !

Yes apparently it's correct removing RGB scaling is enough to make it work.

Code: [Select]
03-24 22:08:50.768: INFO/jPCT-AE(8550): OpenGL vendor:     Samsung Electronics
03-24 22:08:50.768: INFO/jPCT-AE(8550): OpenGL renderer:   FIMG
03-24 22:08:50.768: INFO/jPCT-AE(8550): OpenGL version:    1.1 (lib version 11.02.72)
03-24 22:08:50.768: INFO/jPCT-AE(8550): OpenGL renderer initialized (using 2 texture stages)
With this phone I only get 5-8 fps.

Nice story hehe :P I don't have much troubles with colors etc, except when someone ask me what color something is :P
Most of the time I'm wrong ^^

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