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Messages - kkl

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136
Support / Re: GLSL debug
« on: June 06, 2014, 03:28:59 am »
Thanks alot, AGP. Looking forward to it. I have been spending few nights figuring how to debug a shader and it's really pain in the a**.

137
Support / GLSL debug
« on: June 05, 2014, 03:53:38 pm »
Hi everyone,

Has anyone tried glsl debugging before on pc? I'm trying on glslDevil and Perf Studio, but with no luck, both don't work.

138
Support / Re: GLSLShader pass matrix array
« on: June 02, 2014, 03:31:41 pm »
I think I'll pass the matrices via uniform since they have constant 4 matrix palettes for skin animation, if I'm not wrong. BTW, can I have a jpct java version with GLSLShader matrix passing in it so I can debug the shader in pc? Im figuring out how to use glslDevil to debug. Is there any good recommendation for glsl debugger for either Android or pc?

139
Support / Re: GLSLShader pass matrix array
« on: May 29, 2014, 12:02:47 pm »
Quote
Keep in mind that you will need vertex attributes as well. You'll find them in the Mesh class, not in GLSLShader...just in case that you haven't noticed them yet.
You're right. Initially I thought of using the 'uniform' to pass the values, but I guess it doesn't work that way. I need to use VertexAttributes instead, is that right? In this case, is it possible to pass matrix via VertexAttributes? All I can think of is passing 4 float[4] to reconstruct those values to a matrix in shader as a workaround.

140
Support / GLSLShader pass matrix array
« on: May 28, 2014, 06:05:43 pm »
Hi Egon,

Is it possible for you to add in passing matrix array to shader? I'm trying to implement hardware skinning and the input is matrix array. Some inputs are in 2 dimensional array too and I guess shader does not support it, right?

141
Bones / Re: Hardware skinning needed
« on: May 27, 2014, 05:16:23 pm »
Ah~ I missed out the source code in the zip file. I always thought it's close sourced. Ok, i can start working on it now. Thanks alot.

142
Bones / Re: Hardware skinning needed
« on: May 27, 2014, 04:51:38 pm »
I can't use SkinClipSequence animate() method as it's a private method. Could you compile a new Bones.jar with the method declared as PUBLIC? This's the best I can think of. Would love to hear if there is better suggestion ;)

143
Bones / Re: Hardware skinning needed
« on: May 27, 2014, 04:46:38 pm »
I started reading the code and I just wonder if I can access SkinClipSequence animate() by making it a public method, so I can separate recode the animateSkin and take the applySkeletonPose() to shader and leave the rest to CPU.

144
Bones / Re: Skin blending
« on: May 27, 2014, 04:25:19 pm »
It seems like pose animation is generally used for shape and facial animation, CMIIW. But what I need is different skin animations blend together, and I wonder if it's doable to implement.

145
Bones / Re: Skin blending
« on: May 26, 2014, 06:27:27 pm »
I really hope I could use 3d max but it just costs a fortune for a startup. I'll try to google and try out my luck there. Thanks alot.

146
Bones / Re: Skin blending
« on: May 26, 2014, 05:55:08 pm »
Only pose animations? I'm using Blender armature to create animations, but I got skin animations everytime I export xml and convert to .bones file. I'm abit new in this area and wonder how to export pose animations while using Blender2orge.

147
Bones / Skin blending
« on: May 26, 2014, 05:38:34 pm »
Hi raft,

I tried blending two skin animations by using these

Code: [Select]
group.animateSkin(frame, 1);
group.animateSkin(frame, 2);
group.applyAnimation();

and auto apply animation is set to false, but I got the skin animations from the second one only. Did I missed any step? According to the  doc, it should the way it is shown.

148
Support / Re: How to reapply textures from TextureManager?
« on: May 15, 2014, 05:52:28 am »
Hi Egon,

Does the method proposed process sequentially per texture during the next render pass? Or all textures are loaded first, then remove the existing textures? Or vice-versa?

149
Support / Re: Repeating texture performance
« on: May 15, 2014, 03:44:16 am »
Do you have any recommendation to reduce the fillrate other than reducing the texture size?

150
Support / Re: Repeating texture performance
« on: May 14, 2014, 01:39:07 pm »
I resized the objects so it doesn't fill up the screen and it gets alot smoother! But it gets abit slowdown occasionally when I scroll homescreen really fast for some time. At least the issue goes away nw. Wonder how other live wallpaper does so well despite of this issue.

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