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31
Support / Memory consumption with Config.maxPolysVisible
« Last post by Jamiro on January 16, 2018, 04:20:20 am »
Hello,

I've come to the conclusion that using Config.maxPolysVisible can use too much memory.
I've searched for options to ingore this property but I don't think there is any.

Is there any possibility to discard this validation thus using only a small Visibility List which would take up fewer memory usage?

PS: Curently I'm using a value like 1000000, but I would need to use more since it is a single enclosed scene, my hardware could take more but not the Heap memory, which is already maxed.

regards,
Jamiro
32
Support / Re: Does TextureManager Operate on a Parallel Thread?
« Last post by AGP on January 13, 2018, 06:41:15 am »
It did because the loader and the texture weren't in the same directory. I fixed it by getting the absolute path. Would it be possible to add a line identifying the fact that the problem is coming from trying to load the texture, rather than when loading the model?
33
Support / Re: Does TextureManager Operate on a Parallel Thread?
« Last post by EgonOlsen on January 13, 2018, 12:09:38 am »
It actually can't fail. It's a simple list of names associated with texture instances. addTexture is an extremely simple operation. If you can't assign a texture, chances are that it hasn't been added by your code. You can obtain all the names from the manager. Try to check if it contains the ones that you think it should.
34
Support / Re: Does TextureManager Operate on a Parallel Thread?
« Last post by AGP on January 12, 2018, 06:17:19 pm »
It's not the model loader that's failing, it's the TextureManager. Any chance you could improve the error message here, to indicate that it's the TextureManager that's failing to add the texture?
35
Support / Re: Does TextureManager Operate on a Parallel Thread?
« Last post by AGP on January 12, 2018, 05:57:40 pm »
I have loadModels() method whose first line is loadTextures(). But the loader fails at finding the texture even before loadTextures prints its name. What gives?
36
Support / Re: Does TextureManager Operate on a Parallel Thread?
« Last post by EgonOlsen on January 12, 2018, 05:51:41 pm »
No, it doesn't. There are no threads on jPCT other than the ones used by the software renderer (optional) and the SEAT Renderer. If you add a texture, it's in there when the method returns.
37
Support / Does TextureManager Operate on a Parallel Thread?
« Last post by AGP on January 12, 2018, 05:45:37 pm »
If so, how do I wait for it? My app is failing to find a texture after it's been added to the TextureManager.
38
Support / Re: rotateMesh Bug
« Last post by AGP on January 12, 2018, 03:45:29 am »
What about some logic to hide the fact that the matrix has not been cleared? Is that too convoluted? Even just a better message when throwing the exception would help. But in this particular example, you select your ship from inside a hangar. The whole thing is already short of 400k triangles, so I need all the optimization I can get inside the hangar. The game itself, naturally, has a different orientation to the hangar (since the ships have to be positioned aesthetically relative to the player). Thus my little hack.
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Support / Re: rotateMesh Bug
« Last post by EgonOlsen on January 11, 2018, 09:58:02 pm »
Well...I can't. strip() strips away stuff that is needed to do it, so...
40
Support / Re: rotateMesh Bug
« Last post by AGP on January 11, 2018, 04:30:28 pm »
Still... I made a hack, just compiling (then decompiling before rotation) for that one specific ship. Wouldn't it be better to just make rotateMesh() work in some form or another, though?
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