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  • <big>'''The jPCT / jPCT-AE wiki'''</big> [http://www.jpct.net/jpct-ae jPCT-AE - jPCT for Android]
    3 KB (435 words) - 07:02, 21 September 2017
  • 917 B (154 words) - 00:26, 2 February 2013
  • 3 KB (444 words) - 00:26, 2 February 2013
  • 445 B (75 words) - 00:27, 2 February 2013
  • 7 KB (1,259 words) - 00:27, 2 February 2013
  • [[Category:jPCT-AE]]
    1 KB (218 words) - 08:16, 18 September 2015
  • 3 KB (414 words) - 23:02, 5 April 2009
  • ==Note for jPCT-AE users== The basic idea for doing this in jPCT-AE is exactly the same. However, you must not call build() on the object that
    4 KB (534 words) - 22:11, 11 October 2014
  • 6 KB (753 words) - 00:36, 2 February 2013
  • 28 KB (3,711 words) - 12:33, 25 June 2013
  • 3 KB (461 words) - 00:30, 2 February 2013
  • '''Please note: '''This information applies to desktop jPCT, not jPCT-AE. jPCT-AE works similar, but has some dedicated setters and getters for GLSLShader-in ==== jPCT-AE ====
    13 KB (1,531 words) - 21:29, 22 March 2015
  • ==== Compiled objects and jPCT-AE ==== jPCT-AE uses compiled objects only and compiles them automatically. There's no need
    2 KB (290 words) - 00:32, 2 February 2013
  • 331 B (48 words) - 00:35, 2 February 2013
  • 720 B (77 words) - 00:35, 2 February 2013
  • [[Category:jPCT-AE]]
    577 B (99 words) - 16:35, 11 December 2017
  • [[Category:jPCT-AE]]
    10 KB (1,358 words) - 00:31, 2 February 2013
  • 5 KB (813 words) - 00:32, 2 February 2013
  • 24 KB (3,148 words) - 00:33, 2 February 2013
  • [[Category:jPCT-AE]]
    907 B (136 words) - 00:37, 2 February 2013
  • 4 KB (620 words) - 00:29, 2 February 2013
  • [[Category:jPCT-AE]]
    5 KB (823 words) - 23:07, 6 June 2014
  • 2 KB (294 words) - 00:34, 2 February 2013
  • === Differences between jPCT and jPCT-AE === ...e following sections, i'm going to use AE for [http://www.jpct.net/jpct-ae jPCT-AE] and jPCT for desktop [http://www.jpct.net jPCT].
    4 KB (778 words) - 21:15, 10 January 2015
  • These are general tips and true for all Android applications, not just for jPCT-AE. It's a collection of things, that i found out to be most important during ...Object creation is expensive on Android. Try to pool objects if possible. jPCT-AE offers some help for this. Many methods that return a Matrix or a SimpleVec
    5 KB (874 words) - 18:20, 16 December 2014
  • === A very simple HelloWorld for jPCT-AE === * A simple demo. This shows more how to use jPCT-AE than it shows how to write
    13 KB (1,838 words) - 00:42, 3 February 2013
  • [[Category:jPCT-AE]]
    2 KB (243 words) - 10:26, 8 April 2014
  • ...the scene it might by a bit slower. It's the only one that is available in jPCT-AE. Unlike the latter approach, this is actually a kind of collision detection [[Category:jPCT-AE]]
    7 KB (896 words) - 16:40, 28 September 2016
  • Note that this is originally written for jPCT-ae so it might need editing to work on pc version. [[Category:jPCT-AE]]
    5 KB (710 words) - 00:37, 2 February 2013
  • ...o memory. This page will explain some ways to reduce the memory usage of a jPCT-AE powered application. ...want all textures to be handled that way by default, [http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Texture.html#defaultToMipmapping(boolean)] is your frie
    7 KB (1,151 words) - 00:45, 12 February 2014
  • === Installation of jPCT-AE === ...of course). Create your project as an Android project in Eclipse, add the jpct-ae.jar to the build path and you are ready to go.
    982 B (157 words) - 21:14, 10 January 2015
  • [[Category:jPCT-AE]]
    2 KB (148 words) - 00:37, 2 February 2013
  • [[Category:jPCT-AE]]
    2 KB (240 words) - 00:05, 6 March 2013
  • jPCT-AE supports OpenGL ES 2.0 since version 1.24. To use it, you have to enable it If you are mixing them, you'll run into trouble when jPCT-AE tries to execute any GL related command.
    4 KB (646 words) - 00:40, 2 February 2013
  • 5 KB (585 words) - 00:30, 2 February 2013
  • [[Category:jPCT-AE]]
    3 KB (489 words) - 00:39, 2 February 2013
  • ...ions some problems and workarounds that surfaced during the development of jPCT-AE. ...tty easy. Solution: Use an extension to enable non-linear depth buffering. jPCT-AE offers a class in util that takes care of this.
    5 KB (768 words) - 21:25, 1 March 2016
  • ....0, you'll need Android 2.2 or higher. To develop an app that makes use of jPCT-AE (or any other Android app), you have to install the [http://developer.andro [[Category:jPCT-AE]]
    899 B (149 words) - 21:11, 10 January 2015
  • [[Category:jPCT-AE]]
    7 KB (804 words) - 23:08, 3 February 2013
  • ...e most powerful Augmented Reality engines out there. It's integration with jPCT-AE is a wonderful combination for easily creating spectacular AR scenes with y ...then select Properties. Go to Java Build Path, then Libraries and add the jpct-ae.jar library using the Add External JARs… option.
    19 KB (2,863 words) - 15:43, 20 April 2016
  • jPCT as well as jPCT-AE aren't thread safe. This means that you are not supposed to manipulate jPCT
    667 B (113 words) - 15:06, 2 March 2015
  • jPCT (as well as jPCT-AE) isn't thread safe. That means that at runtime, no other thread is allowed
    1 KB (176 words) - 16:16, 16 May 2013
  • There is no built-in support in JPCT-AE for it, but you can use the implementation below. It's not a 1:1 adaptation
    4 KB (627 words) - 10:50, 30 December 2013
  • [[Category:jPCT-AE]]
    1 KB (140 words) - 01:37, 14 May 2014
  • ...the software renderer. The same principle applies to hardware renderer or jPCT-AE though. [[Category:jPCT-AE]]
    4 KB (462 words) - 19:46, 9 May 2016
  • Here's some example code for combining jPCT-AE with Google Cardboard by raft: [http://aptalkarga.com/download/Cardboard.zi
    269 B (40 words) - 21:04, 3 February 2015
  • 3 KB (501 words) - 13:55, 17 November 2015
  • 3 KB (506 words) - 10:57, 19 November 2015
  • 2 KB (352 words) - 16:38, 1 January 2016
  • 13 KB (1,426 words) - 15:52, 25 June 2016

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