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Messages - Thomas.

Pages: 1 ... 4 5 [6] 7 8 ... 56
76
Support / Re: Remove texture
« on: May 12, 2013, 01:52:20 am »
I have problem with setPolygonTexture method. This code is performed in IRenderHook.setCurrentObject3D(). I do not call strip() anywhere. The object is composed of two triangles. Where could the problem be?

Code: [Select]
PolygonManager pm = obj.getPolygonManager();
int difuseTextureID = pm.getPolygonTexture(0);
TextureInfo ti = new TextureInfo(difuseTextureID);
ti.add(normalTextureID, TextureInfo.MODE_ADD);
ti.add(shadowTextureID, TextureInfo.MODE_ADD);
int maxID = pm.getMaxPolygonID();
for (int i = 0; i < maxID; i++)
pm.setPolygonTexture(i, ti);

Code: [Select]
05-12 01:41:56.427: I/jPCT-AE(1718): [ 1368315716433 ] - ERROR: java.lang.ArrayIndexOutOfBoundsException: length=1; index=1
05-12 01:41:56.427: I/jPCT-AE(1718): at com.threed.jpct.PolygonManager.setPolygonTexture(PolygonManager.java:248)
05-12 01:41:56.427: I/jPCT-AE(1718): at cz.chladek.jpct.extension.ObjectInfo.update(ObjectInfo.java:90)
05-12 01:41:56.427: I/jPCT-AE(1718): at cz.chladek.jpct.extension.LightController.setCurrentObject3D(LightController.java:165)
05-12 01:41:56.427: I/jPCT-AE(1718): at com.threed.jpct.CompiledInstance.render(CompiledInstance.java:455)
05-12 01:41:56.427: I/jPCT-AE(1718): at com.threed.jpct.GLRenderer.drawVertexArray(GLRenderer.java:2209)
05-12 01:41:56.427: I/jPCT-AE(1718): at com.threed.jpct.World.draw(World.java:1353)
05-12 01:41:56.427: I/jPCT-AE(1718): at com.threed.jpct.World.draw(World.java:1093)

77
Projects / Re: Flight Physics
« on: May 12, 2013, 12:02:22 am »
Nice project, I hope you successfully complete undergraduate exams ;)

78
Support / Re: Remove texture
« on: May 10, 2013, 11:57:33 pm »
Fine, could you add method for change texture id in specific stage? This is needed

79
Support / Shader uniforms
« on: May 10, 2013, 09:04:49 pm »
What differences are between these two methods? GLSLShader.setUniform(String name, float[] array) and GLSLShader.setFloatArrayUniform(...). I think you have added a second one for me, but I can not remember why. I came across a strange behavior. When I set number into shader, performance goes up from 33 to 44 fps. But if I set this number into array  uniform, fps is 33. How is this possible? I've never seen such a large drop in the fps for one array uniform ???

80
Support / Re: Remove texture
« on: May 10, 2013, 08:47:58 pm »
Is expensive to set on every object 4 texture stages and uses less?

81
Support / Remove texture
« on: May 10, 2013, 07:11:49 pm »
Please, could you add method for remove texture from PolygonManager (PolygonManager.removeTexture(int stage))? So each textures on higher stares will be moved down.
It would be helpful if the method TextureManager.addTexture(...) return texture id.

82
Feedback / Mobile shaders
« on: May 09, 2013, 01:02:46 pm »
Interesting video presentation about mobile shader, how optimize,...

http://video.unity3d.com/video/3861086/unite-11-fast-mobile-shaders

83
Projects / Re: Texture assistant
« on: May 09, 2013, 10:26:20 am »
App has been updated ;)

84
Support / Re: Specular lighting
« on: May 08, 2013, 04:42:43 pm »
Thanks :)

85
Projects / Texture assistant
« on: May 06, 2013, 10:11:06 pm »
This is very simple application for merge normal and offset texture. If someone wants, I can extend the application of a few functions. Application require .NET Framework 4.5.



Download

update: I've added the ability to change the texture size.



update:
   - support for opening files by drag and drop
   - added ability to choose the color channel of offset texture
   - new option menu
   - added progress bar
   - added ability to change size and interpolation of merged texture
   - fixed some small bugs

update:
   - renamed textures in merge tab
   - drag and drop across tabs (merge result -> resize input)
   - drag and drop to save texture
   - fixed black dot bug on some textures

update:
   - added application icon
   - support ctrl + s to save result

86
Support / Re: Shader limitation
« on: May 06, 2013, 05:21:44 pm »
OK, I just do not like, when is anything in my code limited from unknown reasons (I have to also limit number of lights in shader). Anyway, more than 8 per-pixel lights are to expensive for mobile devices, but if I ever need more, I can simple manage myself.

edit: You probably know how I generate light shader. Will be faster (+0.5ms) if I manage lights myself? I need to speed up the rendering process. Real map is running on SGS3 about 40fps and on Tegra3 and other lower devices it is unplayable...

87
Support / Specular lighting
« on: May 06, 2013, 03:44:19 pm »
Please, could you add getter for specular lighting attribute?

88
Support / Re: Shader limitation
« on: May 06, 2013, 03:06:01 pm »
...If you write your own shader, you can set as many lights as you want...
Are you sure? More than 8 lights do not work (9th light does nothing)

89
Support / Re: Shader limitation
« on: May 06, 2013, 12:31:47 pm »
I probably looked at another number, maybe at texture processor units. No, but every array for light is length of 8 (ex. uniform vec3 lightPositions[8]). Ok, thanks for info.

90
Projects / Re: Thinking about some RPG..Android version.
« on: May 05, 2013, 01:40:10 pm »
Vainly trying to figure out why everyone are using normal mapping in tangent space instead of object space. Object space is faster and less memory-intensive. Or what is main differences?

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