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jPCT-AE - a 3d engine for Android
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default shader lighting problem
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Topic: default shader lighting problem (Read 10201 times)
MichaelJPCT
float
Posts: 267
Re: default shader lighting problem
«
Reply #30 on:
September 10, 2016, 01:52:47 pm »
it seems to work correctly like the desktop version now. thanks.
i see the specTerm param is gone, but i never knew what it was - it didn't make difference in my desktop app.
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EgonOlsen
Administrator
quad
Posts: 12297
Re: default shader lighting problem
«
Reply #31 on:
September 10, 2016, 07:56:04 pm »
It wasn't used in the Android version anyway. I'll check the desktop version, if it still has any use in that one.
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EgonOlsen
Administrator
quad
Posts: 12297
Re: default shader lighting problem
«
Reply #32 on:
September 20, 2016, 10:15:03 pm »
I've updated the beta jar:
http://jpct.de/download/beta/jpct_ae.jar
The fixed shaders were too large to compile on Vivante GPUs and crashed the VM when trying. So I got myself a cheap, used Galaxy Tab3 to debug it and finally fixed the problem by using some different shaders for Vivante based devices. This is the first time that I had to do that (use different shaders, not buy a device to debug stuff...I did that several times...
).
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Last Edit: September 20, 2016, 11:00:48 pm by EgonOlsen
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default shader lighting problem