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Messages - Wolf17

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61
Support / Re: About scene lightmaps and scene optimisation.
« on: June 29, 2013, 04:19:03 pm »
   One More question . It is easy to rename an .apk file as .zip  and access the assets and resource contents. Is there a way to hide them?

62
Support / Re: About scene lightmaps and scene optimisation.
« on: June 27, 2013, 08:54:55 am »
   They are small individual textures. I tried it on my 1ghz phone adreno 205. and it runs nice  :D ! But still it gets  little choppy for very short time when I start my app at first . But  I am still satisfied with that!
Still if any solution to optimise it will be great.
Thank You Egon !

63
Support / Re: About scene lightmaps and scene optimisation.
« on: June 27, 2013, 05:45:27 am »
      Oh ! I have not tried it on adreno 205 yet . I   installed it on my older device (600 mhz,512mb ram,adreno 200) thinking that if it runs in slower one, then bigger end is not a big deal.
I m using opengl es 2.0. Do you have any suggestions/fixes ? My scene really looks nice with shadows.

64
Support / Re: About scene lightmaps and scene optimisation.
« on: June 26, 2013, 02:44:12 pm »
  I made it ! But There is a Problem . I am getting only 16 fps with the shadowed model . Without that I get 35 to 40 fps. I don't know why the fps has fallen so drastically.

65
Support / Re: About scene lightmaps and scene optimisation.
« on: June 25, 2013, 05:09:14 pm »
  I downloaded jpct pc , set it up , serialised the 2 merged objects. Now how to use that in android jpct.

66
Support / Re: About scene lightmaps and scene optimisation.
« on: June 25, 2013, 11:35:00 am »
   Wow, that means i can do lighmaps..that quake level looks awesome .
but do I have to  necessarily use desktop jpct for the serialisation?
I have jbrush which serialises level too ... can i use it somehow ?
and about the device 1ghz,512 mb/1gb ram ,adreno205 +  gpus

67
Support / About scene lightmaps and scene optimisation.
« on: June 25, 2013, 11:03:37 am »
      I wanted to know, can I have 2 sets of uvs for a 3d model for multitexturing (one for normal texture other for lightmap). If this is not possible is there any other suggestion.
Also I wanted to know how much polygon count ,object count ,animation are too much for a 1ghz phone.

68
Support / Re: My 3d mesh is deformed after loading.
« on: June 22, 2013, 08:57:39 pm »
    Yes , It was an scaling problem I made in jbrush.
Thank you Egon!

69
Support / My 3d mesh is deformed after loading.(Solved)
« on: June 22, 2013, 03:46:03 pm »
      I have a .3ds model (a simple box used as a crate ) which is deformed .It simply double in height halved in width. This never happened before. Everything is running fine ....i.e no error. I'm using jbrush for scene loading.

70
Support / Re: About Flat shading.
« on: June 20, 2013, 08:14:00 am »
   Thank you Egon!

71
Support / About Flat shading.(solved)
« on: June 19, 2013, 06:58:44 pm »
     I have a 3d  model and  I want it to shade it flat but I do not know how to do that.
Can Somebody throw light on this.

72
Support / Re: About setting rotation correctly in 3d with physics.
« on: February 24, 2013, 08:36:44 pm »
 hello Egon!

         I have Solved the problem Sir. Previously I was using  obj3d.rotateZ(physicsangle)   in the game loop  .I solved  it simply by using the object3d's rotation matrix to get updated in  game loop by setting it with the radians of physics update
                     
                       
Code: [Select]
                        Matrix mat=rov.getRotationMatrix();
mat.set(0,0 , -((float) Math.cos(angle)));
mat.set(0,1 ,((float) Math.sin(angle)));
mat.set(1,0 , -(float) Math.sin(angle));
mat.set(1,1 , -(float)Math.cos(angle));

rov.setRotationMatrix(mat);
.

   
     

73
Support / About setting rotation correctly in 3d with physics.(Solved)
« on: February 24, 2013, 08:44:03 am »
Hello!

    I have a problem in rotating my 3d box object in proportional to the jbox2d physics engine's box rotation. The rotation and translation of the physics shape is correct and my 3d box's translation are correct.But I'm messing with the rotation of my 3d box along its axis. It keeps rotating even if the rotation of the physics object has stopped and even rotates unrealistically fast or slow any time. I have never used a physics engine  before so maybe I am doing it in the wrong way. Can anybody tell me how to make it proportional.
   

74
Support / Re: About animating textures.
« on: November 15, 2012, 09:50:57 pm »
And,   if I want to make something like explosion effect etc ? sir..

75
Support / Re: About animating textures.
« on: November 15, 2012, 08:56:41 am »
sir,
can u please tell me how? . the truncation of texture ...

And yes its not exactly like progress bar i want to achieve . What I exactly want to do is hologram like plane containing texture like in dead space game etc ... which can be animated when triggered.

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