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Messages - dl.zerocool

Pages: 1 ... 5 6 [7]
91
Support / Re: First alpha version released
« on: March 24, 2010, 08:57:27 pm »
I'm sorry but I said something wrong.

gl.glEnable(GL10.GL_COLOR_MATERIAL); is not needed.
But if you remove world.setRGBScale(World.RGB_SCALE_2X); only it does work with lights activated :)
!!!  Apparently setRGBScale has no effect on the emulator, but it does do something in my mobile.
I'm sorry that I send you in the wrong way, my tests were incomplete.

*Screen available and code too.
I don't know if you added what I added right after the framebuffer instation. But probably yes :)
Anyway if so, don't take care to it.

I tried the code without that too.




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92
Support / Re: First alpha version released
« on: March 24, 2010, 08:16:01 pm »
I don't know, but you are probably right, I was thinking this was due to the missing light.
But apparently not.
I'm blind color so between green and brown I do have some difficulties to see the differences.

But my classmate told me that you're true about colors.

*Edit:
I tested on the samsung spica and the it's really slow ! ~6fps.
Quite impressive to see the difference.

93
Support / Re: First alpha version released
« on: March 24, 2010, 02:25:38 pm »
Thanks to you, at least I can work with this version now.
Until you changed some things :)

I've other lessons now, so I might not be available next few hours, but continue asking for tests, I'll try to do it asap.

Best regards :)

94
Support / Re: First alpha version released
« on: March 24, 2010, 02:11:17 pm »
It was a nice shot !

Removing RGB scale don't affect anything, but when removing the light it worked out !
*Screen added

*ps: It does not work without the gl material color enabled.
*Sorry first edit was wrong :P

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95
Support / Re: First alpha version released
« on: March 24, 2010, 11:58:57 am »
sadly it doesn't help either :
Code: [Select]
public void onSurfaceChanged(GL10 gl, int width, int height) {
Logger.log("On SurfaceChanged engine", Logger.MESSAGE);
if (fb != null) {
fb.dispose();
}
fb = new FrameBuffer(gl, width, height);
gl.glEnable(GL10.GL_COLOR_MATERIAL);

}

96
Support / Re: First alpha version released
« on: March 24, 2010, 09:40:42 am »
I'm unable to help you since the source code is closed, I already read about it on the forum, so don't worry I do understand.
If you want me to help in any way, let me know.
I would be proud to help, I'll continue searching by my side.

97
Support / Re: First alpha version released
« on: March 24, 2010, 09:27:19 am »
Well, I know that you can't do anything wrong with glclear, except calling it in the wrong place.
But it is really strange because I tested a lot of things, included basic 3d rendering and array colors do work like they have to.

Example a simple 3D Cube with colors work really fine. What is strange is that other 3D apps don't have any problem.


98
Support / Re: First alpha version released
« on: March 24, 2010, 08:42:49 am »
I had already tried to remove this part before, and sorry, no it does not help :(.

opengl vendor is :
Quote
03-24 08:46:10.569: INFO/jPCT-AE(4838): OpenGL vendor:     Qualcomm
03-24 08:46:10.569: INFO/jPCT-AE(4838): OpenGL renderer:   Adreno
03-24 08:46:10.569: INFO/jPCT-AE(4838): OpenGL version:    OpenGL ES-CM 1.1
03-24 08:46:10.569: INFO/jPCT-AE(4838): OpenGL renderer initialized (using 2 texture stages)
So nothing changed, but Samsung spica (i5700) has another opengl vendor and it doesn't work either.

Perhaps is something wrong with the way you clear the buffer ?

99
Support / Re: First alpha version released
« on: March 24, 2010, 12:41:30 am »
another screenshot.

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100
Support / Re: First alpha version released
« on: March 24, 2010, 12:40:41 am »
Good news :) I see something ! :)
And it works pretty well (50fps)~

Here is the DDMS logcat with your new apk.
Code: [Select]
03-24 00:31:42.307: INFO/ActivityManager(128): Starting activity: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.threed.jpct/.example.Demo }
03-24 00:31:42.347: INFO/jPCT-AE(3979): onCreate
03-24 00:31:42.347: INFO/jPCT-AE(3979): onResume
03-24 00:31:42.407: INFO/jPCT-AE(3979): onSurfaceCreated
03-24 00:31:42.427: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.437: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.457: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.507: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.527: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.557: INFO/jPCT-AE(3979): Loading Texture...
03-24 00:31:42.637: INFO/jPCT-AE(3979): Adding Lightsource: 0
03-24 00:31:42.637: INFO/jPCT-AE(3979): OpenGL vendor:     Qualcomm
03-24 00:31:42.637: INFO/jPCT-AE(3979): OpenGL renderer:   Adreno
03-24 00:31:42.637: INFO/jPCT-AE(3979): OpenGL version:    OpenGL ES-CM 1.1
03-24 00:31:42.637: INFO/jPCT-AE(3979): OpenGL renderer initialized (using 2 texture stages)
03-24 00:31:42.637: INFO/jPCT-AE(3979): onSurfaceChanged/320/483
03-24 00:31:42.717: INFO/jPCT-AE(3979): Subobject of object 35/plane compiled using 2400 vertices in 54ms!
03-24 00:31:42.717: INFO/jPCT-AE(3979): Object 35/plane compiled to 1 subobjects in 76ms!
03-24 00:31:42.737: INFO/jPCT-AE(3979): Subobject of object 37/tree1 compiled using 690 vertices in 17ms!
03-24 00:31:42.737: INFO/jPCT-AE(3979): Object 37/tree1 compiled to 1 subobjects in 23ms!
03-24 00:31:42.757: INFO/jPCT-AE(3979): Subobject of object 38/tree2 compiled using 690 vertices in 16ms!
03-24 00:31:42.757: INFO/jPCT-AE(3979): Object 38/tree2 compiled to 1 subobjects in 23ms!
03-24 00:31:42.777: INFO/jPCT-AE(3979): Subobject of object 39/grass compiled using 264 vertices in 5ms!
03-24 00:31:42.777: INFO/jPCT-AE(3979): Object 39/grass compiled to 1 subobjects in 10ms!
03-24 00:31:42.777: INFO/jPCT-AE(3979): Subobject of object 36/rock compiled using 84 vertices in 2ms!
03-24 00:31:42.777: INFO/jPCT-AE(3979): Object 36/rock compiled to 1 subobjects in 3ms!
03-24 00:31:43.357: INFO/ActivityManager(128): Displayed activity com.threed.jpct/.example.Demo: 1025 ms (total 1025 ms)

I attached two screenshots, hope it will help you.


I could get fps using "Logger.log" with my modified version not with your apk.
and verify that everything was running fine by doing logs in every function in interesting code parts, to be sure that everything was done correctly and apparently it was.

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101
Support / Re: First alpha version released
« on: March 23, 2010, 08:31:17 am »
Thanks for the fast reply.

I'll be working on project tomorrow morning (here, Tue 8:28am now). If you post an apk, I'll try and give you feedbacks today but I'll not have time to dev anything today.

I already tried to log and see what's happening but didn't find anything interesting, except that everything seems to load correctly, models etc. Plus apparently the engine seems to be running as all methods OnDraw OnSurfaceChanged etc.. are all called correctly.
I could get fps in log so there's something running in the background.


102
Support / Re: First alpha version released
« on: March 23, 2010, 01:34:58 am »
Hi,
I just wanted to say that I tried running your jpct-ae example apk with the nexus one and the Samsung spica, but the result was the same. A single black screen, so perhaps it does come from the engine.

Tell me what you think or if you have another apk that I can test.
Best greetings.

103
Support / Re: First alpha version released
« on: March 18, 2010, 12:29:32 pm »
Hi !

I wasn't hopping that you answered all my questions, thank you !

I understand your choice about floating point and yes I was thinking on fixed points (I worked on Nintendo DS system, where most of the time included in 3D rendering I used fixed points)
Of course it's not comparable to Android hardware.

Nexus one does include an FPU, I would be proud to provide you more informations, just ask me and I'll try to answer all of your questions and make the corresponding tests.
As I said I'm doing a project with 2 other people in my classroom, it's a school project that we have to make in the next 12weeks, so I'm really interested in this project.

Depending on my classmates I'll share the project or parts of the project here, if you wish to.

Back to my problem, what I found strange is that on the  emulator it does run slowly but fine.
I will take a look and try to put some logs like you said.

Anyway I'll keep you informed.

Best regards,

dl.zerocool

ps: about your activity, I don't think there's any mistake.
All android code I've seen, use the same way to do it.
Perhaps that I miss something, I've no idea at moment, but be sure that I'll keep you informed as soon as I find.
Right now I'm pretty busy and not working on project (we have other classes to follow, project is a small part of my school).

And about your question concerning class members, yes it's quite stupid but is how it works.
Last 6 months I followed a "POO" sounds strange in English,it's (Object Oriented Development) in Java and C++.
And this was mentioned few times, of course I think it does not make any real performance problems even on Dalvik, like you said.

104
Support / Re: First alpha version released
« on: March 17, 2010, 11:03:54 pm »
Hello !
First of all, thanks for porting jPCT to AE.

I'm studying software engineer at the moment in Switzerland, and I would like to use jPCT-AE inside a school project.
But at moment I'm quite annoyed, I tried by many ways to run the demo (compiled from source) in my nexus one
but I only get a black screen. I tried with a friend spica samsung who's based on 1.5 and I did not success either.

So I decided to rewrite it a little bit to understand how things work and I got stuck in the same place... A black screen at start.
(It does work inside the emulator)

I attached my modified version of your demo.

ps: I know that your demo is just a simple example.
And what you can do with jPCT is really awesome, I take a look at all the lib and it's quite impressive.
It's a pleasure to see JavaDoc use etc.
So thank you ! :P

I'm not saying that you don't know it or something like that, I hope you don't take it bad (I don't explain myself very well in English, excuse me).
But what I would like to say is that all member of a class are set to null if they are pointers to object,
0 if they are primitive types like int,float etc. and all booleans are set to false.
If you do it by yourself, the vm will do twice the work settings all the members to your settings.
exemple  private boolean abool = false;
will be set 2 times, a default to false then false again forced by the =.

I saw that you use floats and arrays in your demo.
I'm not an expert but what I read is that float operations are not well managed by this kind of devices.
-> http://developer.android.com/guide/practices/design/performance.html#avoidfloat

I saw that you are having trouble with animations (low framerate)
I don't know how you register/store all the informations but perhaps hashmaps,
arraylist or linkedlist.
Do a better work than simple arrays, for example to search something in an array if you have not the exact position
you can have a search algorithm in O(nē) which is not great hashmaps will find the information in O(n) or very close too which is really faster.

Here is some tips from android to improve performance : http://developer.android.com/guide/practices/design/performance.html

Of course I'm not saying that you don't know this things, perhaps it will help someone else :)
I was so happy when I found that jPCT was ported ! :P

But well I think I'm doing something wrong so It cannot be displayed on phone.

If someone have a little time to spare in this, thanks in advance !

Best regards.

Here is the DDMS LogCat
Code: [Select]
03-17 23:05:58.742: ERROR/AndroidRuntime(1125): ERROR: thread attach failed
03-17 23:05:58.932: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:58.943: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:58.962: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:58.983: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:58.993: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:59.082: INFO/jPCT-AE(1065): Loading Texture...
03-17 23:05:59.162: INFO/jPCT-AE(1065): Adding Lightsource: 0
03-17 23:05:59.162: INFO/jPCT-AE(1065): OpenGL vendor:     Qualcomm
03-17 23:05:59.162: INFO/jPCT-AE(1065): OpenGL renderer:   Adreno
03-17 23:05:59.162: INFO/jPCT-AE(1065): OpenGL version:    OpenGL ES-CM 1.1
03-17 23:05:59.162: INFO/jPCT-AE(1065): OpenGL renderer initialized (using 2 texture stages)
03-17 23:05:59.243: INFO/jPCT-AE(1065): Subobject of object 7/plane compiled using 2400 vertices in 50ms!
03-17 23:05:59.243: INFO/jPCT-AE(1065): Object 7/plane compiled to 1 subobjects in 73ms!
03-17 23:05:59.263: INFO/jPCT-AE(1065): Subobject of object 9/tree1 compiled using 690 vertices in 15ms!
03-17 23:05:59.263: INFO/jPCT-AE(1065): Object 9/tree1 compiled to 1 subobjects in 21ms!
03-17 23:05:59.282: INFO/jPCT-AE(1065): Subobject of object 10/tree2 compiled using 690 vertices in 14ms!
03-17 23:05:59.282: INFO/jPCT-AE(1065): Object 10/tree2 compiled to 1 subobjects in 21ms!
03-17 23:05:59.292: INFO/jPCT-AE(1065): Subobject of object 11/grass compiled using 264 vertices in 7ms!
03-17 23:05:59.292: INFO/jPCT-AE(1065): Object 11/grass compiled to 1 subobjects in 10ms!
03-17 23:05:59.302: INFO/jPCT-AE(1065): Subobject of object 8/rock compiled using 84 vertices in 2ms!
03-17 23:05:59.302: INFO/jPCT-AE(1065): Object 8/rock compiled to 1 subobjects in 3ms!
03-17 23:05:59.602: INFO/ActivityManager(113): Displayed activity com.demo.jpctae/.jpctae: 885 ms (total 885 ms)
03-17 23:06:10.182: INFO/jPCT-AE(1065): Visibility lists disposed!


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