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Messages - kiffa

Pages: 1 [2] 3 4 ... 14
16
Support / The RuntimeException of "Tried to set an undefined texture!"
« on: December 03, 2013, 09:38:45 am »
Could you add some info of the incorrect texture name in the exception? Which like "Tried to set an undefined texture: textureName". This may help to debug, thanks!

17
Support / Re: Does mobile GPU(s) support the Early-Z culling?
« on: December 03, 2013, 09:32:48 am »
Thanks.

You mentioned state changes are usually more expensive than some overdraw. I want to know how to quantificat the cost of different behavior (then could compare them in order to do the trade-off). For example, per shader state change will cost XX ms(ns) average, or shader state change is xx times cost than texture state change...

Any information(tools、article、experience) will be thankful.

18
Support / Does mobile GPU(s) support the Early-Z culling?
« on: November 30, 2013, 08:35:06 am »
And another question:

PowerVR SGX uses TBDR, so sorting objs front-to-back makes no sense on such device.

But for Tegra(IMR)、Adreno(TBR)、Mali(TBR), will "Config.stateOrientedSorting = false" gain better performace?

19
Support / Re: What's the advantage of using OpenGL ES 2?
« on: November 30, 2013, 08:19:47 am »
Any plan to support OpenGL ES 3.0?  ;)

20
Support / Re: jPCT-AE and Dalvik vs. ART
« on: November 30, 2013, 08:04:45 am »
I have heard about this before, but i have no device to test it now. Thanks for your test, and there are some details i will be interested in:

1, Will ART improve the cpu bound only(mainly)? For a game, which means AI、physics、draw calls...

2, What about the runtime-debuging?

3, How larger of the installed-apk will increase when enable ART?

4, From the result of QSort test of the article, seems there is also an obvious performance gap between JNI and ART.

21
Support / Re: Some questions about CollisionEvent
« on: November 08, 2013, 09:01:03 am »
I'm clear, Thanks!

22
Support / Re: Some questions about CollisionEvent
« on: November 07, 2013, 12:31:34 pm »
Code: [Select]
class MyListener implements CollisionListener{

  @Override
  public void collision(CollisionEvent event) {
    int[] ids = event.getPolygonIDs();
    Object3D[] objs = event.getTargets();
  }

  @Override
  public boolean requiresPolygonIDs() {
    // TODO Auto-generated method stub
    return true;
  }
}

//Assume a car collide with 2 walls;
public void test(){

     MyListener listener = new MyListener();
   
    Object3D wall_1;
    wall_1.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
   
    Object3D wall_2;
    wall_2.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
   
    Object3D car;
    car.setCollisionMode(Object3D.COLLISION_CHECK_SELF);
   
    wall_1.addCollisionListener(listener);
    wall_2.addCollisionListener(listener);
    car.checkForCollisionEllipsoid(translation, ellipsoid, recursionDepth);
  }
 
When the car collides with both of wall_1 and wall_2 at the same time, the objs = event.getTargets() will contain wall_1 and wall_2, and the ids = event.getPolygonIDs() will contain some polygonIDs of wall_1 and some polygonIDs of wall_2, right?

If that's correct, how could i judge which polygonIDs belongs to wall_1?(and which belongs to wall_2)

Or should i assign 2 different listeners to 2 walls?

23
Support / Some questions about CollisionEvent
« on: November 07, 2013, 05:48:43 am »
Code: [Select]
CollisionEvent event;
int[] ids = event.getPolygonIDs();
Object3D[] objs = event.getTargets();

When objs.length > 1, how to judge which PolygonID(ids[j]) belongs to which Object3D(objs[j])? For example, to calc:

Code: [Select]
SimpleVector normal = objs[i].getPolygonManager().getTransformedNormal(ids[i]);

24
Support / Is there a method to scale obj by just one dimension?
« on: November 06, 2013, 06:34:35 am »
I found there is only a Object3D.scale(); Are there some methods like scaleX()\scaleY()\scaleZ()... etc?

25
Support / Does scale affect the Ray-detection?
« on: November 05, 2013, 04:32:51 am »
Code: [Select]
mRoad.scale(5);
SimpleVector d = new SimpleVector(0, -1, 0);
float frontHeight = mRoad.calcMinDistance(front, d, 100 * 30);
mRoad.setScale(1);

Code: [Select]
SimpleVector d = new SimpleVector(0, -1, 0);
float frontHeight = mRoad.calcMinDistance(front, d, 100 * 30);

Are the 2 codes above equal or not?  What's the situation when invoking mRoad.enableLazyTransformations()?

26
Support / Does ARM® NEON™ make sense for jPCT-AE?
« on: October 24, 2013, 05:29:27 am »
NEON is ARM's Single Input Multiple Data (SIMD) architecture available on most Android ARM powered devices. It is a powerful engine for accelerating processing of media, augmented reality, gaming graphics and physics engines, DSP, etc.

And there is an  open source project of NEON targeting Android and Linux apps. Project Ne10 has been set up to provide a set of common, useful functions which have been heavily optimized for the ARM Architecture and provide consistent well tested behavior that can be easily incorporated into applications.

Maybe jPCT-AE can benefit form this.

ARM's introduce:
http://www.arm.com/community/software-enablement/google/solution-center-android/advanced-app-dev.php

Project Ne10:
http://projectne10.github.io/Ne10/


27
Support / Re: How could I decrease the peak of vm memory?
« on: October 24, 2013, 05:13:01 am »
Nice, I will have a try.

28
Support / Re: Screwy Object3D.
« on: October 24, 2013, 05:11:35 am »
Cool! ;D

29
Support / Re: Screwy Object3D.
« on: October 23, 2013, 11:42:10 am »
That works, thanks!

30
Support / Re: Screwy Object3D.
« on: October 23, 2013, 11:23:04 am »
First, I clear ZBuffer only per frame. Second, I test with 4 devices with differents GPU, all of them are incorrect.

1, The correct scene, a road with left wall and right wall.


2, The incorrect scene(far):


3, The incorrect scene(close), the road、left wall、right wall seems mixed together, and this position is 5\6 of the road(ring):


4, The incorrect scene(through the mixed-wall-road, the white cubes are waypoints which should upon the road,  but there is none of road\wall.


5, Going to fly a while, the start position of the road appear.

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