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Topics - Thomas.

#41
Support / disabled culling and normals in shader
May 25, 2012, 01:35:03 PM
I have problem with objects without culling. I'm using shader for calculating per-pixel lighting. When I disable culling, normals are still same, so lighting is "bad" from other side. Is there any simple and fast solution? or is better to use two triangle for each side?
#42
Bones / smooth player movements
May 19, 2012, 01:26:04 PM
I'm new in bones... what is the best way for smooth player movements? Probably, I need to do model of player and his skeleton in 3Ds max and export with OgreMax. Is possible to moving individually bones by code in application? Is this good and fast way? If yes, is there any example?
#43
Bones / minimal library
May 17, 2012, 08:43:18 PM
Is there any minimal library, that contains all what is needed? 2.35MB isn't good...
#44
Support / add triangle with normal
April 14, 2012, 10:11:41 PM
Please, could you add method for set normals? Something like this:

addTriangle(SimpleVector vert1, SimpleVector norm1,  float u,  float v,
      SimpleVector vert2, SimpleVector norm2, float u2, float v2,
      SimpleVector vert3, SimpleVector norm3, float u3,  float v3);
#45
Bugs / Memory and replace texture
April 14, 2012, 06:05:37 PM
When I use Texture.replaceTexture() method, original is probably still in memory. Can someone confirm it?

I have textures 512*512 and when is all replace by 128*128 memory increased to 42MB, before it was 35MB
#46
Support / different texture on shared mesh
April 05, 2012, 09:57:09 PM
Can by set different textures on shared mesh? I tried it but texture is same on all objects (or maybe I have something wrong)...
#47
Support / Sorting of objects
March 23, 2012, 08:45:41 PM
Is possible for sorting of objects before rendering? frustum culling -> sorting (maybe getter for boolean, be rendered?) -> render
If no, is possible for implement it? :)
#48
Support / Serialized objects
March 17, 2012, 11:19:49 AM
What exactly mean reduced in serialize method?
#49
Projects / Physics example
March 10, 2012, 10:29:28 PM
Some people are asking for physics on Android devices. Maybe you found my test app and tried how fast is calculated physics on your device. In my opinion, jBullet is slow for games on mobile devices, but if you want to play with it, there are source codes and application. By slide you change height and camera angle, by tap is fired sphere and by long tap you can moving with objects, pinch to zoom.

sources - http://dl.dropbox.com/u/26148874/PhysicsTest.zip
application - http://dl.dropbox.com/u/26148874/PhysicsTest.apk

#50
Support / Number of existing lights in shader
March 05, 2012, 01:26:36 PM
How can I find how much lights exists in fragment shader?
#51
Support / Modifying the mesh during drawing process
February 25, 2012, 01:00:13 AM
I have problem with GenericVertexController. I use these parts of code, but nothing happened, what magic is for modify of objects mesh? :)

I create object by this
build();
compile(true);
waterMesh = this.getMesh();
waterMesh.setVertexController(new Modificator(), false);


modify
public void apply() {
     SimpleVector[] s = getSourceMesh();
     SimpleVector[] d = getDestinationMesh();
     for (int i = 0; i < polyCount; i++) {
   SimpleVector cd = d[i];
   SimpleVector cs = s[i];
   cd.x = cs.x;
   cd.y = height[i];
   cd.z = cs.z;
     }
}


and in every frame is caled waterMesh.applyVertexController();
#52
Support / Delayed start apps
February 11, 2012, 01:38:57 PM
Please Egon, when is started an application, some normals are calculated, it takes about 300-400ms. Is it static calculating normals of Primitives? Anyway, could you call this method later? Maybe when is first call of get something... Thanks :)
#53
Support / Disable checking camera view for Object3D
February 06, 2012, 11:30:48 PM
Please, could you add two methods for Object3D to enable and disable (default is enable) checking models when are in camera view? (so everytime Object3D will be send to GPU without checking) I think, that could be very helpful for very simple objects like particles or light halo.
And does jPCT-AE support multithreading for this? Galaxy S2 has almost same result as Galaxy S...

Sorry for my English, I do not how better explain it...
#54
Support / physics test help
January 22, 2012, 12:40:50 AM
I created simple application with using jPCT-AE and jBullet, before implementation physics into my game. But it is very, very slow on my Galaxy S calculations only 6 boxes take 11ms. I wonder how fast it runs on other devices. Could you send me your result?




You can download test app here.

results:
Hummingbird - 11.3ms (Galaxy S 4.0.3)
Ti Omap 4430 - 8.5ms (? 2.3.x)
Nvidia Tegra 2 - 9.6ms (? 3.x)
Qualcomm MSM8255 - 12.5ms (Xperia Neo 2.3.4), 12.4ms (Xperia Neo ?)
Qualcomm QSD8250 - 16.8ms (Desire 2.2.x)
Qualcomm MSM8260 - 14.7ms (Sensation 2.3.x)
Qualcomm MSM7227 - 28.5ms (Galaxy Mini 2.2), 23.4 ms (? ?)
Exynos 4210 - 9.1ms (Galaxy S2 ?)
Nvidia Tegra 3 - 8.6ms (Transformer Prime 3.x)
Qualcomm MSM8260 - 15.2ms (Evo 3D 2.3.x), 13ms (Evo 3D ?)
#55
Support / OutOfMemoryError on ICS
November 30, 2011, 11:16:57 AM
Application crashes during the loading with this error log. On gingerbread without any problem.

11-30 11:09:33.691: W/dalvikvm(21679): threadid=14: thread exiting with uncaught exception (group=0x40a321f8)
11-30 11:09:33.695: E/AndroidRuntime(21679): FATAL EXCEPTION: Thread-7392
11-30 11:09:33.695: E/AndroidRuntime(21679): java.lang.OutOfMemoryError
11-30 11:09:33.695: E/AndroidRuntime(21679): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)
11-30 11:09:33.695: E/AndroidRuntime(21679): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:493)
11-30 11:09:33.695: E/AndroidRuntime(21679): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:549)
11-30 11:09:33.695: E/AndroidRuntime(21679): at com.threed.jpct.util.BitmapHelper.loadImage(BitmapHelper.java:32)
11-30 11:09:33.695: E/AndroidRuntime(21679): at com.threed.jpct.Texture.loadTexture(Texture.java:715)
11-30 11:09:33.695: E/AndroidRuntime(21679): at com.threed.jpct.Texture.loadTexture(Texture.java:703)
11-30 11:09:33.695: E/AndroidRuntime(21679): at com.threed.jpct.Texture.<init>(Texture.java:135)
11-30 11:09:33.695: E/AndroidRuntime(21679): at cz.game.util.ObjectLoader.loadValuesOfObjects(ObjectLoader.java:471)
11-30 11:09:33.695: E/AndroidRuntime(21679): at cz.game.util.ObjectLoader.loadLevel(ObjectLoader.java:314)
11-30 11:09:33.695: E/AndroidRuntime(21679): at cz.game.util.ObjectLoader.load(ObjectLoader.java:203)
11-30 11:09:33.695: E/AndroidRuntime(21679): at cz.game.util.ObjectLoader.run(ObjectLoader.java:116)
11-30 11:09:33.703: W/ActivityManager(188):   Force finishing activity com.main/cz.game.main.Demo
#56
Support / data from depth buffer
August 23, 2011, 06:48:44 PM
I think, that Egon somewhere wrote something about it, but is possible get data from depth buffer on open gl es?

edit: yes http://blog.shayanjaved.com/2011/05/20/android-opengl-es-2-0-shadow-mapping/#more-97
#57
Support / performance question
August 20, 2011, 06:42:18 PM
I need plane visible from both side, what is faster 2 triangles or one but without backface culling?
#58
Support / keyframe and bones in 3ds max
August 20, 2011, 02:09:42 PM
I have made animation of shooting using this tutorial, but animation is not in hand and gun mesh, but in some bones help objects... could anyone advise how to save the animation in to the mesh of animated objects?
#59
Support / dummy
August 05, 2011, 07:25:03 PM
Hi Egon, I have problem with dummy. I need add dummy to another dummy, but when I do this, object (from code) is not visible. Any idea?

for (int i = 0; i < moveMergeIds.size(); i += 2) { // sjednoceni pohybu definovanych objektu (f -> s)
int idf = moveMergeIds.get(i);
int ids = moveMergeIds.get(i + 1);
Object3D object = objectManager.getObject(idf).getDummy();
Object3D dummy = objectManager.getObject(ids).getDummy();
dummy.addChild(object);
}
#60
Support / object pivot
July 26, 2011, 08:04:49 PM
I set the object's pivot in 3ds max and when I rotate object in engine pivot is in the center of this object... Is it normal?