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#51
Support / Re: 3D modeler app made with J...
Last post by MichaelJPCT - July 10, 2023, 04:06:33 AM
i might have a method to avoid uploading new mesh every time a vertex is moved or added or deleted etc. - using shader and dynamic uniforms.
would you be interested in making an app like this? you can sell it on google app store. i think it takes only a few months to finish the basic program. i think many people would like to use such an app , for casual modeling. and it's output file can be re-edited by other modeler softwares (3dsmax etc).
i might be able to make an app myself but it would be very limited and non-professional, since it's not my main goal, and i am not a professional programmer.
#52
Support / Re: 3D modeler app made with J...
Last post by EgonOlsen - July 08, 2023, 11:20:22 AM
I don't really think so. You could do it, but it would mainly be hacking around some of the concepts in jPCT that exists because it's meant to be a 3d engine for displaying existing content, not for creating new one. For an editor, I would go more low level because you constantly have to update your vertex buffers and such.
#53
Support / Re: 3D modeler app made with J...
Last post by MichaelJPCT - July 08, 2023, 09:38:02 AM
thanks for your confirmation.
i guess using jpct-ae, one can make a modeler app which is usable but limited in functionalities and lower performance and non-professional looking. tricks must be used to solve some problems. that way, the app's worth is a doubt.
at the meantime, how about windows version of jpct? a modeler made with jpct, designed for tap control (tablet PC), is this easier? is this kind of app worth the efforts?
#54
Support / Re: 3D modeler app made with J...
Last post by EgonOlsen - July 08, 2023, 08:35:34 AM
I don't think that jPCT-AE is very well suited for this kind of application. It's made to render more or less static assets fast, not so much for updating them constantly. Also, it doesn't supports lines properly (mainly because GLES is limited in that regard).
#55
Support / Re: using multiple renderers i...
Last post by EgonOlsen - July 08, 2023, 08:33:18 AM
It depends, I guess. You can run software and hardware renderer in parallel if you are using distinct worlds and objects. You can also make the software renderer use all available cores. If that's faster or not highly depend on the application and if it's worth the hasle...I'm really not sure.
#56
Support / 3D modeler app made with JPCT-...
Last post by MichaelJPCT - July 07, 2023, 01:52:27 PM
i wish i could make 3D models on android devices, using tap control only. so that i dont need windows PC and mouse.
i wonder whether it's possible to make an app with basic modeling functionalities, like some of those in 3DSMAX.
one problem i anticipate is that, models are highly dynamic in a modeler app, i've never tried that with JPCT.
another problem is that, there are symbols, lines, translucent objects, etc.. i dont know whether GLES is good enough to handle all those elements.
anyone interested in such app or with technical insight?
#57
Support / Re: using multiple renderers i...
Last post by MichaelJPCT - July 07, 2023, 02:45:56 AM
i mean, faster than using only gl renderer to render all display ports.
#58
Support / Re: using multiple renderers i...
Last post by EgonOlsen - July 06, 2023, 01:50:39 PM
Yes, that should work. Would it be faster...faster than what?
#59
Support / Re: using multiple renderers i...
Last post by MichaelJPCT - July 06, 2023, 03:02:57 AM
what if gl renderer and software renderer are used to render 2 different display port? not combining the images, but still in 1 process. is this do-able? would it be faster?
#60
Support / Re: using multiple renderers i...
Last post by EgonOlsen - July 03, 2023, 07:06:20 AM
It is possible to use the renderers in parallel to a degree. IIRC, it will hinder the GL renderers performance slightly and combining the results of both will most likely eat up all the benefits that doing so might have. I don't think, that it's worth it.