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Topics - icarusfactor

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Support / JPCT errors while trying to run app on Android Ice Cream 4.x
« on: January 09, 2012, 09:24:47 pm »
I could not get my Android 2.2 JPCT code to work on Android 4.0. I updated the build and that let me compile, but get errors on texture size now when I try to run the app.

-----------------adb logcat errors-------------------
I/jPCT-AE ( 4921): Loading Texture...
I/jPCT-AE ( 4921): [ 1326139632424 ] - ERROR: Unsupported Texture width: 768
I/jPCT-AE ( 4921): [ 1326139632427 ] - ERROR: java.lang.RuntimeException: [ 1326139632424 ] - ERROR: Unsupported Texture width: 768
I had compiled it under target 7 and 1 - 1 being 2.3 based stuff and 7 being 4.0 apis with same results.

Support / Wireframe status.
« on: August 15, 2011, 07:56:34 am »
Was looking into doing a DXF viewer , but was wanting to know the status of the Android JPCT wireframe mode. Is it still not in JPCT, is it going to be , or no plans as of yet? Will just use the buffer to splat the lines and layers on it, would be nice to have the wireframe option for viewing the object in 3d mode. No rush to get it working if not, will need to get the 2d stuff working first.

Support / Direct Texture color array manipulation.
« on: April 04, 2011, 06:03:20 am »
The process i have been using has worked fine until now for text manipulation, I think I can get more umph out of what I got, but is a long process, I was wondering if ITextureEffect is what I need instead, at least for overlay text. With the "apply" option can I directly write to a Texture color array pixels? If so can you post a simple example of how to use this method.

Support / Lib method of Object3D setVisibility not working.
« on: March 14, 2011, 09:10:19 am »
I am trying to use world_table.atom.setVisibility(  Object3D.OBJ_VISIBLE ); as per documented here.

But I get the error.
Code: [Select]
cannot find symbol
    [javac] symbol  : method setVisibility(boolean)
    [javac] location: class com.threed.jpct.Object3D[]
    [javac]                  world_table.atom.setVisibility( Object3D.OBJ_VISIBLE );

I am using the Beta version of the JPCT lib, not the one on the main website.

I want to use this method to loop through all the ball or stick items to show both or one or the other, later want to use it to only show known chains(amino acids , viruses , cancer etc..) of atoms.

Support / Primitives and Z layer view.
« on: March 08, 2011, 01:07:53 pm »
I was having problems with z layers and when primitive spheres are close together.
If you look at this animation you will see the spheres pop over one another. Does JPCT have an option to make it where the sphere is protruding through the other one instead of either behind or in front of one another.

Would like the sphere cutting to look like this?

Can a primitive do this or do I need to use a 3ds sphere model and can it do it?

Support / Loading many texutres - OutOfMemoryError
« on: March 07, 2011, 10:15:47 am »
I/jPCT-AE ( 6345): Object 'object444' uses one texture set!
more stuff
E/dalvikvm-heap( 6345): 28800-byte external allocation too large for this process.
W/OSMemory( 6345): External allocation of 28800 bytes was rejected
more stuff
E/AndroidRuntime( 6345): java.lang.OutOfMemoryError
no more stuff :(

After loading around 300 objects (the debug says 444 which may be the case) in the loop, I get an out of memory error. All the textures have been created (Just RGB color Texture) All the data on the object I am trying to create is loaded. Its just on adding it to the 3D world where it nose dives.

It keeps saying loading texture over and over again, object 1-2-444 etc.. but many of the objects use the same texture. Is it loading an individual texture for each object.(that is what seems to be the case , not for sure though) If so, how can I consolidate the usage of textures to just the amount used and no duplication. I would like to keep all my objects separate, since I wish to do animation as a later addition. But.. may be an option, where I can join and break objects. Not for sure , but looking for some tips on reducing memory footprint to fit the Dalvik limits.

Projects / My Project: Moleculary A PDB viewer.
« on: March 04, 2011, 02:33:25 pm »
Thought I would pop up a web page really quick so I could show off and host my project on it.

All I have on it right now is a few screenshots of my progress with JPCT so far.
Thanks for the help everyone.

Moleculary is a PDB viewer or protein database file format for atoms and bonding data.

Support / How to use the BloomGLProcessor
« on: February 26, 2011, 09:43:24 pm »
I tried to add the header imports

import com.threed.jpct.IRenderer;
import com.threed.jpct.procs.BloomGLProcessor;
When i try to compile with these added to the file I get

 package com.threed.jpct.procs does not exist
    [javac] import com.threed.jpct.procs.BloomGLProcessor;

Am I missing some pre process to get these to be recognized by the lib?
Or is this done in a different way now?

Support / Texture 1024^2 vs 512^2
« on: February 13, 2011, 09:22:13 pm »
I had a problem with a 512^2 Texture and loading it to the frame buffer. It would draw the image skinny and twice or repeat Xx2 and Yx1.

I fixed it by making the image 1024^2 and scaling it down to the frame buffer how I wanted. but was wondering what the quirk was of this if any, will just use the 1024^2 image since it will do all I want, just wanted to post this in case it is a bug with Textures.

               Bitmap image = Bitmap.createBitmap( 512, 512, Bitmap.Config.ARGB_4444 );


               Bitmap immutable_imagebg = BitmapFactory.decodeResource(getResources(), R.drawable.elements_background );
               image = immutable_imagebg.copy(Bitmap.Config.ARGB_4444, true);
               Texture backpage = new Texture( image, true  );
               TextureManager.getInstance().addTexture("ElementBackground", backpage );


fb.blit( TextureManager.getInstance().getTexture( "ElementBackground"),
           0 , 0,
           0 , 0 ,
                          512 , 512,

NOTE:createBitmap remained 512 while loading of the 512 or 1024 image , but the 1024 image works while the 512 does not.

Support / What is the best method to modify images with code.
« on: February 03, 2011, 12:00:15 pm »
 I was wanting to take a Texture, load it into a alternate FrameBuffer, manipulate the texture,save it to Bitmap or convert it back to an Inputstream to create another texture.

Can it be done this way? or do I have another option.

I have a simple bitmap font engine and want to render the text to an alternate FrameBuffer that has an overlay texture also blited to it, then save it to a Bitmap or to an InputStream to turn it back into a Texture so I don't have to re-render all the blited text over and over again.

Support / Opencollada native support.
« on: January 27, 2011, 01:38:58 am »
 Will jPCT-AE support "OpenCollada" like it supports "3DS", Blender has great support for import and export of "dae" files. I say this because OpenCollada/Blender has great support for UV maps on an object.
 I see the bones add-on to jPCT has some OpenCollada support , but don't know if it works in AE and don't need all the other stuff it adds "yet".

Support / High resolution texture.
« on: January 25, 2011, 06:41:21 pm »
I was trying to use larger than 256x256 textures on a plane. I normally use gimp to do my graphics which is only 8bpp I use ImageMagick to convert it to 24bpp. but , still just gets scaled down to the 256^2. How do I get a high resolution texture on a single plane.

Can I :
 use multiple 256^2 textures on a single plane(face)?
 use multiple planes with 256^2 images on each to piece together into a seamless single image. 
 have a process or function to automatically format a hi res image to one that is compliant with JPCT
    and remain hi res?

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