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Messages - Andrey8000

#1
Support / Re: GLSurfaceView + onPause
July 31, 2013, 09:06:20 AM
Yes, "System.exit(0);" works right, but again there is no "onStop" and "onDestroy" metods called after "onPause" =/
Well, now I went the other way and it is not important. Thank you.
#2
Support / GLSurfaceView + onPause
July 30, 2013, 01:48:49 PM
Hello. I try to finish activity in "onPause" when i lock my device:

public void onPause() {
mGLView.onPause();
mGLView = null;
gameRunning = false;
running = false;
paused = true;
renderer = null;
handler = null;
handlerTimer = null;
workThread = null;
mWorld.world.removeAll();
mWorld.world = null;
mWorld = null;
fb = null;
workThread = null;
gd = null;
mec = null;
MyGame.this.finish();
super.onPause();
}

But until i unlock device it's no "onStop" and "onDestroy" in Logcat, only this orange text:
Quote... IInputConnectionWrapper(19178): getExtractedText on inactive InputConnection

After that I have to wait a few seconds, then again I see my game screen and only then the activity is completed...

Why the activity is not complete immediately, as in the method "finish()" without blocking device?
#3
Support / Re: Version updates!
July 07, 2013, 03:57:59 PM
Hello. Please tell me, is it planned to support the shadows in jPCT-ae?
#4
2 pigoto. It's great, but how about performance when so many objects?
#5
Hello, how can i make blur effect on some objects in JPCT-ae? I need it to create explosion effect in my game.
Or may be glow effect around object?
#6
Ok, thank you.
I really need to separate, because in the future I will have interaction over a network.
Yes, I understand that it is possible to use a low setting and I do it, but it's not a reliable way in my case.
#7
Hi all.
I need to split the render and logic (because the FPS to render can drop to 15-20, but the logic should be carried out smoothly at 30 fps in any case). To begin, I just create the logic of the movement of objects in a separate thread. But the picture is bad - it shakes (because one object at the time of rendering may have to be moved, and the other is not). How can I synchronize the thread of rendering and logic thread  in this case?
#8
Support / Re: jPCT and Android LiveWallpaper
April 29, 2013, 08:24:09 AM
A little more about the problem: the bug looks like a short-term (may be 1-2 frames) collapsing objects, short-term movement of objects in other places and back, short-term change in the scale of objects.
#9
Support / Re: jPCT and Android LiveWallpaper
April 28, 2013, 10:14:50 AM
renderer is:

...
public class WallpaperService extends GLWallpaperService {
...
...
   public void onCreate(){
      Log.d(LOGTAG, "Load textures here");
      myTex mTex = new myTex(getResources());
   }
...
...
   public Engine onCreateEngine() {
      MyEngine engine = new MyEngine();
      return engine;
   }

class MyEngine extends GLEngine  {
      
      MyRenderer renderer;

      public MyEngine() {
         super();
         renderer = new MyRenderer();
         setRenderer(renderer);
      }
...
...

and:

class MyRenderer implements GLSurfaceView.Renderer {
       
       private FrameBuffer fb = null;
       private RGBColor back = new RGBColor(0, 0, 0);
      
      public MyRenderer() {
         Log.d(LOGTAG,"Create scene here");
         createWorld();
      }
      
      public void onSurfaceChanged(GL10 gl, int w, int h) {
         Log.d(LOGTAG,"SurfaseChanged()");
         if (fb != null) {
            fb.dispose();
         }
         fb = new FrameBuffer( gl, w, h);
                       //  no need to rebuild world, it cost a lot of time
      }
...
...

How i understand Wallpaper Service is designed so that if the wallpaper is already installed - then we get new renderer in preview (for example, when we want to change the settings)... and some bugs
#10
Support / Re: jPCT and Android LiveWallpaper
April 27, 2013, 07:59:24 AM
And one more question. On the emulator, I get this error when I install after watching the live wallpaper on the screen. What could this mean?

04-27 05:55:35.044: E/SurfaceTextureClient(724): queueBuffer: error queuing buffer to SurfaceTexture, -19
04-27 05:55:35.064: E/EGL_emulation(724): tid 824: swapBuffers(322): error 0x3003 (EGL_BAD_ALLOC)
04-27 05:55:35.144: A/libc(724): Fatal signal 11 (SIGSEGV) at 0x0000003c (code=1), thread 824 (Thread-96)
04-27 05:55:43.134: E/Trace(829): error opening trace file: No such file or directory (2)
#11
Support / Re: jPCT and Android LiveWallpaper
April 27, 2013, 07:05:15 AM
Hi. I have a new question.
When the live Wallpapers have 2 copies of the renderer (for example the one on the desktop, and the second - in the menu select the Wallpaper), then there is a little bug, as if to shake and at the moment shows a scene from the other instance Wallpaper (other positions 3D objects).
I tried to do renderer a static class, but in this case, when you try to create the 2nd copy is that it turns out incorrect, with the curves of objects and without textures.
I tried to do engine a static class - but it is not good too.
Does anyone else have thoughts on this? Or can code examples?
#12
Support / Re: jPCT and Android LiveWallpaper
April 17, 2013, 12:50:41 PM
Ok, I learned how to do it. I took this solution http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-wallpapers  and combined it with jPCT-ae code, replacing the "renderer" and some small details.
p.s. Thank you for jPCT-ae
#13
Support / jPCT and Android LiveWallpaper
April 16, 2013, 04:56:08 PM
Hi all, I like jPCT, but now I was faced with how to make live wallpaper using jPCT?  For example, I tried to combine the example of Robert Green and the standard example of a working code android, jPCT and so far I do not have enough understanding of the problem. For example now I get an error nullpointer in the method  onSurfaceCreated() (class myEngine extends GLEngine)... Can anyone share the sample code of jpct livewallpaper? p.s. Sorry by my english.