Recent Posts

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21
Support / Re: Drawing a Graphic on a Separate Thread
« Last post by AGP on February 02, 2018, 09:35:50 pm »
So, do you have a response?
22
Support / Re: Crash (native)
« Last post by AeroShark333 on February 02, 2018, 11:05:03 am »
Hello?
23
Support / Re: Drawing a Graphic on a Separate Thread
« Last post by AGP on February 01, 2018, 05:34:44 pm »
It's a pre-splash graphic that's meant to run while the game is loading. Load time is as much as 20 seconds and I don't want a black or even just a static screen for that long.
24
Support / Re: Drawing a Graphic on a Separate Thread
« Last post by EgonOlsen on February 01, 2018, 09:31:01 am »
Why would you want to do that? The GPU has to serialize the rendering anyway...
25
Support / Drawing a Graphic on a Separate Thread
« Last post by AGP on February 01, 2018, 03:35:33 am »
Hardware renderer in (lwjgl's frame) fullscreen throws a RuntimeException ("No OpenGL context found in the current thread."). I created a WorldProcessor with two threads as well as tried it the lwjgl way (GLContext.useContext()). Neither worked.
26
Support / Re: Problem with animation model
« Last post by Jamiro on January 29, 2018, 07:37:25 am »
I've only tried to tweak this values because I read your comment on the compile which said that low values of Batch size could lead to missing poligons, which was kinda the case.

Currently, I'm running this in:

- OS:    Win 8.1 / 64x
- MEM: 12 GB ram
- GPU:  Geforce 840m
- Driver:333.02
- CPU:  i7-4510U 2.00GHz
- java:  1.7.0_10

I will try on a different one just to be sure, but this change did the trick.
27
Support / Re: Problem with animation model
« Last post by EgonOlsen on January 28, 2018, 05:00:05 pm »
I'm not sure what that is that I'm seeing there. Batch size should have to impact on this unless it's a driver thing. On which machine/OS/GPU are you running this on? Have you tried a different one?
28
Support / Re: Problem with animation model
« Last post by Jamiro on January 28, 2018, 08:59:48 am »
Kinda Solved it.

Ok, so it seems that this occurs only on compiled mode, so I managed to use the compile options to set a bigger value for "bathSize",  for around 10.000, and it did the trick, but, now I have another problem. It seems that low values lead to that, how should I know which graphics cards can withstand such value?

is that correlated to the animation object itself by any way?

and BTW, what does .compile(true) do? Does it hava a predefined BatchSize value or uses the Config one?

Thanks
29
Support / Re: Problem with animation model
« Last post by Jamiro on January 27, 2018, 07:53:15 am »
Nope, not using any kind of transparency whatsoever. Just a plain, compiled, one-layered textured model.
And it only happens once in a while, and not throughout all the animation.
30
Support / Re: Problem with animation model
« Last post by AGP on January 27, 2018, 06:29:26 am »
Any chance they're texture transparencies and the problem is a UV problem (perhaps caused by your animation)?
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