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Messages - EgonOlsen

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151
Support / Re: AA not working on PowerVR6250
« on: March 11, 2021, 09:11:18 pm »
Yep, that's the exact same issue that I had with these PowerVR chips as well, regardless of using AA. That's why jPCT-AE now defaults to not use VBOs on these chips if detected. That was the only solution that I found that fixed it. Maybe you are enabling VBOs somehow again? Or maybe you are using an older version that doesn't include this fix...are you seeing some PowerVR related setting in Config?

152
Support / Re: AA not working on PowerVR6250
« on: March 09, 2021, 11:34:14 pm »
Let's put it this way: jPCT-AE's GL-Renderer has a method called isCrappyPowerVR(), which detect PowerVR chips >=6000 either via their code name or their number and in turn enables all kinds of workarounds to make these suckers work at least half decent.

How does it look with AA enabled? I assume as if some wireframe is drawn over everything? If not, can you post a screenshot?

153
Support / Re: Cpct?
« on: March 05, 2021, 01:56:19 pm »
Grabbing the screen rendered by the AWTGLRenderer is a bit of a pain anyway, because the calling thread (the one that want to grab the image) has to trigger a repaint and then wait for the paint thread to do that. I'm not sure how this should result in an endless list of calls though. Check what happens in the AWTGLRenderer's waitForPainting() method. Maybe canvas.isVisible() returns always false in your implementation or something like that.

154
Support / Re: Cpct?
« on: February 26, 2021, 08:37:43 am »
I wanted to give it a quite high priority, but not 10. If you use 10, older machines tended to execute nothing else anymore but this thread. 9 was a good compromise at the time. Today, it might not be even be needed and it might be a better idea to leave thread priorities alone anyway.

155
Support / Re: Cpct?
« on: February 23, 2021, 09:00:33 am »
So maybe it's just something that you are calling recursively by accident? Something like

Code: [Select]
callMe() {
    // callMe(null); // What you are supposed to call
    callMe(); // What you actually call by accident

}

callMe(SomeStuff stf) {
    ......
}


I tend to do these things when refactoring code, hence the idea.

156
Support / Re: Cpct?
« on: February 22, 2021, 08:47:01 am »
How can Microsoft still be so bad with giving proper error messages? That doesn't help at all. The log output looks fine as well, as far as I can tell. I'm not sure, what's going on there. Does this problem occur immediately or after some time or do you have to trigger it somehow?

157
Support / Re: Cpct?
« on: February 18, 2021, 09:08:09 am »
So the C#-Runtime doesn't feel obliged to print the actual location of the exception? That's strange.

In that case...I don't know. Maybe using a debugger helps to find it or, which would be what I would do, adding some log output to each and every method that might cause this...

158
Support / Re: Cpct?
« on: February 17, 2021, 11:57:01 am »
vl(x) is non null only for added VisList instances. All other elements of that array are supposed to be null. And count being 346 doesn't seem unreasonable to me either. That's just the number of buffered commands in the list.
None of these value looks like a recursion/stack issue to me.

Is reset() ever called and how does the actual StackOverflowException looks like?


159
Support / Re: Load large file to Android device
« on: February 05, 2021, 10:52:08 pm »
That looks strange. Have you tried to render a simpler model like a sphere from the Primitives class and increase it's polgon count?

160
Support / Re: Load large file to Android device
« on: February 05, 2021, 10:48:56 pm »
As the docs state, the "max polygon" name is misleading and only called that way for compatibility with desktop jPCT. It actually means "max subobjects" on jPCT-AE and he should be fine with his settings.

Edit: However, this number isn't the number of array elements after loading the file. It's the number of unique data structures created to render the object. You can't determine that value from anywhere but by looking at the log output when the object gets compiled for the first time. But anyway, if increasing the value to 1024 doesn't help, it's most likely not the issue.

161
Support / Re: Load large file to Android device
« on: February 05, 2021, 08:05:37 am »
There is no actual limit on what you can load and display as long as loading times are feasible and it fits into memory. So there's no "cut off after 4 MB"-setting or anything like it.

In your case, it might be a problem with the model itself, with the 3ds loader, with the way in which you serialize/deserialize the object or, maybe most likely, this setting: https://www.jpct.net/jpct-ae/doc/com/threed/jpct/Config.html#maxPolysVisible

You might want to adjust this first to see if that does any good. When you load the object, there should be some log output that tells you, how many sub-objects the object compiler has created . If that number exceeds this setting, you'll lose parts of the model when rendering it as a whole. If you can't find this information, just double the value to see if that changes something.

If that doesn't help, a screenshot of the issue might give an indication of what might be wrong.

162
Support / MOVED: Load large file to Android device
« on: February 05, 2021, 07:56:28 am »

163
Support / Re: Cpct?
« on: February 04, 2021, 11:42:10 am »
These are the transformed normal vectors' coordinates. It might be possible, that the x coordinate is 0 for some polygons in your object (albeit unlikely). But that wouldn't affect the polygons where it isn't. I would assume that there's still something wrong with your check for "has been processed already"...that this wierd magic number, like here:

Code: [Select]
if (arrays[0][pos3] == 12345671 || isFlatShaded) {

Just change these occurences into something like

Code: [Select]
if (arrays[0][pos3] == 12345671 || isFlatShaded || true) {

If that helps, your handling/setting of this magic number is wrong.

164
Support / Re: Object/Sprite Batching
« on: February 03, 2021, 01:53:01 pm »
I would think that the object itself should be rather empty and that your vertex data has to come from somewhere else. If it would be part of the object, it would be drawn, because the IRenderHook has no option to suppress drawing of the actual object. In this case, the object is more like a hook into the render pipeline than an actual object.

165
Support / Re: Cpct?
« on: February 01, 2021, 04:32:49 pm »
That's a placeholder value that indicates "not yet filled". Do ask why it has the value it has...I can't remember. Anyway, there should be code like this somewhere to clear this cache:

Code: [Select]
transformFlags[i] = 12345671;

Maybe you've ported that "away"...?

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