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Messages - Disastorm

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61
Hey egon i noticed that I was using Texture.defaultTo4bpp(true); since it was in an example or something.  if i set that to false the texture problem is actually fixed on the emulator, although I think it runs slower.  So the question is should i just keep it set to true since it runs faster and it seems to work on my real phone?  Is there a chance that it won't work on a different phone (i.e. the texture problem occuring), if so then should i set it to false?

62
Ah ok, I will just use small unicolor texture images then.

63
Projects / Re: 3D Sound System
« on: July 16, 2011, 12:24:57 pm »
alright thanks for the info.

64
I noticed I load an obj that has a solid color material as opposed to an image file and it seems to work in jpct but after i serialize it for Android, and load it in the android program it does not have those solid color materials?

I also noticed some parts of serialized object looks a bit strange, maybe the textures or something like that.  Is this common?  Not sure if its because of the serialized object or because of android.  Heres an example of the strange textures, those red parts are not supposed to be there: http://i8.photobucket.com/albums/a23/Disastorm/Temporary/weird.jpg

*edit just wanted to point out that the strange textures do not appear on my phone, it ends up appearing perfectly normal.  Is the strange texture something with older version or android or maybe just the emulator?  I wanted my game to be compatible with older versions so I've been using Android 1.6 emulator.

65
Projects / Re: 3D Sound System
« on: July 15, 2011, 12:55:29 am »
Ah ok.  What do most people currently use to produce sound in android apps, do you know?  It looks like the android libraries have their own sound player called SoundPool or something ??

66
Projects / Re: 3D Sound System
« on: July 14, 2011, 09:03:27 pm »
hey i was just wondering does this work on android?

67
Support / Re: reproject question
« on: July 14, 2011, 01:29:11 am »
Ah ok thanks, and yes it turns out it was the menu bar.  I disabled the menu bar and I don't need to do the offset anymore.

68
Support / Re: reproject question
« on: July 13, 2011, 11:30:44 pm »
I have a question about the offsets that I seem to need to add to get the correct positioning.  Will these be the same on all phones/android versions?  I feel like using constant offsets is not good unless it will always be the same on all versions, and also I don't know what causes them.  I saw you mentioned in an older thread that sometimes menubars and things can do that, so I'm thinking maybe its the titlebar (bar that contains the apps name) that messes up the positioning?

69
Support / Serializer question
« on: July 13, 2011, 09:21:29 am »
Hello, I was just wondering if animations get serialized for Object3Ds when you serialize them with the Deserializer class.

70
Support / Re: texture mapping?
« on: July 13, 2011, 03:27:08 am »
Thanks for the long response.  The shaders stuff sounds pretty complicated as I've never read into them before.  I had just thought I could generate the maps with ShaderCL and apply them but I guess thats not the case.  Maybe some time in the future though I'll try to read about the Shader thing since it seems like they make things look alot better.  I will also read about multitexturing since I didn't know about that.

71
Support / texture mapping?
« on: July 12, 2011, 11:10:24 pm »
Hello, I don't know much about mapping other than that there are a bunch of mapping styles that make textures look better because of light, but I saw a cool demo on your youtube of parallax mapping on android, so I was wondering what forms of mapping does jpct support and how do you do them (assuming you already generated the mapping images)? The only method I saw related to mapping on Object3D is setBumpMapTexture (and the android one doesn't even have that method?).  How do you do things like height,parallax, normal, displacement, etc?  Are these actually all forms of bumpmapping so it can just be set in that method?  On your youtube I noticed you used an app called ShaderCL to generate the maps.  Does this mean I can use this application to make my textures look better?

72
Support / Re: reproject question
« on: July 12, 2011, 09:20:39 pm »
Ok thanks I got it working although it still seemed like there was some y offset that i had to subtract, but after that, it works now.

73
Support / reproject question
« on: July 12, 2011, 04:45:52 am »
Hello, this is my first time programming anything in android.
I'm not sure why im having this problem but maybe you can help me.  When I do the below code it seems to keep adding the object at the center of the screen instead of where i click/touch.  Am I using this method incorrectly? 
Code: [Select]
SimpleVector dest = new SimpleVector(0, 0, 0);
dest=Interact2D.reproject2D3DWS(cam, fb, (int)xpos, (int)ypos);

Object3D newObj = Primitives.getBox(5f, 5f);
newObj.setOrigin(dest);
world.addObject(newObj);
newObj.strip();
newObj.build();

74
Support / Re: nvidia quadro JRE crashes?
« on: July 12, 2011, 12:10:45 am »
yea they are up to date.

does this help anything:

Code: [Select]
Current thread (0x00000000003ab800):  JavaThread "main" [_thread_in_native, id=6432, stack(0x0000000002910000,0x0000000002a10000)]

siginfo: ExceptionCode=0xc0000005, reading address 0x0000000015092000

Registers:
RAX=0x00000000000038b8, RBX=0x0000000000000003, RCX=0x00000000146b0740, RDX=0x0000000015092000
RSP=0x0000000002a0efd8, RBP=0x0000000002a0f070, RSI=0x0000000069500000, RDI=0x0000000019aa92d8
R8 =0x0000000000000008, R9 =0x0000000000000838, R10=0x0000000000000008, R11=0x0000000000000008
R12=0x0000000009f57ee0, R13=0x0000000009f57ee0, R14=0x0000000041654900, R15=0x0000000008822c50
RIP=0x0000000069e02330, EFLAGS=0x0000000000010202

Top of Stack: (sp=0x0000000002a0efd8)
0x0000000002a0efd8:   0000000069f13d95 0000000000000010
0x0000000002a0efe8:   0000000000000000 0000000009fefc00
0x0000000002a0eff8:   0000000000000000 0000000000000d05
0x0000000002a0f008:   0000000009f57ee0 0000000008822e94
0x0000000002a0f018:   0000000069f151fd 0000000000000003
0x0000000002a0f028:   0000000000001238 0000000069500000
0x0000000002a0f038:   0000000000000000 0000000008822e80
0x0000000002a0f048:   0000000069e02320 000000000000000b
0x0000000002a0f058:   0000000002a0f070 0000000041654900
0x0000000002a0f068:   00000000087e0000 00000000146ab740
0x0000000002a0f078:   00000000087e0000 0000000041654900
0x0000000002a0f088:   1080000000000082 0000000009f57ee0
0x0000000002a0f098:   0000000013d4f400 0000000008822dd8
0x0000000002a0f0a8:   0000000000000000 0000000000000004
0x0000000002a0f0b8:   0000000000001405 0000000000000000
0x0000000002a0f0c8:   00000000087e0000 0000000000001238

Instructions: (pc=0x0000000069e02330)
0x0000000069e02310:   d2 41 83 e9 01 89 41 fc 75 e6 48 8b c1 c3 cc cc
0x0000000069e02320:   4d 63 d0 66 66 66 66 66 0f 1f 84 00 00 00 00 00
0x0000000069e02330:   8b 02 48 83 c1 08 89 41 f8 8b 42 04 49 03 d2 41
0x0000000069e02340:   83 e9 01 89 41 fc 75 e8 48 8b c1 c3 cc cc cc cc


Register to memory mapping:

RAX=0x00000000000038b8 is an unknown value
RBX=0x0000000000000003 is an unknown value
RCX=0x00000000146b0740 is an unknown value
RDX=0x0000000015092000 is an unknown value
RSP=0x0000000002a0efd8 is pointing into the stack for thread: 0x00000000003ab800
RBP=0x0000000002a0f070 is pointing into the stack for thread: 0x00000000003ab800
RSI=0x0000000069500000 is an unknown value
RDI=0x0000000019aa92d8 is an unknown value
R8 =0x0000000000000008 is an unknown value
R9 =0x0000000000000838 is an unknown value
R10=0x0000000000000008 is an unknown value
R11=0x0000000000000008 is an unknown value
R12=0x0000000009f57ee0 is an unknown value
R13=0x0000000009f57ee0 is an unknown value
R14=0x0000000041654900 is an unknown value
R15=0x0000000008822c50 is an unknown value


Stack: [0x0000000002910000,0x0000000002a10000],  sp=0x0000000002a0efd8,  free space=1019k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [nvoglv64.DLL+0x902330]  DrvPresentBuffers+0xad260

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J  org.lwjgl.opengl.GL11.nglDrawElementsBO(IIIJJ)V
J  com.threed.jpct.CompiledInstance.renderVBO(ZLcom/threed/jpct/IRenderHook;)V
J  com.threed.jpct.CompiledInstance.render(ILcom/threed/jpct/GLBase;Ljava/nio/FloatBuffer;[FZLcom/threed/jpct/Camera;[[FZ[Ljava/lang/Object;)V
J  com.threed.jpct.GLRenderer.drawVertexArray(Lcom/threed/jpct/VisList;IILcom/threed/jpct/FrameBuffer;Lcom/threed/jpct/World;)V
j  com.threed.jpct.World.draw(Lcom/threed/jpct/FrameBuffer;ZIII)V+438
J  game.project3d.Main.loop()V
j  game.project3d.Main.<init>(Lcom/threed/jpct/FrameBuffer;Ljava/io/ObjectOutputStream;Ljava/io/ObjectInputStream;Ljava/net/Socket;)V+530
j  game.project3d.LoginScreen.mainLoop()V+66
j  game.project3d.LoginScreen.execute()V+22
j  game.project3d.LoginScreen.main([Ljava/lang/String;)V+28
v  ~StubRoutines::call_stub


75
Support / Re: nvidia quadro JRE crashes?
« on: July 11, 2011, 09:11:14 pm »
looks like vbo on or off still crashes my quadro.

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