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Messages - SonicBurst2

#1
Support / Re: How to do "Fog" in particular axis?
June 02, 2017, 10:58:12 AM
    Yes, it should be independent of the camera view ,
Like ,Suppose I have a very tall tree , then when looked from above ,with an angle (Like in isometric projection type view),
I shall not be able to see the base of the tree and the ground, it simply fades away ...
I want to give a perception of extreme depth...
The existing inbuilt fogging works, but only when viewed from extreme top view angle. If I change my angle, I can see the base of my "Cliff" and the props on the top side becomes faded which are at a distance .
#2
Projects / Re: Art of Earthify (3D live wallpaper)
June 02, 2017, 10:56:57 AM
It never Crashed on my device , I can assure you that, :)
But even after the update , it still displays "Not Responding" .
But if kept long enough , the scene is loaded behind the dialog box...
#3
Support / How to do "Fog" in particular axis?
June 01, 2017, 11:44:56 PM
Like for example , if I have a valley ( lets assume depth is in z axis ) , then is there a way / technique to have the fog density increasing along z axis ? So that the depth fades away .
I have checked "setFogging()"... but it's density increases along camera-view's direction.
#4
I hit the report button this time... :)
#5
This looks good...
Nice Effects

thumbs up :)

But sometimes ,while loading , it shows "not responding"...
my device is a 3rd gen moto g.
#6
Thank you Egon !...
The Code snippet worked.. :)
#7
I'll try this code soon... :)
But regarding the shader problem , it compiles fine on my pretty old device(snapdragon 410 , with adreno 306 , 2 GB RAM ).
I'll try to get my hands on the PowerVR device for verifying, if possible . BTW , which device was used for testing ?
#8
Ohh yes! ,I removed them because it was exceeding the file size limit....they were quite big ~512*512 ...
May I please ask you to find this attached image and replace the grass and face_norm with the same ?

Sorry for the inconvenience caused , I am feeling embarrassed now :-[
#9
Sorry My bad.... I had actually uploaded the wrong file ! :-\
I have re-uploaded the file ...
which is giving me red screen...
#10
Hello Egon,
I tried to port your Desktop snippet into my demo...But for now it displays me red screen(My Default NPOT texture color)
I'm Uploading a  test Case zip...
And I have few more questions->
1]]
My logcat view was flooded with this->

05-05 23:16:09.875 27957-27975/? D/jPCT-AE: Binding buffers (1/1)!
05-05 23:16:09.876 27957-27975/? D/jPCT-AE: Binding texture 2
05-05 23:16:09.876 27957-27975/? D/jPCT-AE: Binding texture 3
05-05 23:16:09.877 27957-27975/? D/jPCT-AE: Binding texture 4
05-05 23:16:09.877 27957-27975/? D/jPCT-AE: Binding texture 5
05-05 23:16:09.877 27957-27975/? D/jPCT-AE: Buffer switches: 4
05-05 23:16:09.877 27957-27975/? D/jPCT-AE: Unbinding buffers (1)!

So is this Normal ? Because It buries other debug messages ...


2]]
if I remove blitnumber() method ...(or any fb.blit() in general) which is present immediately after my fb.blit(target....) then it ignores my shader applied on to the screen and displays me normal render .
Is this behavior normal ?
#11
hi...
You can use  "yourObject3D.setShadingMode(Object3D.SHADING_FAKED_FLAT);"
#12
Ohh ! I missed the display method ! I see . . .

I'll check the code snippet you provided as soon I reach home... and let you know ... :)

and yes ... sorry for the inconvenience .
#13
Yes, Sure...
Below is my onDrawFrame()  ->

public void onDrawFrame(GL10 gl) {

if (this.hasToCreateBuffer) {
Logger.log("Recreating buffer...");
hasToCreateBuffer = false;
fb = new FrameBuffer(w, h);

}

if (touchTurn != 0) {

plane.rotateY(touchTurn);
plane1.rotateY(touchTurn);

touchTurn = 0;
}

if (touchTurnUp != 0) {
plane.rotateX(touchTurnUp);

plane1.rotateX(touchTurnUp);

touchTurnUp = 0;
}




fb.setRenderTarget(target1);
fb.setBlittingShader(shader1);
fb.clear(new RGBColor(123, 223, 237));
world.renderScene(fb);
world.draw(fb);
fb.display();

fb.setRenderTarget(target2);
fb.setBlittingShader(shader2);
fb.blit(target1, 0, 0, 0, fb.getHeight(), target1.getWidth(), target1.getHeight() , fb.getWidth(), -fb.getHeight(), -1, false);


fb.removeRenderTarget();

fb.blit(target2, 0, 0, 0, fb.getHeight(), target1.getWidth(), target1.getHeight() , fb.getWidth(), -fb.getHeight(), -1, false);

blitNumber(lfps, 5, 5);
            Log.e("fps ","f p s = " +lfps );
//fb.display();

if (System.currentTimeMillis() - time >= 1000) {
lfps = fps;
fps = 0;
time = System.currentTimeMillis();
}
fps++;
}




Is this enough ?
#14
QuoteIn which way does it not work?
It displays some weird artifacts like this (please see attachment)

and after few seconds , it crashes due to out of memory exception... :(

The Code is the same , the earlier posted code....
#15
Hi Egon,

You said
Quoteblit target1 fullscreen into target2
.
I got confused with this...did you mean that I should simply use fb.blit() ?? just after setting rendering to target 2 with blurring ?
like this->

// the first step you mentioned
                        fb.setRenderTarget(target1);
fb.setBlittingShader(shader1);
fb.clear(new RGBColor(123, 223, 237));
world.renderScene(fb);
world.draw(fb);
fb.display();
//the 2nd step->
fb.setRenderTarget(target2);
fb.setBlittingShader(shader2);
fb.blit(target1, 0, 0, 0, fb.getHeight(), target1.getWidth(), target1.getHeight() , fb.getWidth(), -fb.getHeight(), -1, false);   // this ? I'm not sure...

// the 3rd step->
fb.removeRenderTarget();
fb.blit(target2, 0, 0, 0, fb.getHeight(), target1.getWidth(), target1.getHeight() , fb.getWidth(), -fb.getHeight(), -1, false);



this did not worked... so this must be wrong, I know ...
But I'm asking this... because I failed to find any method which allows me to blit a texture to another in fullscreen...