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Messages - Thomas.

Pages: 1 ... 5 6 [7] 8 9 ... 56
91
Support / Shader limitation
« on: May 05, 2013, 12:08:57 pm »
In javadoc for GLSLShader class are mentioned four texture layers, but most of newer mobile GPUs support 8 texture units. Is supported more than four texture units?
What is maximal length of arrays in shader? In javadoc are arrays with length of 8. Is it maximal size? When I set array length of 16, will I get 16 positions of lights?

92
Projects / Re: Thinking about some RPG..Android version.
« on: May 05, 2013, 11:44:07 am »
Are you using tangent or object space normal mapping?

93
Projects / Re: Thinking about some RPG..Android version.
« on: May 04, 2013, 11:54:09 pm »
And the catacombs? There is much lower number of draw calls...

94
Projects / Re: Thinking about some RPG..Android version.
« on: May 04, 2013, 11:30:29 pm »
How is possible, that in probably every graphics benchmark is Adreno 320 faster than Mali-400?

GLBenchamrk
3D mark

95
Support / Re: Translating an object based on a rotation
« on: May 04, 2013, 10:21:52 pm »
You can use this code anywhere, before, after rotation, it does not matter. This is useful ex. for car. You may rotate with car, but car will go always forward.

96
Support / Re: Translating an object based on a rotation
« on: May 04, 2013, 10:12:07 pm »
The attribute in method vector.scalarMul(10) is how large move of object will be.

97
Support / Re: Translating an object based on a rotation
« on: May 04, 2013, 09:55:33 pm »
You can use something like...

Code: [Select]
SimpleVector vector = SimpleVector.create();
object.getRotationMatrix().getZAxis(vector);
vector.scalarMul(10);
object.translate(vector);

98
Projects / Re: Thinking about some RPG..Android version.
« on: May 04, 2013, 12:28:54 am »
How is Adreno 320 fast and accurate in your game? How does this compare with your other devices?

99
Support / Re: Loader doesn't load 3DS normal vectors?
« on: May 02, 2013, 11:58:50 am »
3DS format does not support normals, so they have to be calculated again. If you want to load model with normals, you have to use OBJ format and set Config.useNormalsFromOBJ = true

100
Support / Re: Caching Vertex/UV/Normal data
« on: May 02, 2013, 01:00:09 am »
You can do it very simple. Look at the javadoc.

Code: [Select]
Object3D secondObject = new Object3D(firstObject, true);

101
Support / Re: Calc 3rd SimpleVector in a line
« on: April 30, 2013, 06:59:04 pm »
Code: [Select]
SimpleVector yellowPoint = point2.calcSub(point1);
yellowPoint.normalize(yellowPoint);
yellowVector.scalarMul(500);

102
Support / Re: Version updates!
« on: April 09, 2013, 10:18:33 pm »
My game is running without any problem ;)

103
Support / Re: how to make an object inside the object visible
« on: March 28, 2013, 10:42:54 am »
If you have texture with alpha, you have to use constructor Texture(InputStream is, boolean useAlpha). And for transparency are in Config two items, Config.glTransparencyOffset and Config.glTransparencyMul. With default settings you can try something around 10 in Object3D.setTransparency(10).

104
Support / Re: strange blitting position behavior
« on: March 25, 2013, 07:33:23 pm »
If you use raw folder, images may be scaled by system to another resolution. Try this.

Code: [Select]
tPack.blit(fb, gamepadTexture, 0, fb.getHeight() - gamepadTexture.getHeight(), true);

105
Projects / Re: Sky Maze 3D
« on: March 25, 2013, 12:42:22 am »
And any news about SkyMaze in Google Play Store? :)

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