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Messages - zammbi

#1
Support / Gradle support
April 08, 2021, 01:45:17 AM
Can we get Gradle support for JPCT-AE?
It would make things easier if you could install/update JPCT by Gradle. Also it would be nice to get notifications through Gradle when there are updates, so I don't have to keep manually checking :)
#2
Projects / Re: CricHQ Android verison
November 19, 2015, 11:15:51 PM
Update:
So after many years of fairly bug free 3D wagon wheel and pitch maps from JPCT, we will be updating to Unity in a near upcoming release.
This is so we can use the same codebase for all our platforms (web, iOS, Android).

JPCT has been a dream compared to Cocos3D which is what we had on iOS.
#3
QuoteYou have no device to test this on or just no S4?
I don't have any of the newer devices that this crash happen on. It might happen after I change the camera POV.

It's odd that it happens only on these newer devices. Has something changed in the newer chips?
They might of broken something with OpenGL ES 3?
All the devices I listed above support OpenGL 3.0: http://en.wikipedia.org/wiki/OpenGL_ES

QuoteIf it's not fixed with the new version and you haven't already, consider to try the latest beta from here: http://jpct.de/download/beta/jpct_ae.jar
Thanks. I guess I'll wait and see if it is fixed when we do the next update. The next release date is some time still.
#4
I noticed in our crash logs we are getting a "vertex shader: glError 1280" crash. Looking this up the error it is a GL_INVALID_ENUM.

This happens on the HTC One, Sony Xperia L and the Samsung S4, which I don't have access too. I have now updated the latest JPCT version (did you fix such an error in the past?), so I guess I'll soon see if such an error goes away once we release it. But I thought I'll log it in here in the meantime in case someone knows more about it.

Crash:

Package: nz.co.nuffie.android.crichq
Version: 2594
Android: 4.1.2
Manufacturer: HTC
Model: HTC One
Date: Sun Oct 13 13:44:59 MST 2013

java.lang.RuntimeException: [ 1381697099906 ] - ERROR: glAttachShader - vertex shader: glError 1280
at com.threed.jpct.Logger.log(Logger.java:189)
at com.threed.jpct.GLSLShader.checkError(GLSLShader.java:808)
at com.threed.jpct.GLSLShader.createProgram(GLSLShader.java:774)
at com.threed.jpct.GLSLShader.loadProgram(GLSLShader.java:766)
at com.threed.jpct.GLSLShader.preInit(GLSLShader.java:276)
at com.threed.jpct.GL20.setShader(GL20.java:336)
at com.threed.jpct.GLRenderer.setShader(GLRenderer.java:510)
at com.threed.jpct.GLRenderer.setLineShader(GLRenderer.java:2060)
at com.threed.jpct.GLRenderer.enableLineMode(GLRenderer.java:1978)
at com.threed.jpct.World.draw(World.java:1331)
at com.threed.jpct.World.draw(World.java:1083)
at nz.co.nuffie.android.crichq.ptichmapandwagonwheel.World3dBase.renderWorld(World3dBase.java:734)
at nz.co.nuffie.android.crichq.ptichmapandwagonwheel.World3dBase.onDrawFrame(World3dBase.java:791)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1516)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)


Log:
QuoteDEBUG PhoneRank : Runtime.getRuntime().maxMemory:      384 Mb
Runtime.getRuntime().freeMemory:      1 Mb
Runtime.getRuntime().totalMemory:      28 Mb
Debug.getNativeHeapAllocatedSize:      50 Mb
Debug.getNativeHeapFreeSize:         0 Mb
Debug.getNativeHeapSize:            50 Mb
Debug.getThreadAllocSize:            0 Kb
Debug.getGlobalAllocSize:            0 Kb
Debug.getGlobalFreedSize:            0 Kb
memoryInfo.getTotalPss:            140 Mb
memoryInfo.getTotalPrivateDirty:      128 Mb
memoryInfo.getTotalSharedDirty:      39 Mb
memoryInfo.dalvikPss:               28 Mb
memoryInfo.dalvikPrivateDirty:         28 Mb
memoryInfo.nativePss:               0 Mb
memoryInfo.nativePrivateDirty:         0 Mb
JPCT texture usage:               1 Kb
Memory Left:                     307 Mb
Memory Left (based on Pss):         244 Mb
activityManager.getMemoryClass:      192 Mb
CPU Cores Free:                  2
DEBUG PhoneRank : Max Mem: 384 Mem Left:307
DEBUG PhoneRank : Very high ram free.
DEBUG WW : Turning on AA with transparency.
DEBUG WW : Using OpenGL 2.0
DEBUG GoogleAnalyticsActivity : Not a tracked activity
DEBUG OnlineViewWorld3dActivity : ON RUNNING
DEBUG PhoneRank : Checking Model: HTC One
DEBUG nz.co.nuffie.android.crichq.ptichmapandwagonwheel.OnlineViewWorld3dActivity$1 : SERVICE CONNECTED
DEBUG WWPollTask : RUNNING: true
DEBUG OnlineViewWorld3dActivity : URL: http://www.crichq.com/mobile/matches/live_matches/68921/wagon_wheel
DEBUG CricHQService : Http Response Code: 0
DEBUG 3d : World is null. Creating...
DEBUG PhoneRank : Using hardware renderer (Not PixelFlinger): Adreno (TM) 320
DEBUG PhoneRank : Max Mem: 384 Mem Left:300
DEBUG PhoneRank : Very high ram free.
DEBUG 3d : Change camera view to: PITCH_MAP
VERBOSE CricHQCrashManagerListener : Getting username for crash report...
DEBUG CricHQCrashManagerListener : Sending crash report to hockey...

Phone Stats:
Runtime.getRuntime().maxMemory:      384 Mb
Runtime.getRuntime().freeMemory:      7 Mb
Runtime.getRuntime().totalMemory:      49 Mb
Debug.getNativeHeapAllocatedSize:      49 Mb
Debug.getNativeHeapFreeSize:         5 Mb
Debug.getNativeHeapSize:            55 Mb
Debug.getThreadAllocSize:            0 Kb
Debug.getGlobalAllocSize:            0 Kb
Debug.getGlobalFreedSize:            0 Kb
memoryInfo.getTotalPss:            165 Mb
memoryInfo.getTotalPrivateDirty:      152 Mb
memoryInfo.getTotalSharedDirty:      39 Mb
memoryInfo.dalvikPss:               49 Mb
memoryInfo.dalvikPrivateDirty:         49 Mb
memoryInfo.nativePss:               0 Mb
memoryInfo.nativePrivateDirty:         0 Mb
JPCT texture usage:               8195 Kb
Memory Left:                     292 Mb
Memory Left (based on Pss):         219 Mb
activityManager.getMemoryClass:      192 Mb
CPU Cores Free:                  2

#5
Support / Re: Version updates!
October 07, 2012, 11:09:05 PM
Is it possible to add a setting to Virtualizer to only save to/load off sd card if the device is low on memory?
#6
News / Re: Happy Birthday!
July 23, 2012, 05:56:22 AM
Awesome stuff!
#7
Projects / Re: CricHQ Android verison
July 19, 2012, 12:23:01 AM
QuoteI've added it to the project page.
Cool stuff.

The latest version now includes inputting of PM and WW which is all done in JPCT :)
#8
QuoteI've no idea why the addition of an alpha channel should improve accuracy in the fragment shader.
Isn't false turning it off?
#9
QuoteI've no influence on the result of trilinear filtering.
Ah ok. Might just leave that option then.

For the S2 it should have the highest of settings on.
I can count the colours on that texture... 7 heh.

I did have glDither on but not before the FrameBuffer. It does help.

Found that replacing:
aa = new AAConfigChooser(mGLView, true);
with:
aa = new AAConfigChooser(mGLView, false);

Improves it a little more. But still really looks 8bit.
#10
Support / Re: Code uses OpenGL 1.0 instead of 2.0
July 12, 2012, 07:22:18 AM
I've currently reverted back to the stable version. Can't do any more testing today.
It happened on the Android 3 tablet. It showed only after a while of testing. I didn't notice this on any other device, however my tests were quick.
This build had the OpenGL switching. I don't know if it happened just solo OpenGL 1.x.
#11
Support / Re: Code uses OpenGL 1.0 instead of 2.0
July 12, 2012, 06:19:25 AM
Except that the beta is buggy  :-\
On a Samsung tablet 10.1 the whole 3d view spazzed out. This image shows me zooming in, causing a ghosting effects over the screen.



With my quick test it seemed to be only for OpenGL 1.0
#12
Just letting you know that I tried Config.glTrilinear on the galaxy S2 and it messes up transparent textures.

Without:


With:


Though I guess it might be because glTrilinear isn't ready to be used yet?

P.S: Seems texture colours is 8bit when using OpenGL 2.0 for the S2  ???
#13
Support / Re: Code uses OpenGL 1.0 instead of 2.0
July 12, 2012, 12:41:31 AM
I don't know what you did, but it works now ;D

Thanks for the quick fix.
#14
Support / Re: Code uses OpenGL 1.0 instead of 2.0
July 11, 2012, 11:53:58 PM
What if the old FrameBuffer is still in memory would that do it?
#15
Support / Re: Code uses OpenGL 1.0 instead of 2.0
July 11, 2012, 03:57:15 PM
Yes. I switch OpenGL correctly, just doesn't seem to work after I've used OpenGL 1.X