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Messages - QuirB

#1
Support / Re: Upload textures "manually"
August 24, 2014, 02:05:55 PM
I'm having trouble getting the Virtualizer to work.

My current steps are like this:

Config.cacheCompressedTextures = true;

Virtualizer virtualizer = new Virtualizer();
virtualizer.setContext(context);

TextureManager tm = TextureManager.getInstance();
tm.setVirtualizer(virtualizer);

// For each texture
if (!tm.containsTexture(textureIdentifier))
// Load Texture and add it to texture manager


Do i have to call virtualize for each texture? I only want to virtualize the compressed textures for faster loading times.
Everytime I restart the game the virtualizer seems to be empty.
#2
Support / Re: Upload textures "manually"
August 21, 2014, 08:06:12 AM
As far as i understand, that won't help me reduce start-up times, since the virtualizer isn't able to reuse existing data from the disk when you created a new instance.

Is there any chance, we get support for directly feeding compressed textures into the TextureManager or something like that in the near future?
#3
Support / Re: Upload textures "manually"
August 20, 2014, 07:24:47 AM
I did some investigation on the issue.
Some of our Textures are quite large 2048*2048 for high-end devices.
The problem seems to be, that texture compression is done when the texture is uploaded to the gpu.

Can i trigger texture compression manually or even better directly load etc1 compressed textures from assets to the TextureManager?
#4
Support / Re: Upload textures "manually"
August 13, 2014, 08:52:44 PM
Thx for the fast answer. Is there a way to determine the progress of the prewarming process?
I'd like to load a bunch of textures but let the user know the app is still doing something.
#5
Support / Upload textures "manually"
August 13, 2014, 08:31:53 AM
I' ve got a short question:

Is it possible to trigger the texture upload process for a specific texture manually?
I don't want to upload all the textures at once via prewarm().
#6
Thanks for the fast response. Problem is solved.
#7
Trying to clone an Object3D causes a NullPointerException. The object on which cloneObject() is called is definitely not null itself (see stacktrace below).
The strange thing is, the very same object is beeing cloned multiple times at an earlier stage of the game without any problems. Am I missing something, wich causes this behavior?

Device:
Samsung Galaxy TabPRO 10 (SM-T520)
Android 4.4.2 (KitKat)


05-29 01:33:46.491: E/AndroidRuntime(14875): FATAL EXCEPTION: GLThread 61362
05-29 01:33:46.491: E/AndroidRuntime(14875): Process: minigame.earthdefender, PID: 14875
05-29 01:33:46.491: E/AndroidRuntime(14875): java.lang.NullPointerException
05-29 01:33:46.491: E/AndroidRuntime(14875): at com.threed.jpct.Object3D.copy(Object3D.java:723)
05-29 01:33:46.491: E/AndroidRuntime(14875): at com.threed.jpct.Object3D.<init>(Object3D.java:698)
05-29 01:33:46.491: E/AndroidRuntime(14875): at com.threed.jpct.Object3D.cloneObject(Object3D.java:2552)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.weapons.Bullet.<init>(Bullet.java:16)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.weapons.ProjectilePool.fireBullet(ProjectilePool.java:99)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.weapons.AttackQueue.dequeueAttack(AttackQueue.java:84)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.state.Running.launchProjectiles(Running.java:64)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.state.Running.onUpdate(Running.java:35)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.state.GameState.update(GameState.java:138)
05-29 01:33:46.491: E/AndroidRuntime(14875): at minigame.earthdefender.render.SmartRenderer.onDrawFrame(SmartRenderer.java:90)
05-29 01:33:46.491: E/AndroidRuntime(14875): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1531)
05-29 01:33:46.491: E/AndroidRuntime(14875): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1248)