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Topics - ndr123

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Support / Problem with OpenGL ES 2.0
« on: December 19, 2011, 04:27:14 pm »
Hi, I'm having a problem with OpenGL ES 2.0 on jPCT-AE. Since I used OpenGL ES 1.1 everything worked fine but since I changed to OpenGL ES 2.0 I'm getting an error where I try to draw. This is logcat output:
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12-19 15:46:06.410: E/AndroidRuntime(8583): java.lang.ArrayIndexOutOfBoundsException: index=0 length=0
12-19 15:46:06.410: E/AndroidRuntime(8583): at com.threed.jpct.CompiledInstance.fill(
12-19 15:46:06.410: E/AndroidRuntime(8583): at com.threed.jpct.Object3DCompiler.compile(
12-19 15:46:06.410: E/AndroidRuntime(8583): at com.threed.jpct.World.compile(
12-19 15:46:06.410: E/AndroidRuntime(8583): at com.threed.jpct.World.renderScene(
12-19 15:46:06.410: E/AndroidRuntime(8583): at it.ball.GameViewer$GameRenderer.onDrawFrame(
12-19 15:46:06.410: E/AndroidRuntime(8583): at android.opengl.GLSurfaceView$GLThread.guardedRun(
12-19 15:46:06.410: E/AndroidRuntime(8583): at android.opengl.GLSurfaceView$
I also have in output on logcat
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12-19 15:46:06.390: E/libEGL(8583): called unimplemented OpenGL ES API
Currently I'm testing on an Eee pad transformer with NVIDIA Tegra 2.

Support / Lights
« on: November 29, 2011, 06:54:09 pm »
Hi, I wanted to ask if the lights created through
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new Light(world) are omnidirectional lights. Cause if they are I'm having a problem.

Support / Collision detection problem
« on: November 08, 2011, 06:04:57 pm »
I'm having a problem with collision detection. If I use checkforcollisionellipsoid, collisions are detected and everything works fine. The problem is when I try to use checkforcollisiospherical. When I do, collisions aren't detected and so nothing works anymore.
In particular, I have some spheres with radius 1 created by copying them from a sphere created through Primitives.getSphere(12, 1). I tried using checkforcollisionspherical as now I'm calling the checkforcollisionellipsoid with new SimpleVector(1.2, 1.2, 1.2) as ellipsoid and so I though I could save time using the faster checkforcollisionspherical (through what I read, I understood checkforcollisionspherical is faster than checkforcollisionellipsoid).

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