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Projects / Re: Art of Earthify (3D live wallpaper)
« Last post by EgonOlsen on July 27, 2018, 02:20:04 pm »
I've used the first code from your list. The rendering looks really nice and there seem to be lots of customization options. Well done!
I'm not using live wallpapers at all, but if I would...this one looks like a really nice choice.
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Support / Re: Object3D generating issue
« Last post by EgonOlsen on July 27, 2018, 10:15:58 am »
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?
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Support / Re: Different light shading with compiled objects
« Last post by EgonOlsen on July 27, 2018, 10:13:25 am »
...not sure what that is then...
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Projects / Re: Art of Earthify (3D live wallpaper)
« Last post by AeroShark333 on July 27, 2018, 07:38:47 am »
So now... over a year later, I pretty much finished my application. (it should look a little different than the screenshots in the first post)
I never had really much time to work on it and I could probably work on it forever... but for me, I now feel like I'm done :)
I'd like to thank the people here for some of the support and I'd like to thank the maintainer(s) of the library for their awesome work on jPCT-AE! :)

I'll drop some promocodes here for you to enjoy the premium version of my app 'Art of Earthify' for free (it's not free otherwise)
How to use it? => Open the application => Unlock premium => Purchase => Press the arrow => Redeem code => Paste one of the codes below into the text field => Voila
(Note: these promo codes last till end of August; there are only 33 promo codes)
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K4VEBRKZQ8U86QPDKK07AHV
V6ZWM92ZWAEME6KZQSK0QSV
UN2DQT31YGHSZYG1BW3SWF0
DLKWD8ERSBH9FD3S9T0XGH1
QS3TY9CVK24T3CU1H5T4YP9
A4KGVH9NEY1RJAZ8KWSCQ46
NYXYE2B8ALM1LVKS979YJ68
KRTRY61UK163V1BV8UX0DD8
MPB2WZTZRWHS9BQH0LVMRWK
XFXENA61UB4BV4FHM339J1A
R48J3AQWMEM8S177Q3600EP
5WHQH1473MSLY825CJ1TNBJ
65ZXHTRDYME08PVK929RZWE
74VH1NJ9NFD6DPGM86FM8JB
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TZX51PLYJBMX3F0BDZEX1XF
HWE9WAVWDHDH8SZ72FL435E
X8FCK93366J2RBARJFZJ1E5
9B380EDX9QAC1ZUJLDM8TK9
XTU1PKU9A5T0XU8VY4F2BV5
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Support / Re: Object3D generating issue
« Last post by AeroShark333 on July 27, 2018, 02:19:29 am »
Hmmm?  ???
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Support / Re: Different light shading with compiled objects
« Last post by Jamiro on July 26, 2018, 11:14:46 pm »
Yes, I'm giving 4gb of mem to the application alone, so it has space to grow, but when using uncompiled objects, I can be rendering a scene for hours, if a new object is rendered for the first time, a small loading will happen once, and then its good to go, but on that loading a small staggering will happen.
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Support / Re: Different light shading with compiled objects
« Last post by EgonOlsen on July 25, 2018, 08:57:31 pm »
There might a small hickup when uploading textures, which is why you can preload them. But that applies to compiled as well as uncompiled objects. Have you tried to increase the VM's memory pool?
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Support / Re: Different light shading with compiled objects
« Last post by Jamiro on July 25, 2018, 08:18:28 pm »
I strongly believe that it's being caused by caching up some information (perhaps on java side). The first time I'm rendering an object and depending on said object poly count, I will have a staggering effect maybe meaning there's a loading behind. I dont know if its because java is storing the object data on memory or if its being created on the fly by the engine and sending it to opengl. Could it be that? I will perfotm some tests tonight and will let you know more abou it.
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Support / Re: Different light shading with compiled objects
« Last post by EgonOlsen on July 25, 2018, 02:35:19 pm »
When not using compiled objects, I don't see where that staggering effect should come from. For compiled objects, it might be caused by the compilation process...but for uncompiled...I don't see that. Can you narrow it down somehow?
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Support / Re: Different light shading with compiled objects
« Last post by Jamiro on July 25, 2018, 12:38:24 am »
yes, just tested it out now, even with Lights.setRGBScale the scenes have different results when compiled and non compiled, although both will get that "overbrightness" the compiled scene still has more light than the non compiled, and those corners still have that occluded effect.

on another note, is it possible to "pre load" all the objects when not using compiled objects? (more or less the same we do for textures when whe use the preWarm()). the problem is that I get some staggering effect when I'm rendering the object for the first time, I wanted to avoid that by pre loading or prerendering them somehow, is it possible, is there any trick to it?
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