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Topics - raft

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Support / multi texture objects & Texture.keepPixelData(..)
« on: August 10, 2010, 02:32:54 pm »
say, i have multi texture object, for example a merged one. when GL surface is recreated textures are gone. in order to restore the object's state, calling Texture.keepPixelData(true) is the only way, right? otherwise, i can't load textures again and call setTexture on the object, because it's a multi texture object.

Support / transparency
« on: August 05, 2010, 03:39:54 pm »
i've problem with transparent objects on nexus one. they seem rigid, not transparent.

this is how it looks on emulator:

and on N1:

it was ok on G1 too. is there anything i can try ?

Support / hiding part of a merged object
« on: August 03, 2010, 09:41:42 pm »
is it possible to make some part of an object invisible ? if we somehow now the polyon ids..

Support / Nexus one & multi touch
« on: August 03, 2010, 06:54:36 am »
i've spent several hours to implement a multi touch based control system. basicly one joystick like touch button on one side of screen and one jump button on other side. i've tried several different ways. none were as good as i expected. movement goes jerky at some point. finally i tried 4 separate arrow buttons and a jump button. didnt help either.

then after some googling, found this post:

it basicly says, N1's screen is not capable of multi touch. when two touch points come too closer or their axes come closer, hardware cannot separate two signals. their coordinates flip. as this is a hardware issue, there is no workaround. many HTC phones have the same issue since they use the same screen.

and a video visualizing the fault:

i bought this phone to develop this game. i feel robbed >:(

Support / StackOverflowError
« on: July 29, 2010, 12:46:42 am »
happens almost immediately in a relatively large scene: 60x20 grid where each cell is a primitive box. in 20x20 it happens again but later

Code: [Select]
Uncaught handler: thread GLThread 8 exiting due to uncaught exception
  at com.threed.jpct.VisList.qsort(
  at com.threed.jpct.VisList.qsort(
  at com.threed.jpct.VisList.qsort(
  at com.threed.jpct.VisList.qsort(
  at com.threed.jpct.VisList.qsort(

Support / blit size and performance
« on: July 25, 2010, 05:59:43 pm »

does blit (image) size have any impact on performance ? for example 100x100 or 128x128 make any difference ? i think, since they are already uploaded it shouldn't be noticable but can't be sure.


Support / blitting and drawing lines
« on: July 18, 2010, 06:26:51 pm »

i'm drawing lines with open gl commands. this seems to work alone, however when i blit something between the lines, blitting somehow interleaves with lines.

what i do is basicly init projection and ortho mode, disable textures, draw lines and disable projection again

this is the lines only. all seems ok

this is how it looks when a blit text. blitting is not correct, and after first blit, other lines are not drawn

i've figured that, blitting assumes textures are enabled. so after drawing a line, i re-enable textures. this corrects blitting but lines are still missing

any ideas ?

Support / blitting without a world
« on: July 12, 2010, 01:40:20 am »
i've noticed that blitting doesnt work without a world. is this intentional ? if so i can live with a dummy empty world.
i've planned to use that for blitting menu

this works as expected
Code: [Select]

world.drawWireframe(buffer, Color.WHITE);

// blit something


but this does not
Code: [Select]

// blit something


Support / compatibility with desktop version
« on: July 06, 2010, 08:57:12 pm »

i'm a developing a game for android. as i dont have a device at the moment, it seemed natural to develop game logic in desktop version and port to android. however there are some practical difficulties in this approach. there are some minor differences in api's and that forces me to either duplicate the code or abstract the actions with interfaces or so. a bit overkill or performance killer for such simple tasks.

i believe making both api's as identical as possible is highly beneficial. in theory android version can be a subset of desktop version. AE is still in alpha state so i suppose it wont be problem for anyone.

the differences i've noticed and my two cents:
* Light class moved from util package to regular package. i guess this is for hiding world.addLight method. deprecating desktop's old Lights and Light class may be an option. or the other way around
* As android doesnt have awt color, AE uses a seperate RGB color class. same can be added to desktop version.
* desktop doesn't have Texture.keepPixelData() method. it doesnt make sense in desktop version but a method can still be added. indeed desktop version can have false as default and android can have true

just my two cents
r a f t

Support / NullPointerException @ Object3D.transformVertices
« on: July 04, 2010, 11:40:07 pm »
this happens after an Object3D is removed from the world. if i also make the object invisible, no exception is thrown. no big deal indeed.
happens on both versions (desktop and AE)

Code: [Select]
Exception in thread "main" java.lang.NullPointerException
at com.threed.jpct.Object3D.transformVertices(Unknown Source)
at com.threed.jpct.World.renderScene(Unknown Source)

Support / NullPointer @ GLRenderer.drawVertexArray
« on: June 30, 2010, 01:05:23 am »
any ideas what may cause this ? i've tried to create a test case but no luck since now.

Code: [Select]
E/AndroidRuntime( 2703): Uncaught handler: thread GLThread exiting due to uncaught exception
E/AndroidRuntime( 2703): java.lang.RuntimeException: java.lang.NullPointerException
E/AndroidRuntime( 2703): at$MyRenderer.onDrawFrame(
E/AndroidRuntime( 2703): at android.opengl.GLSurfaceView$GLThread.guardedRun(
E/AndroidRuntime( 2703): at android.opengl.GLSurfaceView$
E/AndroidRuntime( 2703): Caused by: java.lang.NullPointerException
E/AndroidRuntime( 2703): at com.threed.jpct.GLRenderer.drawVertexArray(
E/AndroidRuntime( 2703): at com.threed.jpct.World.draw(
E/AndroidRuntime( 2703): at com.threed.jpct.World.draw(
E/AndroidRuntime( 2703): at$MyRenderer.onDrawFrame(
E/AndroidRuntime( 2339): ... 2 more

these are the previous log entries, if helps. btw, these objects are cloned from a master. the master is built indeed but warning still complains about they are not built yet.
Code: [Select]
I/jPCT-AE ( 2339): [ Wed Jun 30 01:38:57 GMT+03:00 2010 ] - WARNING: Object object13 hasn't been build yet. Forcing build()!
I/jPCT-AE ( 2339): Subobject of object 11/object13 compiled to flat fixed point data using 48 vertices in 2ms!
I/jPCT-AE ( 2339): Object 11/object13 compiled to 1 subobjects in 7ms!
I/jPCT-AE ( 2339): [ Wed Jun 30 01:38:59 GMT+03:00 2010 ] - WARNING: Object object14 hasn't been build yet. Forcing build()!
I/jPCT-AE ( 2339): Subobject of object 12/object14 compiled to flat fixed point data using 48 vertices in 1ms!
I/jPCT-AE ( 2339): Object 12/object14 compiled to 1 subobjects in 4ms!
I/jPCT-AE ( 2339): [ Wed Jun 30 01:38:59 GMT+03:00 2010 ] - WARNING: Object GeoSphere0_jPCT13 hasn't been build yet. Forcing build()!
I/jPCT-AE ( 2339): Subobject of object 13/GeoSphere0_jPCT13 compiled to flat fixed point data using 240 vertices in 3ms!
I/jPCT-AE ( 2339): Object 13/GeoSphere0_jPCT13 compiled to 1 subobjects in 13ms!

Support / Loader.loadSerializedObject(..) in desktop version
« on: June 25, 2010, 08:00:01 pm »
may i suggest to add Loader.loadSerializedObject(..) method to desktop version ? so porting between AE and desktop version will be much easier.
i'm aware that we can do it via DeSerializer, but i suppose a unified way allows using same code in both versions.

r a f t

Support / missing cloned objects
« on: June 24, 2010, 11:48:28 pm »
somehow my cloned objects are missing. they dont appear. i clone them with
Code: [Select]
same thing happens when i copy them with
Code: [Select]
new Object3D(object3d, true); // reuse meshbut this works ok:
Code: [Select]
new Object3D(object3d, false); // dont reuse mesh
any ideas ?

Support / fake shadows
« on: June 24, 2010, 05:46:58 pm »

i'm working on a simple ball game. as the ball can jump, it's crucial to notify the user over which tile the ball is. a shadow is the most obvious way but it's not supported in android version. even if it is supported, i doubt it will perform good enough.

so what's the best way of faking simple shadows ? most simple solution will be to highlight the tile without any shadow. calculating where shadow will be and modifying tile's texture may be an option but it wont be easy and will not perform good because of continuous texture uploading. what else can i do ?

r a f t

Support / lwjgl 2.4.2 fails on linux
« on: June 23, 2010, 10:17:39 pm »

hello world GL example in latest release (1.21) doesn't launch. it throws the exception below. it runs ok in previous versions including 1.21 alpha. i guess this is related to LWJGL 2.4.2

Exception in thread "main" java.lang.ExceptionInInitializerError
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.findMode(Unknown Source)
   at com.threed.jpct.GLHelper.init(Unknown Source)
   at com.threed.jpct.GLRenderer.init(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
   at HelloWorldOGL.loop(
   at HelloWorldOGL.main(
Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
   at org.lwjgl.opengl.XRandR$Screen.<init>(
   at org.lwjgl.opengl.XRandR$Screen.<init>(
   at org.lwjgl.opengl.XRandR.populate(
   at org.lwjgl.opengl.XRandR.access$100(
   at org.lwjgl.opengl.XRandR$
   at Method)
   at org.lwjgl.opengl.XRandR.getConfiguration(
   at org.lwjgl.opengl.LinuxDisplay.init(
   at org.lwjgl.opengl.Display.<clinit>(
   ... 9 more

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