Search found 1677 matches

by Kjell
Wed Jan 16, 2019 12:37 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hi Ats, Can that come from the compilation parameters of the libzgeandroid.so? Or is it a bug in the source code? Since it appears it's being caused by the BitmapCombine component that would mean it's probably a bug in the ZGameEditor source code. You could double-check this by deleting the BitmapCo...
by Kjell
Tue Jan 15, 2019 4:26 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hi Ats, I had to add Pixel.A=1 to your BitmapExpression otherwise it appears white on API28 Ah sorry, forgot about that :oops: I noticed a interesting difference .. seems like on Nexus 5 both CULL and DEPTH start as false ( which is incorrect ) while on Galaxy S6 they start as true. On both phones t...
by Kjell
Tue Jan 15, 2019 2:31 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hi Ats, I've updated the project code snippet ( see my previous post ) with a spinning donut in the background that uses a texture generated using BitmapCombine. Also, for the first 3 seconds the OpenGL cull_face and depth_test states aren't written, so it should use whatever state they are in after...
by Kjell
Tue Jan 15, 2019 1:07 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hi guys, That should be pretty straight-forward to test though ... perhaps Ats can run the following project on a Android device that displays the problem and one that doesn't and see whether there's a difference? If not, the problem probably lies elsewhere. <?xml version="1.0" encoding="iso-8859-1"...
by Kjell
Mon Jan 14, 2019 8:32 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hey, Yes I saw that but it saves and restores previous setting (via platform_android push/pop attrib). Ah right, the fakePushAttrib / fakePopAttrib procedures .. not sure what's going on then :-( @Ats, I tried to replicate the problem on a couple of Android devices, but no cigar. What Adreno chipset...
by Kjell
Mon Jan 14, 2019 4:40 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 14804

Re: OMEGANAUT

Hi guys,

BitmapCombine does seem to disable face culling inadvertently(?) on Android / ES ( using TBitmapCombine.ProduceOutput > GetCopyAsFloats > GLESPixelsFromTexture ) .. could have something to do with that.

K
by Kjell
Thu Dec 20, 2018 3:16 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hej Ville, Based on this I would assume that on Android GL_BLEND is enabled by default somehow? That doesn't have anything to do with blending ( vertex colors mix with the material diffuse color without having to use blending ). It's because when you don't explicitly set certain components of the ve...
by Kjell
Thu Dec 20, 2018 2:35 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hi guys, Keep in mind that currently when you do the following .. - Start a new project - Add a Mesh to App.Content - Add a MeshBox to the Mesh - Select the Mesh component ... the Mesh appears red in the preview window ( don't let that fool you ). Anyway, when you add a MeshExpression ( with VertexC...
by Kjell
Sat Dec 15, 2018 12:51 pm
Forum: Bug reports
Topic: Trivial changes to vertex shader sometimes change vertex positions
Replies: 3
Views: 155

Re: Trivial changes to vertex shader sometimes change vertex positions

Hi plygon,

Are you sure you're not getting any GLSL compilation errors in the log panel? Some GPU drivers are a bit particular when it comes to defining variables that don't actually get used for anything.

K
by Kjell
Thu Dec 13, 2018 9:17 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hej Ville,
VilleK wrote:
Thu Dec 13, 2018 8:32 am
do you think I should change so that ZApplication use the alpha value of ClearColor?
Yea, i don't see how it could hurt really .. besides, the default alpha value is 0 anyway.

K
by Kjell
Wed Dec 12, 2018 6:08 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hi Ats, Then I made some tests with the OpenGL calls. If I put them in App.OnBeginRenderPass, nothing change. That's because when you use the OpenGL calls in OnBeginRenderPass, they get negated by the built-in clear calls shortly thereafter. But if I put them in App.OnRender (with App.RenderOrder = ...
by Kjell
Wed Dec 12, 2018 11:09 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hi guys, Try clearing the screen using a alpha value of 1 ( instead of the default 0 ). Unfortunately you can't do this using App.ClearColor right now ( as the alpha value is ignored ), so you need to execute the following OpenGL calls ( after the screen is cleared by ZGE but before anything is rend...
by Kjell
Fri Dec 07, 2018 3:58 pm
Forum: General discussion
Topic: Chromatic Aberration effect
Replies: 7
Views: 306

Re: Chromatic Aberration effect

Hi rrTea, I tried the DIY solution, and it works, but there are some cases where it gives unexpected results. For example bitmaps sometimes get a dark outline, and I can't see where would this be coming from. It might not give the results you expected, but it's actually behaving the way it should. W...
by Kjell
Thu Dec 06, 2018 9:19 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 9684

Re: ZGameEditor & Android Setting

Hi guys,

If there's going to be support for on-the-fly orientation changes ( Configuration Changed event ), perhaps it would be a good idea to set the screenOrientation for ZGEAndroid-debug.apk to sensor? Would make it a lot easier to debug portrait-mode projects.

K
by Kjell
Thu Dec 06, 2018 9:25 am
Forum: General discussion
Topic: Chromatic Aberration effect
Replies: 7
Views: 306

Re: Color refraction effect

Hi rrTea, Ah, i see what you're getting at. I was trying to illustrate in my example that you have to use a black frame-buffer to render your 3 channels onto because of the additive blending, but you wanted to simply clear the RenderTarget with a non-transparent color value. This is a bug / oversigh...