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Automatically exported from code.google.com/p/min3d
The constructor for Box checks if the private field _cols is null to decide
whether it should generate colors. It is supposed to check if the parameter
$sixColor4s is null.
if (_cols != null) // should be if ($sixColor4s != null)
{
_cols = $sixColor4s;
}
else
{
//generate colors
}
Original issue reported on code.google.com by nienhs
on 28 Oct 2010 at 9:14
In file min3d.core.TextureList#getIds(), there is a commented question:
// BTW this makes a casting error. Why?
// (TextureVo[])_t.toArray();
The answer is because the ArrayList _t does not know it contains TextureVo
objects so toArray() returns Object[], and Object[] cannot be cast to
TextureVo[].
Even though _t was declared as ArrayList<TextureVo>, the parameterized value of
TextureVo is removed at compile-time through a process called erasure. There
is much debate over whether or not erasure was the right decision by Sun but
we've got what we've got...
To correctly get the TextureVo[] from _t, use:
TextureVo[] aTexturVo = _t.toArray(new TextureVo[_t.size()]);
You don't even have to cast it.
Original issue reported on code.google.com by [email protected]
on 22 Mar 2011 at 6:32
Hi, great to have this! I got code running on my Droid in a day :)
A question -- I have a lot of 3D assets. Doing them all through res does not
scale well because of limitations in Android /res (like having to rename to
_obj and no sub-directories). But more generally it would be much more flexible
to be able to load weren't packaged with the app, e.g. over http or the local
file system.
Any suggestion for how to abstract Parser for this? I think the interesting
cases are loading from /assets (or generally file) or from http. My first
thought was to add an abstraction for the home "directory" which is passed to
Parser, and could provide services to create urls for child assets.
Original issue reported on code.google.com by mwk%[email protected]
on 14 Apr 2011 at 9:16
What steps will reproduce the problem?
1. Build the applicaion
2. Installed on the emualtor
3. Run the ExampleMostMinimal example
What is the expected output? What do you see instead?
Expected :The edge ( line between two vertext) on during rotation should be
display as straight line
Result :- The edge of cube , is not dispalying as straight line , in stead as
broken line .
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 17 Jan 2011 at 8:36
1) Inserted the clone() method below in Object3dContainer
2) No errors, does return Object3d
3) Returned Object3d not visible, not even untextured or something
public Object3d clone()
{
Vertices v = _vertices.clone();
FacesBufferedList f = _faces.clone();
Object3d clone = new Object3d(v, f, _textures);
clone.position().x = position().x;
clone.position().y = position().y;
clone.position().z = position().z;
clone.rotation().x = rotation().x;
clone.rotation().y = rotation().y;
clone.rotation().z = rotation().z;
clone.scale().x = scale().x;
clone.scale().y = scale().y;
clone.scale().z = scale().z;
return clone;
}
Original issue reported on code.google.com by [email protected]
on 14 Aug 2010 at 9:01
hi, thanks for the great work!
may i know is that any tutorial for loading multiple md2 model? cause i need to
display 2 different annimated md2 model and i have no idea how to do it. any
help please ...
Original issue reported on code.google.com by [email protected]
on 6 Sep 2010 at 3:16
Hi My name is hiroshi.
I'm japanese, English is bad sorry.;-(
I think this is REALLY good ploject for many android Developpers.
But I am idiot for my proglaming knowledge is too little bit.
and I want to know where to get 3d library/framework.
Becouse I can't inport anythings.
Whoul'd you teach me where to get the library, is happy.
thank you.
Original issue reported on code.google.com by [email protected]
on 20 Jun 2010 at 2:34
First of all, thanks for the library and for sharing it!
I have a question: is the framework already supporting object tap detection?
I mean, int the render view, if the user taps on a object of the scene, I want
to start a callback procedure.
Something like
scene.addInteractionCallback(new InteractionCallback() {
@Override
public void onObjectSelected(Object3d object, ...
I've searched within the sources but I couldn't find anything similar...
I'm a noob in OGL ES so I apologize in advance if this is a stupid question...
Thanks, Luca.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2011 at 12:28
What steps will reproduce the problem?
1. Export cube with only 1 textured face from blender
2. Load mesh using min3d & render simple scene
What is the expected output? What do you see instead?
Expect working min3d activity, instead it will crash (nullptr).
ParseObjectData.java attempts to use BitmapAsset (NULL for faces without
texture).
FIX: change ParseObjectData.java @line 85
FROM: if(hasBitmaps)
TO: if(hasBitmaps && (ba != null))
Original issue reported on code.google.com by [email protected]
on 3 Aug 2010 at 8:21
What steps will reproduce the problem?
1. Loading MD2 file
What is the expected output? What do you see instead?
It should load md2 file with its animation. It returns out of memory error
instead.
What version of the product are you using? On what operating system?
Min3D 1_016 on Windows 7.
Please provide any additional information below.
We all know that md2 specification tells us that each model has 198 frames for
animation. When I was trying to load my model it was returning
OutOfMemoryError. I even changed the AnimationObject3d constructor in
AnimationObject3d.java to load only a given number of frames. That worked only
up to ~70 frames. Further tests for: 75, 80, 90, 120, 150, 170 frames always
returned OutOfMemoryException. The memory overflow took place in that line:
vertices = new float[indices.length*3];
in KeyFrame.java. Is this only a case of my emulator? I made an upload to my
real Android device and it still causes outOfMemoryError...
Original issue reported on code.google.com by [email protected]
on 9 Feb 2011 at 10:50
What steps will reproduce the problem?
Create a Scene using a Skybox with different textures for each face
What is the expected output? What do you see instead?
Notice weird artifacts at face edges
What version of the product are you using? On what operating system?
min3d 0.20, android 2.1
Please provide any additional information below.
Attaching below patch with the changes for using clamping. Maybe not the cleanest code, up to you for revision/integration.
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 10:59
Attachments:
What steps will reproduce the problem?
1. Load a model (3DS or OBJ)
2. Try loading a different one
3. Error because texture "atlas" already exist.
What is the expected output? What do you see instead?
Expected output : 2 models
Instead : 1 model and 1 error
What version of the product are you using? On what operating system?
6 june version
Please provide any additional information below.
Original issue reported on code.google.com by Elviish
on 27 Jun 2010 at 10:24
Could you please add support for GL_LINE_STRIP-Rendering? It should suffice to
just add it to the RenderType-enum and the switch in Object3D, if I haven't
overlooked something. Thanks.
And thank you very much for this project in general, it really makes it a lot
easier to get started with GL on Android. I would have reported this as a
request for enhancement, but it seems one can only report "defects".
Original issue reported on code.google.com by nienhs
on 24 Oct 2010 at 1:50
Love the framework - really makes working with 3D models on the Android
platform so much easier - thank you!
For the project I'm working on, the use of Quaternions is essential. I've
plugged in the follow Quaternion and Vector3 classes into min3d and have it
functioning perfectly well, but I was wondering if you planned on adding native
support of Quaternions to min3d in the future?
Quaternion.java: http://pastebin.com/KwNurybL
Vector3.java: http://pastebin.com/GveJDRPJ
Thanks again so much for this brilliant, light weight and powerful library!
Original issue reported on code.google.com by SeidrHrafn
on 12 Jan 2011 at 1:37
What steps will reproduce the problem?
1. download the .apk from the link provided
2. click install application
3. happens with all versions above 18 for my phones
What is the expected output? What do you see instead?
I was hoping to see the examples of the min3d framework in action, including
the accelerometer demos.
What version of the product are you using? On what operating system?
I have tried all versions of the demo. Every version above 18 will not load.
Please provide any additional information below.
I have tried completely removing the previous versions and then attempting an
install. I am using a Samsung Galaxy S Vibrant with 2.2
Original issue reported on code.google.com by [email protected]
on 13 May 2011 at 3:07
What steps will reproduce the problem?
1. Try to load a textured obj
2. On some devices, the model will be not textured
What is the expected output? What do you see instead?
A textured model. Instead, we have an untextured model.
Nevertheless, thanks for that great job.
Original issue reported on code.google.com by Elviish
on 31 Jul 2010 at 9:27
Awesome code base, keep up the good work.
What steps will reproduce the problem?
1. Select Keyframe animation from main menu
2. Before Ogro fully loads, click Play 'flip' animation button or Play 'salute'
animation.
3.
What is the expected output? What do you see instead?
Keyframe Animation sequence. Force Close.
What version of the product are you using? On what operating system?
min3dSampleProject1_015.apk. Android 1.6 on ADP 2.
Please provide any additional information below.
09-20 23:11:48.089: ERROR/AndroidRuntime(2642): Uncaught handler: thread main
exiting due to uncaught exception
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): java.lang.NullPointerException
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
min3d.sampleProject1.ExampleKeyframeAnimation.onClick(ExampleKeyframeAnimation.j
ava:42)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.View.performClick(View.java:2344)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.View.onTouchEvent(View.java:4133)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.widget.TextView.onTouchEvent(TextView.java:6504)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.View.dispatchTouchEvent(View.java:3672)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(P
honeWindow.java:1712)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow
.java:1202)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.app.Activity.dispatchTouchEvent(Activity.java:1987)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneW
indow.java:1696)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.view.ViewRoot.handleMessage(ViewRoot.java:1658)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.os.Handler.dispatchMessage(Handler.java:99)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.os.Looper.loop(Looper.java:123)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
android.app.ActivityThread.main(ActivityThread.java:4203)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
java.lang.reflect.Method.invokeNative(Native Method)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
java.lang.reflect.Method.invoke(Method.java:521)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549)
09-20 23:11:48.159: ERROR/AndroidRuntime(2642): at
dalvik.system.NativeStart.main(Native Method)
Original issue reported on code.google.com by rc6750
on 21 Sep 2010 at 3:21
Why there's no repetition parameters for texture wrap mode ? Even in example
TextureWrap.java you just set the flag to enable texture U&V repeat... But what
about the number of repetitions in mipmaps? I can't find any setter for that
attribute. By default the repeatU and repeatV arguments are set to true... even
after setting them true again texture repeat just doesn't work...
Original issue reported on code.google.com by [email protected]
on 1 Mar 2011 at 5:23
What steps will reproduce the problem?
1. Try to parse any MD2 file without underscores in the frame names.
2.
3.
What is the expected output? What do you see instead?
Parse the frame names. Bombs.
What version of the product are you using? On what operating system?
Head revision of the source. Android 1.6 on ADP 2
Please provide any additional information below.
The Ogro MD2 file has underscores in its frame names, but three other MD2 files
that I have tried to load do not. I am not an expert on the MD2 format so I am
not sure if underscores are required or not. I will attach one of the MD2 files
below.
This is how I temporarily have solved the issue. I am sure this is not the
correct way to do this, but it got me past the errors so I could play the
specific animations I wanted.
line 131 MD2Parser.java
if(name.indexOf("_") > 0)
{
name = name.subSequence(0, name.lastIndexOf("_")).toString();
}
else
{
name = name.substring(0, 6).replaceAll("[0-9]{1,2}$", "");
}
Original issue reported on code.google.com by rc6750
on 21 Sep 2010 at 4:48
Attachments:
What steps will reproduce the problem?
1. Export a 3dmode with colors from blender to the .obj format
2. load it with mind3d
3. results: colors of the model are not loaded
What is the expected output? What do you see instead?
No colours,.. i expect the colors to work
Original issue reported on code.google.com by [email protected]
on 27 Oct 2010 at 8:50
Suggestion regarding how you can make the glsurfaceview transparent
Original issue reported on code.google.com by [email protected]
on 29 Jan 2011 at 1:01
Attachments:
What steps will reproduce the problem?
1.
http://i240.photobucket.com/albums/ff255/SanjayNathan/Min3D/Sample%20Project%20I
ssue/000.png
2.
http://i240.photobucket.com/albums/ff255/SanjayNathan/Min3D/Sample%20Project%20I
ssue/001.png
3.
http://i240.photobucket.com/albums/ff255/SanjayNathan/Min3D/Sample%20Project%20I
ssue/002.png
4.
http://i240.photobucket.com/albums/ff255/SanjayNathan/Min3D/Sample%20Project%20I
ssue/003.png
I am using SVN of 12/May/2011
Original issue reported on code.google.com by [email protected]
on 13 May 2011 at 2:40
Attachments:
Is there a plan to support multiple Surface Views?
For example in the layout example if there is a need to put 2 rendering
surfaces?
I noticed that the Singelton Shared class is limiting this, not sure if there
are other limitations.
Thanks,
D
Original issue reported on code.google.com by [email protected]
on 31 May 2011 at 6:50
If i enable lightning on an obj without textures i dont see the colours. The
colours are loaded but it doesnt work. I'm trying to make it work now and i
think it has todo with the following code not being executed.... however it
deosnt work yet. Maybe you now the solution?
// the approach is just a proof-of concept
// but it doesnt work
FloatBuffer f = FloatBuffer.allocate(4);
f.put(1f);
f.put(0.4f);
f.put(0.4f);
f.put(1f);
f.position(0);
_gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_DIFFUSE, f);
f.position(0);
_gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_AMBIENT, f);
f.position(0);
_gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_EMISSION, f);
f.position(0);
_gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_SPECULAR, f);
_gl.glMaterialf(GL10.GL_FRONT, GL10.GL_SHININESS, 15.0f);
Original issue reported on code.google.com by [email protected]
on 15 Nov 2010 at 10:01
Is there any way to add a HUD to the view? i.e. add some 3D objects as an
overlay to show things like the current score, buttons for moving, etc, and
that aren't affected by moving/rotating the camera.
The code would be pretty similar to what's referenced here (this is iPhone but
the port is very easy):
http://iphonedevelopment.blogspot.com/2010/02/drawing-hud-display-in-opengl-es.h
tml
From the looks of it I would need to change the min3d code to access the parts
I need to do this. I'm ok to do this, but ideally there would be a min3d hook
in for this so I either just override a drawHud() method in my RendererActivity
or maybe have a branch of the scene tree that allows us to add objects to it
that are drawn in ortho view.
Happy to lend whatever assistance I can if needed.
Original issue reported on code.google.com by zonski
on 13 Dec 2010 at 2:33
Using more than one texture, having multiple objects with different
textures, or re-assigning textures to a single object can lead to textures
not showing up, or not being updated.
Confirmed on v1.5 and v2.1 emulator.
Assumption is that it's an OpenGL ES v1.0 problem...
Original issue reported on code.google.com by [email protected]
on 8 May 2010 at 3:08
What steps will reproduce the problem?
1. Pick any .obj model and load it through the parser using the example
provided in trunk
2. Set objModel.vertexColorsEnabled(false);
3. Set objModel.defaultColor(new Color4(255, 0, 0, 0));
(doesnt works with alpha 255 either)
4. Loaded objects are then kind of green on smartphone and yellow in the
emulator
What is the expected output? What do you see instead?
I want to see the object in red. I have also tried several other options -
either the object is white only or has the colors described above.
What version of the product are you using? On what operating system?
* Current trunk version as of 04.01.2011
* Emulator for Anroid 2.2 on Ubuntu
* HTC Desire with Android 2.2
Please provide any additional information below.
I have attached the object i want to load. Created using current Blender
version with export settings as specified here:
http://www.rozengain.com/blog/2010/05/17/loading-3d-models-with-the-min3d-framew
ork-for-android/
Original issue reported on code.google.com by [email protected]
on 1 Apr 2011 at 10:21
Attachments:
Hi,
if I create a OnTouchListener inside my activity extending RendererActivity
like this:
OnTouchListener myTouchListener = new OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
// my code...
}
};
and I set it on _glSurfaceView inside onCreate method like this:
_glSurfaceView.setOnTouchListener(myTouchListener);
I receive the touch event but not the move, e.g.:
if(event.getAction() == MotionEvent.ACTION_MOVE) {
// do something....
}
how's that?
is there a better place to listen for touch events?
should I set something on min3d itself?
Thanks for your help.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 3:44
hi, thanks for the cool framework, it is awesome!
just one question, is that anyway we can load the models from sd card instead
of res file itself?
cause wanna find the possibility to minimize the apk size when developer
provide minor update...
thanks ;)
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 10:44
I have a few very big models with textures. Loading the model in the
initScene() method causes an ANR in Android. The solution i added was loading
the model asyncrhonously using an AsyncTask
However the textures are not loaded in this way properly. I fixed this by
adding an addPostponedTexture to the TextureManager.. Then once loading is
done, the textures are uploaded to the GL thread.
I added the following code to TextureManager:
private List<PostponedTexture> postponed = null;
public String addTextureIdPostponed(Bitmap $b, String $id, boolean $generateMipMap)
{
PostponedTexture p = new PostponedTexture();
p.b = $b;
p.id = $id;
p.mipmap = $generateMipMap;
if(postponed == null) {
postponed = new LinkedList<PostponedTexture>();
}
postponed.add(p);
return $id;
}
public void addPostponedTextures() {
if(postponed != null) {
for(PostponedTexture t : postponed) {
addTextureId(t.b, t.id, t.mipmap);
t.b.recycle();
t.b = null;
}
postponed = null;
}
}
class PostponedTexture {
Bitmap b;
String id;
boolean mipmap;
}
And then in Renderer i added the following:
public void onDrawFrame(GL10 gl)
{
_textureManager.addPostponedTextures();
This solves the texture not loaded when using AsyncTask to load the models.
Original issue reported on code.google.com by [email protected]
on 8 Dec 2010 at 9:56
What steps will reproduce the problem?
1. Where is it?
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 4 May 2010 at 4:53
When using a 3DS model exported from 3DS Max 2009, texture completely fails to
render. Instead of displaying the model's texture, it renders solid white. I'm
using the latest source.
Original issue reported on code.google.com by [email protected]
on 17 May 2011 at 9:52
Calling play() on an AnimatedObject3d and then stop() results in the animated
object being paused, rather than reset to it's default stance. If you call the
Ogre 'run' action for example and then stop it half way through, the ogre is
paused mid-step.
The stop() function looks like it is attempting to reset the animation (i.e.
currentFrame = 0) but the vertices are never reset to match in the update
method because isPlaying is now false.
My (maybe crude) fix to this was to introduce a flag called 'isResetNeeded'.
This is set to true when stop is called. The update method then checks this
flag to see if it needs to reset the vertices.
So, in AnimationObject3d I have:
public void stop() {
isPlaying = false;
currentFrameIndex = 0;
isResetNeeded = true;
}
And:
public void update() {
if (isResetNeeded) {
KeyFrame currentFrame = frames[currentFrameIndex];
vertices().overwriteNormals(currentFrame.getNormals());
vertices().overwriteVerts(currentFrame.getVertices());
isResetNeeded = false;
return;
}
if (!isPlaying || !updateVertices) {
return;
}
// ... rest of update method exactly as before ...
}
Enjoy,
zonski
Original issue reported on code.google.com by zonski
on 13 Dec 2010 at 11:17
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 9 May 2011 at 8:26
In r94 you added a check to Object3d.clear() to test if an object has
vertex-colors before clearing them. The same check is needed for UVs and
normals. Thanks!
Original issue reported on code.google.com by nienhs
on 6 Nov 2010 at 12:46
What steps will reproduce the problem?
1. uninstalled previous version (downloaded from android market)
2. give permissions and click "install"
3. "installing..." with loading bar, then error symbol "Application not
installed"
What version of the product are you using? On what operating system?
min3dSampleProject1_016.apk on a htc nexus one.
Original issue reported on code.google.com by [email protected]
on 2 Nov 2010 at 8:17
Suggestion regarding how you can make the glsurfaceview transparent
Original issue reported on code.google.com by [email protected]
on 29 Jan 2011 at 1:00
Attachments:
1. Attempt to load a 3ds file with multiple meshes, each with their own texture.
(There seems to be a similar, but not identical issue with OBJ files.)
Result : None of the textures render properly. They all show up completely
un-textured.
It looks like the code is _supposed_ to work with this sort of thing, but I
can't quite make myself understand how it's keeping track of textures.
Probably a simple fix, but I can't for the life of me figure out why it's not
working.
For the moment, a usable work-around seems to be to split the file into a bunch
of smaller 3ds files. This will get tedious, but so far it works.
Any help would be appreciated, thanks.
Original issue reported on code.google.com by [email protected]
on 4 Jun 2011 at 7:08
What steps will reproduce the problem?
1. I checkout source and add new project from the path
..\min3d\sampleProjects\min3dSampleProject1
2. click finish
3. then eclipse give me an error like that"Build path contains deplicate
entry:'src' for project 'SplashAvtivity'"
I've no idea about that
Sorry I didn’t have much experience in JAVA.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 8:19
What steps will reproduce the problem?
1. Create a tutorial.
2. Post the tutorial on the wiki.
3. Done.
What is the expected output? What do you see instead?
I am somewhat new to developing apps and I want to use this framework in my
app. I would have expected to see a tutorial on here about setting up the
framework and where to download it. However I see only tutorials on
implementing the framework once it is already in place. I am not an expert in
these matters and am thoroughly confused as to how to get Eclipse to recognize
the min3d framework.
What version of the product are you using? On what operating system?
N/A
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 7:44
I'm using Android 2.2 (basics version to devlop live wallpaper ...).
I tried to make a new Activity.
My problem is that the program launches the activity not in background but in a
new window.
I would like to know how to bind min3d with the extended class Engine.
I don't know if i'm really clear, that why I joined a piece of my code.
Cordialy
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 10:05
Attachments:
What steps will reproduce the problem?
1. Open the MinimalExample (but also other "non-textured examples") on
SampleProject1
2. Click the Home button
3. Restore the process by long-clicking the Home button and selectiong the
SampleProject1
What is the expected output? What do you see instead?
The application crashes
What version of the product are you using? On what operating system?
Emulator and Tattoo. On version 1.6
Please provide any additional information below.
Attached the stack trace.
Original issue reported on code.google.com by [email protected]
on 12 Sep 2010 at 6:58
Attachments:
What steps will reproduce the problem?
1. change the line
http://code.google.com/p/min3d/source/browse/trunk/sampleProjects/min3dSamplePro
ject1/src/min3d/sampleProject1/ExampleLoadObjFile.java?r=107#27 from
objModel = parser.getParsedObject();
to
objModel = parser.getParsedObject().clone();
2. run the demo
3. the camaro does not show
What is the expected output? What do you see instead?
http://www.rozengain.com/blog/2010/05/26/cloning-animated-3d-objects-min3d-frame
work-for-android/ suggests this should work. In this example code the clone has
a different signature than mine, so maybe the source here is outdated??
What version of the product are you using? On what operating system?
https://bitbucket.org/giszmo/min3d/changeset/686baf2e2fc8 which should be
http://code.google.com/p/min3d/source/detail?r=107
I'm running this on my Nexus 1. The code of clone() looks incomplete to me. I'm
working on it myself. Thanx for any comments or patching this.
Original issue reported on code.google.com by [email protected]
on 24 Dec 2010 at 1:08
I was about to add mipmapping to my app and took a look at the Example. On my
Motorola Milestone (international version of the Droid) the cube with
mipmapping enabled is completely white.
Original issue reported on code.google.com by nienhs
on 10 Nov 2010 at 10:40
Nexus One + Gingerbread 2.3.3
Unknown sources enabled
By downloading and installing min3dSampleProject1_020.apk directly from the
phone, I get the following message "Application not installed".
min3dSampleProject1_019.apk installs and run flawless instead.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2011 at 11:02
Awesome framework, Thanks so much for what you have done. Are there any plans
to add collision detection?
Original issue reported on code.google.com by patrick.kafka
on 29 Aug 2010 at 12:59
Thanks again for adding more RenderTypes to the enum. Unfortunately they won't
do any good unless the correct GL-Rendertype is set in renderTypeToInt() in
Object3D. Could you add them to the switch there as well?
LINE_STRIP and LINE_LOOP would also profit from being included in the
line-smoothing-check in drawObject() in Renderer.
Thanks!
Original issue reported on code.google.com by nienhs
on 2 Nov 2010 at 11:49
I am creating a kind of Augmented Reality app which paints opengl ontop of the
camera.
However this required a change in your library.
Please add support for this.
The change i made was:
in Renderer.drawSetup i removed the following code:
// Background color
if (_scene.backgroundColor().isDirty())
{
_gl.glClearColor(
(float)_scene.backgroundColor().r() / 255f,
(float)_scene.backgroundColor().g() / 255f,
(float)_scene.backgroundColor().b() / 255f,
(float)_scene.backgroundColor().a() / 255f);
_scene.backgroundColor().clearDirtyFlag();
}
Original issue reported on code.google.com by [email protected]
on 27 Oct 2010 at 8:53
I've created a simple project of ExampleInsideLayout but I don't know how to
set the background transparent.
I put:
scene.backgroundTransparent();
_cube = new Box(1,1,1);
_cube.colorMaterialEnabled(true);
scene.addChild(_cube);
but the background appears black.
Original issue reported on code.google.com by fribell
on 8 Jan 2011 at 3:12
Since I'm a total noob and ignorant when it comes to 3D, it would be lovely to
have a cube-mapping (or similar) sample so that its easy to get going with
something having other than a totally black background!
Original issue reported on code.google.com by [email protected]
on 14 Sep 2010 at 3:35
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