Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AeroShark333

Pages: 1 ... 15 16 [17] 18 19 ... 22
241
Support / Re: Strange Fatal Error
« on: October 09, 2016, 12:43:35 pm »
Logs of the app working normally:
Code: [Select]
10-09 12:34:13.877: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:13.878: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:34:14.943: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:14.943: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:34:16.471: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:16.472: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:34:17.605: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.606: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:34:17.728: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.729: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:34:17.837: I/jPCT-AE(29419): Loading Texture...
10-09 12:34:17.837: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:34:17.897: I/jPCT-AE(29419): Subobject of object 31/object33 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:34:17.898: I/jPCT-AE(29419): Object 31/object33 compiled to 1 subobjects in 59ms!
10-09 12:34:17.956: I/jPCT-AE(29419): Subobject of object 35/object37 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:34:17.957: I/jPCT-AE(29419): Object 35/object37 compiled to 1 subobjects in 59ms!
10-09 12:34:18.038: I/jPCT-AE(29419): Subobject of object 30/object0 compiled to indexed fixed point data using 11904/2143 vertices in 68ms!
10-09 12:34:18.039: I/jPCT-AE(29419): Object 30/object0 compiled to 1 subobjects in 82ms!
10-09 12:34:18.099: I/jPCT-AE(29419): Subobject of object 34/object36 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:34:18.100: I/jPCT-AE(29419): Object 34/object36 compiled to 1 subobjects in 61ms!
10-09 12:34:18.159: I/jPCT-AE(29419): Subobject of object 32/object34 compiled to indexed fixed point data using 11904/2143 vertices in 56ms!
10-09 12:34:18.160: I/jPCT-AE(29419): Object 32/object34 compiled to 1 subobjects in 60ms!
10-09 12:34:18.221: I/jPCT-AE(29419): Subobject of object 33/object35 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-09 12:34:18.222: I/jPCT-AE(29419): Object 33/object35 compiled to 1 subobjects in 62ms!
10-09 12:34:18.243: W/jPCT-AE(29419): [ 1476009258243 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:18.392: I/jPCT-AE(29419): Compiling shader program!
10-09 12:34:18.394: I/jPCT-AE(29419): Handles of 9: 4/1/5
10-09 12:34:18.395: I/jPCT-AE(29419): Creating buffers...
10-09 12:34:18.396: I/jPCT-AE(29419): VBO created for object 'object35'
10-09 12:34:18.397: W/jPCT-AE(29419): [ 1476009258397 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:18.876: I/jPCT-AE(29419): Compiling shader program!
10-09 12:34:18.878: I/jPCT-AE(29419): Handles of 12: 1/0/-1
10-09 12:34:18.878: I/jPCT-AE(29419): Creating buffers...
10-09 12:34:18.879: I/jPCT-AE(29419): VBO created for object 'object33'
10-09 12:34:18.880: W/jPCT-AE(29419): [ 1476009258879 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:34:25.903: W/jPCT-AE(29419): [ 1476009265903 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!

Code: [Select]
10-09 12:35:43.008: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:43.011: I/jPCT-AE(29419): Texture loaded...134217728 bytes/8192*4096 pixels!
10-09 12:35:44.132: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.133: I/jPCT-AE(29419): Texture loaded...8388608 bytes/2048*1024 pixels!
10-09 12:35:44.258: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.259: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:35:44.368: I/jPCT-AE(29419): Loading Texture...
10-09 12:35:44.369: I/jPCT-AE(29419): Texture loaded...2097152 bytes/1024*512 pixels!
10-09 12:35:44.430: I/jPCT-AE(29419): Subobject of object 45/object47 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:35:44.431: I/jPCT-AE(29419): Object 45/object47 compiled to 1 subobjects in 59ms!
10-09 12:35:44.489: I/jPCT-AE(29419): Subobject of object 49/object51 compiled to indexed fixed point data using 11904/2143 vertices in 54ms!
10-09 12:35:44.490: I/jPCT-AE(29419): Object 49/object51 compiled to 1 subobjects in 59ms!
10-09 12:35:44.571: I/jPCT-AE(29419): Subobject of object 44/object0 compiled to indexed fixed point data using 11904/2143 vertices in 67ms!
10-09 12:35:44.572: I/jPCT-AE(29419): Object 44/object0 compiled to 1 subobjects in 82ms!
10-09 12:35:44.631: I/jPCT-AE(29419): Subobject of object 48/object50 compiled to indexed fixed point data using 11904/2143 vertices in 55ms!
10-09 12:35:44.632: I/jPCT-AE(29419): Object 48/object50 compiled to 1 subobjects in 60ms!
10-09 12:35:44.696: I/jPCT-AE(29419): Subobject of object 46/object48 compiled to indexed fixed point data using 11904/2143 vertices in 60ms!
10-09 12:35:44.698: I/jPCT-AE(29419): Object 46/object48 compiled to 1 subobjects in 66ms!
10-09 12:35:44.759: I/jPCT-AE(29419): Subobject of object 47/object49 compiled to indexed fixed point data using 11904/2143 vertices in 57ms!
10-09 12:35:44.760: I/jPCT-AE(29419): Object 47/object49 compiled to 1 subobjects in 62ms!
10-09 12:35:44.775: W/jPCT-AE(29419): [ 1476009344775 ] - WARNING: Texture's size is 1024/512, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:44.916: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:44.919: I/jPCT-AE(29419): Handles of 9: 4/1/5
10-09 12:35:44.920: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:44.921: I/jPCT-AE(29419): VBO created for object 'object49'
10-09 12:35:44.922: W/jPCT-AE(29419): [ 1476009344922 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:45.404: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:45.406: I/jPCT-AE(29419): Handles of 12: 1/0/-1
10-09 12:35:45.406: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:45.407: I/jPCT-AE(29419): VBO created for object 'object47'
10-09 12:35:45.408: W/jPCT-AE(29419): [ 1476009345408 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:52.544: W/jPCT-AE(29419): [ 1476009352544 ] - WARNING: Texture's size is 8192/4096, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:35:52.544: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.544: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.549: I/art(29419): Starting a blocking GC Alloc
10-09 12:35:52.589: I/art(29419): Alloc partial concurrent mark sweep GC freed 229(31KB) AllocSpace objects, 2(128MB) LOS objects, 4% free, 357MB/373MB, paused 251us total 39.920ms
10-09 12:35:52.590: I/art(29419): WaitForGcToComplete blocked for 45.162ms for cause Background
10-09 12:35:59.613: I/jPCT-AE(29419): Compiling shader program!
10-09 12:35:59.615: I/jPCT-AE(29419): Handles of 15: 5/2/4
10-09 12:35:59.616: I/jPCT-AE(29419): Creating buffers...
10-09 12:35:59.617: I/jPCT-AE(29419): VBO created for object 'object0'
10-09 12:35:59.618: W/jPCT-AE(29419): [ 1476009359618 ] - WARNING: Texture's size is 2048/1024, but textures should be square for OpenGL ES2.0! This may result in a black texture!
10-09 12:36:00.032: I/jPCT-AE(29419): Compiling shader program!
10-09 12:36:00.035: I/jPCT-AE(29419): Handles of 18: 4/1/5
10-09 12:36:00.035: I/jPCT-AE(29419): Creating buffers...
10-09 12:36:00.048: I/jPCT-AE(29419): VBO created for object 'object50'
10-09 12:36:00.049: I/jPCT-AE(29419): Compiling shader program!
10-09 12:36:00.051: I/jPCT-AE(29419): Handles of 21: 4/1/5
10-09 12:36:00.052: I/jPCT-AE(29419): Creating buffers...
10-09 12:36:00.053: I/jPCT-AE(29419): VBO created for object 'object51'

242
Support / Re: Strange Fatal Error
« on: October 09, 2016, 12:40:36 pm »
This is the complete error log I'm getting...
Even if I enable to log OpenGL Traces in Developer Options, it doesn't give me anything else than that.
I'm getting this error on the ZTE Axon 7.
However, I remember having the exact same issue with my previous device: HTC Desire 826.

I'll post bigger logs in the next posts.

243
Support / Strange Fatal Error
« on: October 08, 2016, 08:10:11 pm »
Hello,

So I've been trying to develop a new app, though I have just one major issue with it...

Code: [Select]
10-08 17:52:19.684: W/google-breakpad(18652): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-08 17:52:19.684: W/google-breakpad(18652): Chrome build fingerprint:
10-08 17:52:19.684: W/google-breakpad(18652): 3.8
10-08 17:52:19.684: W/google-breakpad(18652): 16
10-08 17:52:19.684: W/google-breakpad(18652): ### ### ### ### ### ### ### ### ### ### ### ### ###
10-08 17:52:19.684: A/libc(18652): Fatal signal 11 (SIGSEGV), code 2, fault addr 0x749c3000 in tid 21230 (GLThread 3696)

So the app starts fine and the camera basically starts facing in the direction of the sunlight.
However, whenever I turn the camera (using touch or autorotation) towards the sun, the app simply just crashes However, it will not always crash...
So I tried using less objects and lower resolution textures.
Both seemed to have a small impact on the chance of this crash to happen.
However, disabling jPCT's LensFlare in my app seemed to fix the whole problem.
But, disabling most objects (and prevent their textures from being loaded) seemed to fix the problem as well.
Having both enabled just does not always work. (Maybe it will work 1 in 10 times, and once it does work, it won't crash when you look away from the sun and back)

EDIT: Nevermind, the crash can also happen with the LensFlare disabled...

244
Support / Re: low fps rate
« on: August 17, 2016, 09:50:30 am »
I wanted to know how Object3D's are merged. Or basically... How are the meshes merged?

245
Support / Re: low fps rate
« on: August 16, 2016, 12:44:05 pm »
I wondered, is it possible to see the source code of the Object3D#mergeAll method jPCT-AE comes with?

246
Support / Re: low fps rate
« on: August 10, 2016, 10:59:49 am »
Hmm, the thing I'm working on looks a bit like minecraft-like landscapes.
So I thought it would be either this merging idea or the thing that is explained here: http://www.jpct.net/forum2/index.php/topic,4723.0.html

247
Support / Re: low fps rate
« on: August 09, 2016, 02:35:57 pm »
Well it would be nice to have some automatic geometry-wise merging function to reduce draw calls. Or some helper class or something to allow it, I'm not sure how though.
But it would be nice to have Object3D's merged geometry-wise and still be able to control the Object3D's individually for this example:
When you got loads of Object3D's and you want to keep rotating 1 Object3D, then I guess this idea might be useful. In case you merge the Object3D's into one Object3D, it would be hard to rotate the mesh of the original Object3D you want to keep rotating...

EDIT: On second thought... it might actually be do-able if you create a custom Object3D merger or something, so you still have control over the individual meshes. Any suggestions how to exactly do this though?

248
Support / Re: low fps rate
« on: August 07, 2016, 01:55:54 am »
So if I understand correctly:
-> Having xxx Object3D's will result in xxx draw calls for the Object3D's.
-> Having xxx Object3D's merged into 1 Object3D will result in just 1 draw call.

Isn't it possible for jPCT to automatically "merge" certain Object3D's? Not real merging into one Object3D, but just to reduce draw calls. (So I guess geometry-wise merging only)
I don't know if this will increase performance, since I'm not sure if merging itself is cheap performance-wise.
Another thing that might make this idea not work is the individual settings that are possible for Object3D's like different shaders. I don't think merged geometry could work with Object3D's with different shaders for instance.
But okay, for the Object3D's that share most settings, could those be merged geometry-wise?
Well a developer can instead just merge them immediately too to one Object3D, but at the cost of having control over the Object3D's it originally consisted of.

249
Hmm looks interesting but how can one detect when an InstanceObject3D is touched?

EDIT:
Another question, does the order in which the InstanceObject3D's are drawn matter?

250
Support / Re: TextureInfo multi-texture question
« on: May 29, 2016, 08:39:44 pm »
Is it possible to shift the pixels in a texture like in the picture in the attachments?
It would be nice if there was some way to 'rotate' the texture in the horizontal direction. (rotate -> imagine the texture in a cylinder-shape)
So basically I'd need something like Texture.rotateHorizontally(float angle); [angle of the pixelshift in the right direction -> imagine the cylinder-shape with the texture applied to it again)
So yeah, if it was a cylinder, I could just rotate the cylinder object itself... using Object3D.rotateY(float angle);
But that's a bit different in my case... Imagine the cylinder having two texture layers. I'd like one texture to rotate with the object (so with Object3D.rotateY(float angle);) but I want the second texture to rotate at another angle.
I hope my explanation was clear enough :p

251
Support / Re: Texture resizing
« on: May 28, 2016, 02:27:03 pm »
Well the textures are big for the best quality.
I don't have any issues with the non-square textures, but since I read that warning, I do wanted to add support for devices that don't support it

252
Support / Texture resizing
« on: May 27, 2016, 08:20:19 am »
Hello,

So I have a small question...
Let's say I have an Android bitmap with the following resolution 1024x2048 (height x width) and I want to make it a 2048x2048 squared texture (to provide support for devices that don't support non-squared textures).
How can I scale the height in the most efficient way?
Bitmap.createScaledBitmap isn't that memory efficient I suppose... (There will be a moment when the original bitmap and the scaled bitmap are loaded in the memory, right? I would like to avoid this,because it could rise an OutOfMemoryError for some devices I guess)

So then, is it possible to do it with a Texture instance instead?
Basically pass the original 1024x2048 bitmap instance to a new texture instance and do Texture.scaleHeight(2);
(Texture.scaleWidth(0.5f); would be possible too of course...)
And when the texture is uploaded to the TextureManager, then the texture will be uploaded as a 2048x2048 texture to the GPU.
I don't know if this can be done... but I guess it would be quite memory efficient if this was possible.

Cheers,
Abiram

253
Support / Re: TextureInfo multi-texture question
« on: April 12, 2016, 02:25:32 am »
Something a little offtopic:

Usually when I make shaders I might make a little mistake.
When I run the app, jPCT-AE would give me the cause of the shader compilation failure. (which of the two shaders + which line)
But this shader-crash-information is only printed as 'Information' (according to Eclipse) and not printed as an 'Error'.
When the error is thrown and the app crashes, I have the feeling that this shader-crash-information is not added to the thrown errormessage.
Since Google Developer Console only shows the thrown errormessage and not the whole log... the shader-crash-information would be left out.
I might be completely wrong but I'm just not sure...

So well I of course I could write my shaders completely perfect in the first place for my main device...
But I did encounter shader compilation errors that are caused by the device (different GPU).
So I have two devices I usually test my app on.
One device usually compiles the shader without a problem.
And the other device is 'less flexible' or something with the shader code.
For instance, device #1 allows: vec4 blah = blahh + blahhh; //blahh is a vec3 and blahhh is a vec4
While device #2 would crash with that code because of the vec3.
I think device #1's compiler would automatically turn the 'blahh' into 'vec4(blahh,0.0)' or something.

Anyway, since I don't have access to all different devices in the world and shader compilation errors like these could happen to anyone, I guess it would be nice to have the shader-crash-information added to the thrown errormessage if it is not yet.
I guess it would be a great help for many application developers working with Google Developer Console.

254
Support / Re: TextureInfo multi-texture question
« on: April 07, 2016, 05:11:11 pm »
I wasn't able to reproduce the error at all with VBO's enabled... ???

Does that have something to do with one of my notes in post #8 "- Using low-poly spheres does decrease the probability that this crash will occur."

255
Support / Re: TextureInfo multi-texture question
« on: April 07, 2016, 02:52:23 pm »
I already use the largeHeap tag in the Android manifest file.
"Object3D.setFixedPointMode(false);" did not solve the problem.

However, I once added "Config.useVBO = false;" to my code... I don't remember why
But removing this line (thus using the default true value) did solve my problem (at least it seems so...)
Does it make sense?

Pages: 1 ... 15 16 [17] 18 19 ... 22