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Messages - kkl

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211
Support / Re: Tiling in texture atlas
« on: October 21, 2013, 06:36:16 pm »
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As said, i wouldn't go crazy about the perfomance. Whatever you do, consider that you'll lose flexibility with a texture atlas. Changing a texture is possible, but more hassle than it would be with distinct textures and increasing or decreasing a texture's resolution just isn't possible without affecting all textures or reworking the complete atlas.
I thought of that too. In fact, I am struggling in adjusting resolution in texture atlas. It has been a big headache. 

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Just transform it back into the range that you have for that particular texture. This won't work well for none rectangular tiles though.
Ahh.. The uv coordinates are non-rectangular. Guess this method doesn't work.

BTW, thanks for the advice. Really appreciate it ; )

212
Support / Re: Tiling in texture atlas
« on: October 19, 2013, 12:57:31 pm »
Hi Egon,

1. There are few reasons I need texture atlas. JPCT engine is certainly doing well in texture changes (by reusing the texture if the previous texture used is the same with the current one, i believe), but i heard alot that glBindTexture slows down the performance if app has tons of different texture. For image content privacy and management, it's easier to pack everything in one big image as well.

2. I'm not sure what "out of the box" means, but i'm guessing it has something to do with packing all uv coordinates into an image by hand to make it looks like repeating texture (my last resolve, though abit tedious).

3. Seems like a good idea. What if a polygon's uv is located between inside and outside of image?

4. Yea. I totally agree with you. I tried messing around with shader and it costs performance ALOT.

213
Support / Re: Tiling in texture atlas
« on: October 19, 2013, 04:44:51 am »
For example, an object uses a part of texture from texture atlas, and the object must has repeating texture (aka tile texture, eg floor). One of the ways to make repeating texture is by making the uv coordinate larger than the image and it would repeat the texture automatically, in Blender. However, it does not apply when the image is a texture atlas.

The first image is single texture. The texture is repeating by making uv coordinates bigger than image.
The second image is texture atlas, which the first part of texture cannot be repeated as there are other textures on the same image.
(Made by Blender)

[attachment deleted by admin]

214
Support / Tiling in texture atlas
« on: October 18, 2013, 06:06:10 pm »
Hi egon, does JPCT-AE support texture atlas, in API level? Im trying it in Blender, but it seems a lot harder, especially tiling in texture atlas (some suggested to edit uv map by hand till all faces are repeating accordingly, which i think it would take ages to do it). If not supported, do I do it in shader, or some uv trick in Blender? Wish to listen to your advice.

215
Support / Re: Multiple texture UV mappings from 3ds file
« on: October 10, 2013, 03:37:45 pm »
I'm using the codes from Wolf17's post, and it WORKED!

Thanks for the helps ;)

216
Support / Multiple texture UV mappings from 3ds file
« on: October 09, 2013, 03:20:31 pm »
I got a 3ds model made from Blender with multiple textures and different UV mapping for each texture. Does JPCT-AE support multiple UV mappings when loading 3ds file? I tried loading the 3ds model but both textures from the model uses the first texture UV map.

217
Support / Re: Screen flicker at the beginning of rendering
« on: October 02, 2013, 09:35:29 am »
I see. I had the same problem when I first started off with the GLWallpaperService in which they run drawFrame and onSurfaceChanged at the same time. I fixed it by using a sync lock, so only one method can run at a time. But not sure if that ought to work correctly.

BTW, really appreciate your help on this.

218
Support / Re: Screen flicker at the beginning of rendering
« on: October 02, 2013, 04:52:16 am »
Wow, by checking the glcontext to make new frame buffer, it works! I din't even use the JPCT beta version. BTW, what's new in that JPCT beta version and what exactly happened to the flickering previously?

219
Support / Re: texturing 3ds files
« on: October 01, 2013, 02:52:16 pm »
For texture coordinates to work, you need to map texture to your object using UV editor in Blender. Then setup the object's material and texture. In textures tab, select 'UV' for coordinates under Mapping category. Then select your option for UV, if you've done mapping correctly in UV editor.

220
Support / Re: Screen flicker at the beginning of rendering
« on: October 01, 2013, 11:40:24 am »
Same goes here. I never expect that it can be that complicated. Hopefully this isn't any major issue we're looking in. Btw, thanks alot. Look forward to your reply.

221
Support / Re: Screen flicker at the beginning of rendering
« on: October 01, 2013, 07:55:09 am »
I spent the night trying all cases. The normal GLSurfaceView in Activity is fine. When the renderer is used in live wallpaper, in the case that the live wallpaper is set to homescreen and lock screen, it causes the flickering. It happens when device wakes up from sleep mode.

Here's the link for the sample live wallpaper test which causes flickering
https://dl.dropboxusercontent.com/u/9789471/LiveWallpaperTest.zip

Steps to reproduce the issue:
1. Set live wallpaper to homescreen and lockscreen.
2. Press power button to put device to sleep mode.
3. Press power button or home button to wakes up device again.
4. The flicker occurs when device wakes up.

Tested device: Samsung Galaxy S2 GT-I9100 Android 4.1.2

222
Support / Screen flicker at the beginning of rendering
« on: September 30, 2013, 03:30:21 pm »
Hi I tried to draw a square with TextureInfo (2 textures), but it causes flickering for unknown reason. The second texture is in Mode_Blend. When the rendering started, it flickered once (the screen turns into frame buffer background color), then rendering got back to normal state. If I don't add the second texture, it doesn't cause the flickering. Method "preWarm" has been tried, but it looked the same too. Any idea what is going on there? (the square object is at -45z, the rest of objects are in 0z, and camera is at -50z)

223
Projects / Re: [3D Live Wallpaper] Tap Leaves Free using JPCT-AE
« on: July 25, 2013, 03:42:31 pm »
Yea, I don't mind you putting the live wallpaper on projects page.

BTW, really thanks for supporting ;) I can't make it that far without your help and JPCT-AE.

224
Projects / [3D Live Wallpaper] Tap Leaves Free using JPCT-AE
« on: July 24, 2013, 10:30:04 am »







Emerge yourself into a beautiful and calm natural forest with high definition leaves and interactive forest life, along with striking sunshine that blisters the forest. The combination of sunlight and shades, together with animated leaves swaying along with the mild wind, creates a magnificent scene that you would never forget.

Tap Leaves is a whole new live wallpaper to mimic real life animation. With a tap of finger, forest leaves in Tap Leaves imitate actual leaf movement and bounce in silky smooth animation, in 3D. Tap Leaves also features real life lighting effect, interactive forest life such as fireflies that glow in the dark, butterflies that flutter away when you tap on the leaves they rest on and many more.

Tap Leaves is fully customized in full version:
- Auto change day according to your device's time.
- Few leaf types to be customized.
- Different time shows different forest life.
- Glowing fireflies that light up the forest.
- More butterfly types to customize.
- Different seasons to be chosen.
- and many more...


Download Tap Leaves Free from Google Play Store


Tap Leaves Demo on YouTube

225
Support / Re: Strange looking preference activity in livewallpaper
« on: July 19, 2013, 03:49:43 am »
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However...this "leak"...is it really a leak, so that after some iterations, there's no memory left

I couldn't be sure about that too. But it just seems to take more memory than usual. The memory left seems to maintain at one extent.

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Or it just that more memory is being used than you think it should
I guess so. The same objects and same textures should take equal amount of memory, shouldn't it?

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