Java-Gaming.org Hi !
Featured games (81)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (119)
games submitted by our members
Games in WIP (576)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Dynamic Textures in M3G Example  (Read 2713 times)
0 Members and 1 Guest are viewing this topic.
Offline Andrew Davison

Junior Duke


Medals: 2



« Posted 2005-08-16 08:36:52 »

I've just added a new M3G (mobile 3D) example to my Killer Game Programming in Java site (http://fivedots.coe.psu.ac.th/~ad/jg/ concerned with dynamic textures.

A dynamic texture is one generated at run time, and can include transparent areas.

Comments are appreciated.

- Andrew

Dr. Andrew Davison
Dept. of Computer Engineering
Prince of Songkla University, Hat Yai
Songkhla 90112, Thailand
Offline Abuse

JGO Knight


Medals: 13


falling into the abyss of reality


« Reply #1 - Posted 2005-08-16 09:32:45 »

Had a go with doing this a while back.

I found it was very slow on alot of the handsets out there, presumably because writing to texture memory isn't as fast as main memory.

Incidentally,
depending on what you are using the technique for, you can avoid doing quite so much memory copying by doing an Image2D.set(...) to clear to transparent, bind a Graphics3D to the Image2D, and then perform the rendering with a parrellel projection and Sprite3D.

You can obviously do more funky stuff too - rendering a 3D scene to a texture for example. (for imposter rendering)

Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here! https://dl.dropbox.com/u/54785909/EliteIVsmaller.png
Offline Andrew Davison

Junior Duke


Medals: 2



« Reply #2 - Posted 2005-08-17 04:07:38 »

Abuse,

Thanks for the performance info, which I suspected but hadn't been able to test myself.

At the end of the chapter, I mention that often you only need to generate the dynamic texture once. For example, when you need a user name label in the scene. For a once-off task, the overhead may be acceptable.

Your suggestion about 3D texture rendering is an interesting one. You should post an example MIDlet.

BTW, I've included your post as a "readers comment" at
http://fivedots.coe.psu.ac.th/~ad/jg/m3g6/readers.html. If you want to change it, please get in touch.

- Andrew

Dr. Andrew Davison
Dept. of Computer Engineering
Prince of Songkla University, Hat Yai
Songkhla 90112, Thailand
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline OverKill

Junior Duke




Java games rock!


« Reply #3 - Posted 2005-09-07 07:25:04 »

You can obviously do more funky stuff too - rendering a 3D scene to a texture for example. (for imposter rendering)
Yep, I had to do this for our last project... but it was UGLY!
The problem was that 3d on mobiles is simply ugly and our customer wanted it to look nice.
I have posted some of my findings at benhuis site.

'Dynamic' Textures works quite well. I had to switch multiple textures out during rendering.
You can bypass the performance hit from switching them by rendering one set at a time.

The biggest problems I had was with transparent Sprites. IIRC I had to set it on the appearance level.
(I can recheck if needed)
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (38 views)
2014-10-17 03:59:02

Norakomi (28 views)
2014-10-16 15:22:06

Norakomi (24 views)
2014-10-16 15:20:20

lcass (28 views)
2014-10-15 16:18:58

TehJavaDev (53 views)
2014-10-14 00:39:48

TehJavaDev (54 views)
2014-10-14 00:35:47

TehJavaDev (42 views)
2014-10-14 00:32:37

BurntPizza (64 views)
2014-10-11 23:24:42

BurntPizza (36 views)
2014-10-11 23:10:45

BurntPizza (78 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!