Recent Posts

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Support / Re: How to convert a texture to a bitmap?
« Last post by EgonOlsen on July 31, 2018, 09:14:04 am »
Yes...but...why? If you have created a texture, you already have a bitmap...???
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Support / Re: Camera rotation issue
« Last post by EgonOlsen on July 31, 2018, 09:13:26 am »
There will always be SIGSEGVs...no driver is perfect and people are doing all kinds of strange things with their devices that are out of your control.
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Support / Re: Camera rotation issue
« Last post by AeroShark333 on July 30, 2018, 09:15:40 pm »
Doing the orthonormalization fixed the issue :)

Also I reported some SIGSEGV errors earlier at some point...
I thought that loading models/vertex data before texture data would fix the issue...
While it completely fixed the issue on the emulator (I was never able to reproduce it again), there are still SIGSEGV's happening according to the Play Store Console...
But I think the amount of reports did decrease
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Support / Re: How to convert a texture to a bitmap?
« Last post by AeroShark333 on July 30, 2018, 09:09:34 pm »
I think he means a jPCT Texture instance...

I think blitting the Texture to a clear FrameBuffer and then using FrameBuffer.getPixels(..) would be one solution :)
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Support / Re: Object3D generating issue
« Last post by EgonOlsen on July 30, 2018, 09:50:29 am »
Some shader compilers for some chips can't handle some code...which can result in everything going black. Here's an older but (not comprehensive) list of what can go wrong: http://www.jpct.net/wiki/index.php?title=GPU_guide

To track that down, I think you need a device that shows the problem and start to remove stuff from the shader or move things around and see what happens.
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Support / Re: How to convert a texture to a bitmap?
« Last post by EgonOlsen on July 30, 2018, 09:44:38 am »
I'm not sure what you mean? Which texture?
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Projects / Re: Art of Earthify (3D live wallpaper)
« Last post by AeroShark333 on July 29, 2018, 04:27:19 pm »
Thank you for your kind words! :)

I do think live wallpapers have a bad reputation among most people as it might possibly drain a lot more battery...
But personally I believe this mostly depends on how often you come back to the launcher/lockscreen.
However, a solid wallpaper of course uses less battery juice.

I did set it as live wallpaper on my own phone and I don't really notice much of a difference in battery usage (but then again, I don't play around on my homescreen/lockscreen for too long).
I also set the live wallpaper on my Android TV box, where I can put all settings on max. without having to worry about possibe extra battery usage since it works on DC...  ::) ;D
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Support / Re: Object3D generating issue
« Last post by AeroShark333 on July 29, 2018, 03:39:06 pm »
No idea about the UV-mapping...about the black polygons? Are you using shaders? If so, that's most likely the problem. Different GPUs show different behaviours in some edge cases and in some cases, it might result in just a black rendering. So...are you using shaders and which devices are affected?
Yeah, I'm using shaders (I kind of found out that that's the issue most likely)

I was kind of surprised because it happens everywhere on the Object3D
As can be seen here: https://www.dropbox.com/s/yuxik4jih3dq107/Screenshot_Art_of_Earthify_20180729-151321.png?dl=0

When I use another (simple) fragment shader, the problem does not happen
Code: [Select]
void main(){
gl_FragColor = vec4(vec3(texCoord.y)*texCoord.x,1.0);
}
But it kind of does reveal why the UV mapping isn't perfect, it's just missing triangles on the border which the original code doesn't provide...
Screenshot 1: https://www.dropbox.com/s/0ko53cmwjsmakfh/Screenshot_Interactieve_achtergrondkiezer_20180729-150640.png?dl=0
Screenshot 2: https://www.dropbox.com/s/0oujxsfadihp95c/Screenshot_Interactieve_achtergrondkiezer_20180729-150703.png?dl=0
Screenshot 3: https://www.dropbox.com/s/o8vv334dm0yiua7/Screenshot_Interactieve_achtergrondkiezer_20180729-150711.png?dl=0

So yeah, around the middle all seems fine but around the top and bottom there is a zigzagging effect around the top and bottom (texCoord.y variable)...
Proper solution would be to add triangles on the center of that zigzagging line I guess
Another 'solution' would be to increase the recursionLevel (see original code in first post) so much that the zigzagging effect becomes smaller...
Final 'solution' would be to 'correct' the texCoord var at that point
I'm not sure if it can just be corrected by changing the way I assign UV coordinates to the triangles in the Java code.

My device:
ZTE Axon 7 (Adreno 530)
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Support / Re: Different light shading with compiled objects
« Last post by Jamiro on July 28, 2018, 07:35:17 pm »
I really think its the normal rendering process (maybe when sending info through the pipeline) and receiving info back from opengl. That may cause that staggering I believe. I event tried to strip the object after created but for non compiled objects it doesnt work as I've read in the documentation.

I strongly believe it's in the "draw" method, which is where the render happensm since it's the object's first time "on screen" it will have some building and rendering process that only happens once.

Thanks anyway for the help
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Support / How to convert a texture to a bitmap?
« Last post by Zhangzqs on July 27, 2018, 05:16:05 pm »
How to convert a texture to a bitmap?
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