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jPCT-AE - a 3d engine for Android => Support => Topic started by: ggp on February 26, 2014, 12:44:28 pm
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The LensFlare hidding behind object
worked before, not now
why?
used jpct-ae 1.28
LensF=new LensFlare(sun.getPosition(), "burst", "halo1", "halo2", "halo3");
LensF.setHiding(true);
LensF.setMaximumDistance(-1f); // i have also tried that in case of distance pb ...
LensF.setTransparency(2);
LensF.setGlobalScale(1.0f);
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The code for the lens flares hasn't changed in ages. Maybe some fix to the ray casting methods causes this in your case. It would help to know, what 'before' actually means in this context (which version...).
Also make sure that all objects that are supposed to hide the lenses are defined as colliders.
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jpct-ae 1.24 no work
jpct-ae 1.28 no work
without collision and with collision
i don't know ???
this is my config
public MyRenderer() {
Config.maxPolysVisible = 500;
Config.farPlane = 1500;
Config.glTransparencyMul = 0.1f;
Config.glTransparencyOffset = 0.1f;
Config.useVBO=true;
Texture.defaultToMipmapping(false);
Texture.defaultTo4bpp(true);
}
There is some code example that works?
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....soooo there is no working version of this?
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Android 2.2
jpct-ae 1.24
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I don't get it...in the post above, you state that 1.24 doesn't work either but in the last post, you state that it does?!?
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a long time ago work in 1.24,
but now no work in jpct-ae 1.24
fb.clear(back);
LensF.render(fb);
LensF.update(fb, world);
world.renderScene(fb);
world.draw(fb);
fb.display();
sorry, my English is not very good
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SOLVED!! :D
i dont undestand,
before work the other way
Here was the error
world.renderScene(fb);
world.draw(fb);
LensF.render(fb);
LensF.update(fb, world);
fb.display();
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The lens flare relies on blitting images onto the screen. If you place it before the actual scene rendering, it will be overriden by the scene itself. I don't see, how this could have worked in the past. Anyway, if it's solved now, all is fine... :)
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Maybe i forget change comments lines of LensFlares
i think other question
fixed background
for day sun, blue sky(texture gradient)
world.renderScene(fb);
fb.blit(this.background, 0, 0, 0, 0, 512, 256, width, height, -1, false);
world.draw(fb);
LensF.render(fb);
LensF.update(fb, world);
fb.display();
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...and the question is?
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put fixed background is the question
simple image backdrop screen
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Just like what you already did. I would move the blit before the renderScene, but that shouldn't matter.
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in motorola moto g work fine
in htc wildfire s crash app
why?
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What does 'crash app' mean? Nobody can find a problem with such a vague description. Do you have an exception and/or some log output? I don't any reason why a simple blit should crash an app.
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No errors in emulator log output ???
in emulator work fine
curious
comment this line and works fine in htc wildfire s
//fb.blit(cieloazul, 0, 0, 0, 0, 256, 256, fb.getWidth(), fb.getHeight(), 1000, false, null);
I have decided to remove this line.
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is not possible to make a gradient code?
similar to css
background: -webkit-linear-gradient(#8BC0EE, #33BCEE);
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No, it's not. But that's not the point. I can't help, if you provide no information on WHAT doesn't work. If it crashes, there has to be some output about it. Most likely it's a memory issue. That particular device is old and really really low end. It might not be able to handle what you throw at it. What's the size of the texture that you are using for this?