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Messages - ashunkhs

Pages: 1 [2]
16
HI ,

  I got success to Integrate JPCT-AE with Vuforia now my model rendering same as teaport in imageTagget sample.
  But it was in Landscape mode only .

  Because Vuforia axis system are somehow defined in landscape mode. So i set the orientation and position of JPCT camera object.

Now my model is rendering in portrait mode same as teaport . But model is my model is not shown in original state ,
means i load a circle and it become eclipse.
 
so i just attached two screen short ,if there is any solution to set aspect ratio so to match the ratio between the view width and view height.  please refer to me .





[attachment deleted by admin]

17
Support / Re: Integrating JPCT-AE with Vuforia
« on: April 11, 2013, 03:00:48 pm »
Hi

thanks to JPCT .
Now i am able to render my model same as teaport .



thanks.

18
Support / Re: Integrating JPCT-AE with Vuforia
« on: April 10, 2013, 12:43:24 pm »
 HI ,

   Now i a am able to render the cube on the surface in ImageTarget sample , but is still not same as tea-port model.
   it is still rotate there and there on the screen . i follow the all tricks provided by u by the following link.....
    http://www.jpct.net/wiki/index.php/Integrating_JPCT-AE_with_Vuforia
   
   i have set the FOV and FOVY also and further all the process i did i cube is not rendering as tea-port model.
   please help me out.

19
Support / Re: Integrating JPCT-AE with Vuforia
« on: April 09, 2013, 03:41:04 pm »
Hi ,

 as  we know  the following constructor

          fb = new FrameBuffer(width, height); for Gl 2.0.
i do't need to pass the gl context to  FrameBuffer() constructor.
then why i am getting this error.

check out my  onSurfaceChanged methord(); where i am doing mistake

/** Called when the surface changed size. */
   public void onSurfaceChanged(GL10 gl, int width, int height)
   {
      // Call native function to update rendering when render surface parameters have changed:
      updateRendering(width, height);

      // Call QCAR function to handle render surface size changes:
      QCAR.onSurfaceChanged(width, height); .................................case 1

             QCAR.onSurfaceChanged(gl, width, height);............................................case2
      
      if (fb != null) {
           fb.dispose();
      }
      fb = new FrameBuffer(width, height);
   }

both cases i am getting error.pls check it out.

20
Support / Integrating JPCT-AE with Vuforia
« on: April 09, 2013, 10:26:57 am »
Hi Sir

 I am working fro Integrating JPCT-AE with Vuforia.  And  follow this link ....for help
 
 http://www.jpct.net/wiki/index.php/Integrating_JPCT-AE_with_Vuforia

 I did every thing same . I replace the letest  JPCT library also But my app is being cress in following line .

if (fb != null) {
         fb.dispose();
      }
      fb = new FrameBuffer(width, height);

 in  onSurfaceChanged(GL10 gl, int width, int height) methord.    and the error is  as................

04-09 08:16:48.110: E/AndroidRuntime(10749): FATAL EXCEPTION: GLThread 648
04-09 08:16:48.110: E/AndroidRuntime(10749): java.lang.RuntimeException: [ 1365495408106 ] - ERROR: java.lang.RuntimeException: [ 1365495408102 ] - ERROR: java.lang.RuntimeException: [ 1365495408100 ] - ERROR: Shaders are not supported when using OpenGL ES 1.x!
04-09 08:16:48.110: E/AndroidRuntime(10749):    at com.threed.jpct.Logger.log(Logger.java:189)
04-09 08:16:48.110: E/AndroidRuntime(10749):    at com.threed.jpct.GLSLShader.check20(GLSLShader.java:266)
04-09 08:16:48.110: E/AndroidRuntime(10749):    at com.threed.jpct.GLSLShader.<init>(GLSLShader.java:217)
04-09 08:16:48.110: E/AndroidRuntime(10749):    at com.threed.jpct.GL20.<init>(GL20.java:117)
04-09 08:16:48.110: E/AndroidRuntime(10749):    at java.lang.Class.newInstanceImpl(Native Method)
04-09 08:16:48.110: E/AndroidRuntime(10749):    at java.lang.Class.newInstance(Class.java:1319)




please check it out . what i have to do next..........?


regards
ashutosh

21
Support / Re: loading md2 model in background.....
« on: November 08, 2012, 12:28:47 pm »
hi

 thanks for help ..its working fine....

22
Support / Re: loading md2 model in background.....
« on: November 07, 2012, 08:09:57 am »
Hi

  Now i am not getting any exception but now my model is not visible. it shows blank surface .following is my code.....

public void onSurfaceChanged(GL10 gl, int w, int h) {
         if (fb != null) {
            fb.dispose();
         }
         fb = new FrameBuffer(gl, w, h);
         world = new World();
         world.setAmbientLight(100, 100, 100);
         res = getResources();
         sun = new Light(world);
         sun.setIntensity(250, 250, 250);
         tm = TextureManager.getInstance();

         mLoadModelAsyncTask = new LoadModelAsyncTask(); // loading model in thread
         mLoadModelAsyncTask.execute();
      
         cam = world.getCamera();
         world.getCamera().setPosition(0, 0, -20);
         cam.moveCamera(Camera.CAMERA_MOVEOUT, 50);
         //cam.lookAt(ogro.getTransformedCenter());
         //cam.lookAt(ogroA.getTransformedCenter());

         SimpleVector sv = new SimpleVector();
         sv.y -= 50;
         sv.z -= 100;
         sun.setPosition(sv);

         MemoryHelper.compact();
      
      }
      public void onDrawFrame(GL10 gl)
      {
         if(ogro!=null&& ogroA!=null)
         {
            System.out.println("world--------------->"+world); //world is not null
            System.out.println("ogro--------------->"+ogro); // model is not null
            
            world.addObject(ogro);
            world.addObject(ogroA);
            world.buildAllObjects();
         }

  but object is not visible on surface ..pls check out the problem....and !!!

23
Support / Re: loading md2 model in background.....
« on: November 06, 2012, 12:34:44 pm »
hi sir

As u told  i load a model in thread  in serfaceChanged()  and add the model into world  in onDrow().

public void onDrawFrame(GL10 gl)
      {
         
         if(world.getObjects()==null)
         {
            world.addObject(ogro);    ......................1
            world.addObject(ogroA);
            world.buildAllObjects();
            ................
                                 .....

but i m getting  the null pointer on line ..1. and following lines..
another way to solve it../



24
Support / loading md2 model in background.....
« on: November 06, 2012, 10:31:41 am »
Hi

   I am trying to load 5-6 md2 model on my GL. But it it taking more time and my app become stuck (Black screen) . So i tried to lode it in background using thread or AsyncTask. But i am getting null pointer error  in onDrow() . when i used any model object . otherwise blank screen (without model). 

class LoadModelAsyncTask extends AsyncTask<Void, Integer, Boolean>
   {
      protected Boolean doInBackground(Void... params)
      {
         System.out.println("i m doInBackground");
         ogro=loadModel(Environment.getExternalStorageDirectory() +"/texture_one.jpg",Environment.getExternalStorageDirectory() + "/logo_one.md2",0.25f);
         ogroA=loadModel(Environment.getExternalStorageDirectory() +"/texture_one.jpg",Environment.getExternalStorageDirectory() + "/circle_one.md2",0.25f);
         
         return null;
      
      }

      protected void onPostExecute(Boolean result)
      {
         System.out.println("i m onPostExecute");
         world.addObject(ogro);
         world.addObject(ogroA);
         world.buildAllObjects();
      }
   }


and call it in
onSurfaceChange() {

mLoadModelAsyncTask = new LoadModelAsyncTask();

         mLoadModelAsyncTask.execute();

cam.lookAt(ogro.getTransformedCenter());  ........1
cam.lookAt(ogroA.getTransformedCenter());.........2
}


here geting null pointer in line 1 and 2..aswell onDrow().


if any solution pls ..reply soon..!!
 8)

Pages: 1 [2]