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1
Bugs / Re: macos cannot load native libraries
« Last post by EgonOlsen on November 20, 2017, 08:15:03 am »
To be honest, I've no clue about MacOS. Here's a thread that deals with a same error message, with some solution in the last entry: https://stackoverflow.com/questions/24283770/java-lang-nosuchmethoderror-getpointer

I'm not sure, if this applies here though. But it has to be something with your jar/native locations, I assume. I've no idea what LWJGL does here, jPCT itself doesn't do anything with native libraries, as it relies on LWJGL to handle that.
2
Bones / Re: Making a 3d model move by code(user input).
« Last post by raft on November 19, 2017, 02:49:15 pm »
during those times, I was using 3dsMax + OgreMax. but as I heard OgreMax is kind of dead nowadays, dont know the details.

Blender is a quite popular 3D editor, Ogre3D is still very popular, so I assume Ogre exporters for Blender should work reasonably well.

I would suggest trying following instructions in Wiki for Blender, if that doesnt help contacting writers of the Wiki page

3
Bugs / macos cannot load native libraries
« Last post by douglaslyon on November 18, 2017, 04:19:21 pm »
 The macosx cannot load one of the native libraries. To illustrate this issue, I have written the following test program:
 public static void main(String[] args) {
        System.load("/Users/lyon/attachments/foo/jpct/lib/lwjgl-2.9.1/native/macosx/liblwjgl.jnilib");
    }
Exception in thread "main" java.lang.NoSuchMethodError: getPointer
   at java.lang.ClassLoader$NativeLibrary.load(Native Method)
   at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1937)
   at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1822)
   at java.lang.Runtime.load0(Runtime.java:809)
   at java.lang.System.load(System.java:1086)
   at nativeLibs.NativeLibDetect.main(NativeLibDetect.java:87)
Are you depending on a dylib to be somewhere it isn't?
Is there a JNA approach to the problem?
Thanks!
 - Doug

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Bones / Re: Making a 3d model move by code(user input).
« Last post by Rhnbmpl on November 17, 2017, 05:56:38 am »
Sorry, I don't exactly remember the error message, Its said something like "No Animations found". After which I added dummy animation and then got the message which I posted about no skins.
Can you tell me from which software(Blender,3ds max,etc.) you made the model and its skeleton and how you imported it to jpct and bones. I am open to new ways to do this.
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Support / Re: OpenGLES 3.0+
« Last post by EgonOlsen on November 16, 2017, 04:37:23 pm »
No, not at all.
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Support / Re: OpenGLES 3.0+
« Last post by AeroShark333 on November 16, 2017, 03:47:43 pm »
I suppose using GLSurfaceView.setEGLContextClientVersion(3); ?

But would it make any difference using jPCT-AE?
7
Support / Re: OpenGLES 3.0+
« Last post by EgonOlsen on November 14, 2017, 06:27:49 pm »
You should be able to use the GL 2.0 renderer in a 3.0 context. After all, you create the context, not jPCT-AE. Then again, I'm not sure what it would be worth to do that.
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Support / OpenGLES 3.0+
« Last post by AeroShark333 on November 14, 2017, 05:30:46 pm »
Hello,

I have some questions regarding the OpenGLES version that jPCT supports or can support.
-> Will OpenGLES 3.0 be supported any time soon by jPCT-AE?
-> Will OpenGLES 3.1 be supported any time soon by jPCT-AE?
-> Will OpenGLES 3.2 be supported any time soon by jPCT-AE?
-> Since OpenGLES 3.0 is backwards compatible, wouldn't it be possible to render applications that now use OpenGLES2.0 using OpenGLES3.0 with some performance increase without changing too much to the jPCT-AE libary?

Cheers,
AeroShark333
9
Bones / Re: Making a 3d model move by code(user input).
« Last post by raft on November 14, 2017, 04:13:21 pm »
Earlier I was getting the error for the no animations found. But now, I have put animation in the model in Blender and exported it to collada and getting the error that I had posted above. I have even added textures in my model in Blender and am getting the same error.
can you post the previous exception? in Bones code no such exception should be thrown, possibly coming from Ardor's Collada loader.

but in any case, your current exception means no skinning information is found in Collada file, practically means no animation. (actually not sure if exporting only the animation but not the skinning information is possible in Blender, doesnt make any sense though)

And one more thing. I have seen the steps in the bones website to export the model to ogre and then to bones and I have questions about this step:
actually I've never used Blender myself, Wiki pages are created and maintained by the community members :)
10
Bones / Re: Making a 3d model move by code(user input).
« Last post by Rhnbmpl on November 14, 2017, 01:46:53 pm »
And one more thing. I have seen the steps in the bones website to export the model to ogre and then to bones and I have questions about this step:

Quote
2. Set the rotation and scale of your model as you want it, and then apply (Ctrl+A_key, Select Rotation and Scale). # If your model doesn't have it, create a Root Bone: This is a bone that is parent to every other bone in your armature. You don't need to connect it to the rest though, and can leave the offset. It must have it's head in 0,0,0 and tail in x=0,y=0,z=1

1. Does the root bone have to have its head at 0,0,0 and tail at 0,0,1? (Because mine has tail at 0.179 in z axis)(I am not getting the .skeleton.xml file at export)
2. Can I have the root bone not connected to the rest of my bone structure(Just have it floating in the space)? (Because then I have to scale the model)
3. Do I have to set the root bone as the parent to all my bones even though they are not connected to root?

Thank you.
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