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Messages - peter

#1
yes, I am using that function
#2
Thank you for your help. I did some clean up, now it takes about 2 seconds to create all 2000 objects,  but after that I needs to do Objects.merge for every 250 of them which takes about 1 second for each merge, is there any way to speed up the merge or increase frame rate for drawing 250 objects in one world(I need to merge 250 object into one because the frame rate is too low (about 35fps) for drawing 250 objects in one world)
#3
not share same geometry, some of them sharing same texture
#4
all difference, it takes 4 seconds on Android, but that's without build and compile 3D objects
#5
we are creating around 2000 3D objects. in iPhone5 using sceneKit only takes about 1~2 seconds to create, but in Android Nexus5 using jPCT-AE takes about 6 seconds to create after that jPCT-AE also need few seconds to compile the 3D object. is there any faster way to do that in jPCT-AE?
#6
I have all the coordinates, normals, uvs and index values.
which function can create Object3D in shortest time?
Using Object3D(int maxTriangles) and run 8 times addTriangle(SimpleVector vert1, SimpleVector vert2, SimpleVector vert3, TextureInfo tInf)
or
Using Object3D(float[] coordinates, float[] normals, float[] uvs, int[] indices, int textureId)
#7
I try to move those thing into background, so I can have something to show while 3D renderer is preparing VBO's. does it possible to do those in an Async class instead of in main thread?
#8
Support / Taking 5 to 10 sceonds to show 3D objects
October 04, 2016, 12:15:53 AM
when showing 3D objects for first time it takes 5~10 seconds to render. the log shows:

...

Subobject of object 957/56e9be7546bb823cb10000a2 compiled to indexed fixed point data using 2868/940 vertices in 18ms!
Object 957/56e9be7546bb823cb10000a2 compiled to 1 subobjects in 22ms!

Subobject of object 959/56d5fc8846bb8254e0000001 compiled to indexed fixed point data using 4236/1416 vertices in 29ms!
Object 959/56d5fc8846bb8254e0000001 compiled to 1 subobjects in 31ms!

Subobject of object 961/56d5fcb046bb8254e0000002 compiled to indexed fixed point data using 468/160 vertices in 3ms!
Object 961/56d5fcb046bb8254e0000002 compiled to 1 subobjects in 3ms!

Subobject of object 963/56d5fcb046bb8254e0000004 compiled to indexed fixed point data using 1092/368 vertices in 8ms!
Object 963/56d5fcb046bb8254e0000004 compiled to 1 subobjects in 8ms!

Subobject of object 965/56d5fcb146bb8254e0000005 compiled to indexed fixed point data using 564/192 vertices in 3ms!
Object 965/56d5fcb146bb8254e0000005 compiled to 1 subobjects in 3ms!

Subobject of object 967/56d5fcb146bb8254e0000006 compiled to indexed fixed point data using 3156/1056 vertices in 19ms!
Object 967/56d5fcb146bb8254e0000006 compiled to 1 subobjects in 23ms!

Subobject of object 969/56d5fcb146bb8254e0000007 compiled to indexed fixed point data using 756/256 vertices in 5ms!
Object 969/56d5fcb146bb8254e0000007 compiled to 1 subobjects in 8ms!
...
Subobject of object 1909/object1911 compiled to indexed fixed point data using 2868/940 vertices in 14ms!
Subobject of object 1909/object1911 compiled to indexed fixed point data using 4236/1416 vertices in 21ms!
Subobject of object 1909/object1911 compiled to indexed fixed point data using 8640/2912 vertices in 43ms!
Subobject of object 1909/object1911 compiled to indexed fixed point data using 11040/3728 vertices in 50ms!
Subobject of object 1909/object1911 compiled to indexed fixed point data using 7128/2464 vertices in 50ms!
...

is it possible to do those before we call renderer?

thanks!
#9
Support / Re: low fps rate
August 03, 2016, 10:32:02 PM
To solve low fps problem, I tried merge 477 objects into one large object, after that I got 60 fps. just wondering why it solved the problem?
#10
Support / Re: merging objects with transparency
August 03, 2016, 07:37:27 PM
I try the same thing. use setVertexAlpha to prevent transparency lost from merge. I didn't get NPE, but transparency still lost after merge
#11
Support / Re: low fps rate
June 28, 2016, 09:10:07 PM
I did "mGLView.setPreserveEGLContextOnPause(true);" at onCreateView, the onSurfaceChanged still being called twice after resume
#12
Support / Re: low fps rate
June 27, 2016, 09:30:43 PM
thank you for explaining. there is another problem I have with rendering 400 objects. when the App come back from Pause, jPct will redo all the creating buffer. it says "OpenGL context has changed(2)...recovering for renderer 2/1!" do you know how to prevent this? what does "OpenGL context has changed" mean?
#13
Support / Re: low fps rate
June 24, 2016, 05:43:10 PM
it also takes long time to get those objects show on screen, it's doing Creating buffers... and VBO created for object for all 3D objects. it's possible to do those when creating 3D Objects?
#14
Support / Re: low fps rate
June 24, 2016, 05:34:00 PM
I tested on Samsung tab 2 Android 4.4 , galaxy note4 Android 6.0.1, nexus 5 Android 5.1 and OnePlus 3 Android 6.0.1
#15
Support / Re: low fps rate
June 22, 2016, 08:48:03 PM
I rendering some obj file in iPhone4 using scenekit, the performance in ios is much better than Android. I assume iPhone and Android phone should have similar performance since they are both using OpenGL