Recent Posts

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41
Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 19, 2019, 09:51:09 am »
i tried disabling depth write before drawing the shadows(the mesh holding the texture) , the result is better - from most angles they are correct, still from some angles , wrong.
without that fix , from most angles shadows are wrong.
42
Bones / Re: Android JPCT with animated FBX support
« Last post by EgonOlsen on January 18, 2019, 08:31:16 am »
43
Bones / Android JPCT with animated FBX support
« Last post by Shahbaz on January 17, 2019, 07:49:50 pm »
Hi members, i am using android artoolkit arjpct libary to load 3ds model. but i have a requirement where i need to load animated fbx models into the app. can anyone guide me about the same. Any help in that direction is really appreciable. please help. thank you in advance.
44
Support / Re: gpu bug ?
« Last post by EgonOlsen on January 16, 2019, 08:45:23 am »
I'm not sure if it's that simple. In that case, I would expect to see some of the usual artifacts of z-fighting. But here, nothing looks fuzzy...it's all nice and sharp rectangles. PowerVR is a tile based renderer. It sorts polygons before it renders them and it does that in 32*32 pixel sized tiles. The goal is to delay the rendering until only the top most triangle per tile is known and then render only that to save bandwidth. It looks like as if something goes wrong here with that approach in this particular case. But it's an internal thing...I don't see how to fix this from the outside.
45
Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 15, 2019, 05:08:09 pm »
i suspect that when a transparent object is rendered, depth buffer writing is enabled with powervr gpu, which shouldn't be done.
46
Support / Re: gpu bug ?
« Last post by EgonOlsen on January 15, 2019, 12:23:32 pm »
Then it seems to be an issue with the tiles that PowerVR uses for rendering. I would say it's a bug of some kind...I'm not sure what to do about it.
47
Support / Re: is there such a thing as single channel texture in vram?
« Last post by EgonOlsen on January 15, 2019, 11:26:51 am »
Yes, in theory you could do that but it's not supported in jPCT-AE and, at least some years ago, it wasn't well supported on devices either.

A RTT texture can't be compressed, I'm afraid.
48
Support / is there such a thing as single channel texture in vram?
« Last post by MichaelJPCT on January 12, 2019, 07:57:21 am »
i think all textures have 3 or 4 color channels. but sometimes a texture has no color , only greyscale info is needed.
if the texture in vram is stored as single channel, then it occupies 1/4 of memory. isn't it great?

another question, can RTT texture be ETC compressed in vram?
49
Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 11, 2019, 01:51:12 pm »
i roughly calculate the size of squares, it is most likely 32.
50
Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 11, 2019, 01:42:42 pm »
i don't know the size of the flickering squares, but might be 32. the width of screen is 1920. the squares are axis-aligned to  screen.
but the patterns of flicker are multiple, sometimes i see narrow bands. pattern changes with camera position and angle, not by time.
i tried setting usePowerVRTweaks to false, and the whole device hanged. i had to turn off power to reset it.
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