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Messages - Thomas.

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61
Support / Re: About scene lightmaps and scene optimisation.
« on: June 29, 2013, 05:40:59 pm »
It is not possible, you can only make it more difficult (random names, encrypted files,...). If you send me APK file I can send you java sources. This is big issue, because developer can not do anything with warez...

62
Projects / Re: Thinking about some RPG..Android version.
« on: June 29, 2013, 03:05:08 pm »
A lot of new stuff from last video, nice, nice, nice! ;)

63
Projects / Re: Thinking about some RPG..Android version.
« on: June 23, 2013, 10:49:32 pm »
Nice, I looking forward at some video ;)

64
Projects / Re: Thinking about some RPG..Android version.
« on: June 11, 2013, 07:43:45 pm »
Nice, did you have any problems with depth buffer accuracy?

65
Support / Re: Shader performance on Tegra 2
« on: June 11, 2013, 07:23:56 am »
On Tegra2 and Tegra3 is very slow per-pixel lighting, nothing we can do...

67
Projects / Re: Thinking about some RPG..Android version.
« on: May 26, 2013, 10:42:13 pm »
Every red point is obstacle? I see monastery and houses :) Do you want these models? They are from my old and probably dead project...


68
Support / Re: Change GPU for rendering
« on: May 25, 2013, 09:59:44 pm »
This is easily set in nvidia control panel. And also specific settings for each application.
http://i.stack.imgur.com/2GSLl.png

69
Projects / Re: My game for Android
« on: May 24, 2013, 06:01:10 pm »
I updated shader for lighting. Now are supported specular color, normal and parallax mapping in tangent space (first screenshot contains test wall with parallax mapping). Number of lights is limited with normal mapping, because Mali400 supports only 16 vec4 varying variables. I also edited light attenuation function for discard calculating of lights in large distance, however lights look almost same as before. I tried scene where all objects use parallax mapping, but the game crash on gl out of memory error. Settings menu is reorganized and better in my opinion. Camera rotation and player move are filtered and looks very smooth. Motion blur is much better, now. I added light glow support, but first I have to create some good looking texture. I tried the game on Samsung Galaxy S4. Fps is somewhere between 55 and 60 and with depth of field it is about 33. I think, it is very good when is taken into account that SGS4 has more than 2 times more pixels than SGS3. But. I am losing motivation. I hope that the game will ever finish. There is still too much work...


70
Support / Change GPU for rendering
« on: May 23, 2013, 11:36:19 pm »
Please, how can I change GPU for rendering? I have in my notebook Intel HD Graphics 4000 and GeForce 650M, and after update driver is used Intel HD Graphics 4000...

71
Feedback / Re: Mobile shaders
« on: May 22, 2013, 08:29:32 pm »
I updated wiki page. Do not hesitate to correct my English :-[

72
Feedback / Re: Mobile shaders
« on: May 22, 2013, 02:16:43 pm »
Here are some insights about mobile shaders.
   - Mali-400 can not work with number > 65535 at any precision
   - Tegra 3 and PowerVR SGX 540 probably do not perform jumps at lines (everything is calculated, conditions do not help in performance)
   - on all GPUs is much faster generate shaders (by #ifdef or connecting blocks) than use conditions
   - on Mali-400 is 10% faster do code below, than do same thing in fragment shader (although all varying variable need linear interpolation to every pixel).
Code: [Select]

varying vec2 texSample0;
varying vec2 texSample1;
varying vec2 texSample2;
varying vec2 texSample3;
varying vec2 texSample4;
...
texSample0 = texture0;
texSample1 = vec2(shiftX, shiftY) + texture0;
texSample2 = vec2(shiftX, -shiftY) + texture0;
texSample3 = vec2(-shiftX, shiftY) + texture0;
texSample4 = vec2(-shiftX, -shiftY) + texture0;
   - result of pow(x, y) where x or y is < 0 is zero on Tegra 3
   - on Tegra 3 can not be used array[index] where index is not constant value (can not be used uniform for index)

73
Support / Re: Remove texture
« on: May 12, 2013, 09:56:58 pm »
Thanks, error is gone ;) So, when I use it in IRenderHook, result will be delayed by one frame? I'm checking if objects need to update something in setPolygonTexture method. It seems to me better, than before rendering check all objects individually.

74
Support / Re: Models not loading after exporting
« on: May 12, 2013, 07:28:40 pm »
You have to call method getResources() in class which extends Activity.

75
Support / Re: Models not loading after exporting
« on: May 12, 2013, 07:18:16 pm »
You can not do that this way. Replace your code by this one. Names of files can not be the same (regardless of the file extension).
Code: [Select]
Resources res = getResources();
tabletop = Object3D.mergeAll(Loader.loadOBJ(res.openRawResource(R.raw.tableTopObj),res.openRawResource(R.raw.tableTopMtl),260f));

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