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Messages - thiamant

#16
Support / Re: Loading big models (memory issues)
September 10, 2010, 02:08:23 PM
Yes, that's the point. I'm already serializing/deserializing the model... (And enabling the reduced mode)
#17
Support / Loading big models (memory issues)
September 10, 2010, 01:10:13 PM
I'm trying to load a model with a reasonable size and it's working more or less properly (maybe at a low frame rate which is around 10 atm) in my orange boston. The app crashes in HTC Desire though. I think this is happening due to some memory issues (maybe a limited heap size). So, how exactly is the model being loaded (is jpct loading the .obj completely in memory and uncompressed? the obj size is just around 3-4MB and it's uncompressed but clearly the heap size is larger than 4 MB).

Can I load the model in several parts so only the parts needed are stored in memory?
Do you think I could have to optimize the model to make it work properly? What are my chances here?
#18
Support / Re: Loading textures in serialized objects
September 10, 2010, 01:01:51 PM
Thanks I understand now. The problem is that the texture sizes are not a power of 2 (it's raising an error). Is there any easy way of resizing them without any side effects in the model?
#19
Support / Loading textures in serialized objects
September 09, 2010, 07:10:29 PM
Hello, I'm new to jPCT and trying to load an OBJ model in JPCT-AE.

The problem is that I'm serializing the object like this:

TextureManager texMan = TextureManager.getInstance();
DeSerializer des = new DeSerializer();

char c = File.separatorChar;
File dir = new File("raw");
String[] files = dir.list();
for (int i = 0; i < files.length; i++) {
String name = files[i];
if (name.toLowerCase().endsWith(".jpg")) {
texMan.addTexture(name, new Texture("raw" + c + name));
}
}

Object3D[] objs = Loader.loadOBJ("raw/raw.obj","raw/raw.mtl", 1);
OutputStream os = new FileOutputStream("raw.ser");

objs[0].build();
des.serialize(objs[0], os, true);

But when loading the model in Android with Loader.loadSerializedObject(...) the textures won't appear.
My question: How does this exactly work? Does this call look for textures in any specific directory?
Do I have to load them once again in Android manually?
Where should I put them? I have lots of them in the model.

Thanks in advance.