Re: [android-developers] Re: glDrawElements issue

2013-03-17 Thread Braindrool
reference to your FloatBuffer objects. > > That is, rather than: > > public native void glVertexAttribPointer(int indx, int size, int type, > boolean normalized, int stride, int ptr); > > use this: > > public native void glVertexAttribPointer(int indx, int size, int type, >

Re: [android-developers] Re: Creating OpenGL shaders from an alternate class

2012-11-05 Thread Braindrool
t; the "n") at the end of each line? Are they really supposed to be there if > they do? > > -- K > > On 11/03/2012 03:04 AM, Braindrool wrote: > > Tried a different shader with no success. I see no apparent error either. > > Logcat: > > 11-02 23:02:01.035

Re: [android-developers] Re: Creating OpenGL shaders from an alternate class

2012-11-04 Thread Braindrool
Still no success with glGetShaderInfoLog. Even with the work-around you sent. 11-04 12:16:54.626: I/System.out(1631): Finished loading: models/monkey.ply > > 11-04 12:16:54.626: I/System.out(1631): Finished loading: >> shaders/vertex/default > > 11-04 12:16:54.636: W/dalvikvm(1631): threadid=12:

[android-developers] Re: Creating OpenGL shaders from an alternate class

2012-11-02 Thread Braindrool
Tried a different shader with no success. I see no apparent error either. Logcat: 11-02 23:02:01.035: I/System.out(833): Finished loading: models/monkey.ply > > 11-02 23:02:01.045: I/System.out(833): Finished loading: >> shaders/vertex/default > > > *11-02 23:02:01.045: I/System.out(833): att

[android-developers] Re: Creating OpenGL shaders from an alternate class

2012-11-01 Thread Braindrool
Hmm, I just assumed that it was an API / syntax error. I'll return later. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to

[android-developers] Creating OpenGL shaders from an alternate class

2012-11-01 Thread Braindrool
Title pretty much says it all. This would be so much easier if I were to just use a single class for this. But I have been trying to take advantage of Java's class system. To the point I get the "Error creating shader". package com.braindrool.game; > > >> import android.opengl.GLES20; > > >> pub

Re: [android-developers] Transfering VBO's between a loader and renderer.

2012-09-12 Thread Braindrool
Thanks, just what I was looking for. But a new question arises. I saw in some snippets that people do: > int[] temp = new int[2]; > gl.glGenBuffers(2, temp, 0); > > Does it really work to transfer a VBO through an integer? -- You received this message because you are subscribed to the

[android-developers] Transfering VBO's between a loader and renderer.

2012-09-10 Thread Braindrool
rtices.add(Float.parseFloat(vt.nextToken())); > > vertices.add(Float.parseFloat(vt.nextToken())); > > vertices.add(Float.parseFloat(vt.nextToken())); > > } > > >> } > > while (it.hasMoreTokens()) { > > >> if (it.nextToken().endsWith("f")) {

[android-developers] Converting data error

2012-08-25 Thread Braindrool
I have returned, once again, in seek of help. Problem this time is using the Scanner class, private void loadModel(String modelName) { > > >> try { > > >> InputStream is = getApplicationContext().getAssets() > > .open("models/" + modelName); > > Scanner scanner = new Scanner(is); > > System.out.

Re: [android-developers] Re: Static vs Dynamic vertex buffers?

2012-08-24 Thread Braindrool
to use the buffer, but they only use 1 object. Would I just have to record how many bytes it puts in? > > On Friday, August 24, 2012 2:46:20 AM UTC-5, Fabien R wrote: >> >> On 23/08/2012 23:32, Braindrool wrote: >> > >> >> Just a side note that the .obj d

Re: [android-developers] Re: Static vs Dynamic vertex buffers?

2012-08-24 Thread Braindrool
Eh, I believe I know what I'm doing. I've been programming for years. But I have very little experience with 3D and OpenGL in general. On Friday, August 24, 2012 2:46:20 AM UTC-5, Fabien R wrote: > > On 23/08/2012 23:32, Braindrool wrote: > > > >> Just a

[android-developers] Re: Static vs Dynamic vertex buffers?

2012-08-23 Thread Braindrool
> > Just a side note that the .obj decoder obviously isn't complete. Just > waiting for an answer first. Thought I'd point out the obvious. > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-dev

[android-developers] Static vs Dynamic vertex buffers?

2012-08-22 Thread Braindrool
System.out.println(scanner.next()); > > } > > >> if (!scanner.hasNext()) { > > System.out.println("Done!"); > > scanner.close(); > > } > > >> } catch (FileNotFoundException e) { > > System.out.println("Model not found"); > > } cat

[android-developers] Re: Back face culling

2012-08-20 Thread Braindrool
I believe I have found my error, but a new problem has arrived. When I rotate the shape it flickers. Any tips? On Monday, August 20, 2012 4:51:31 PM UTC-5, Braindrool wrote: > > Well I'm doing something wrong. -- You received this message because you are subscribed to the Go

[android-developers] Re: Back face culling

2012-08-20 Thread Braindrool
Well I'm doing something wrong. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegrou

[android-developers] Re: Back face culling

2012-08-20 Thread Braindrool
Your fix didn't work, but something I am getting confused about. Does it matter what vertex is the starting point in a counter clockwise winding? Example: Would it matter if you go: 0,1,3, 3,1,2 or 1,3,0, 1,2,3? Any difference? -- You received this message b

[android-developers] Re: Back face culling

2012-08-20 Thread Braindrool
Thanks. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options,

[android-developers] Back face culling

2012-08-19 Thread Braindrool
I have returned to this group, once again. In search of assistance. Dealing with OpenGL ES 1.0, I'm having trouble getting back face culling to work. I have been following a variety of random tutorials that I've found for OpenGL, but this one

[android-developers] Re: OpenGL using multiple classes

2012-08-19 Thread Braindrool
Resolved. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more option

[android-developers] Re: OpenGL using multiple classes

2012-08-16 Thread Braindrool
I think you are overestimating my knowledge of Java. I don't quite understand how to incorporate multiple classes. How do I include my initPlayer() function? On Wednesday, August 15, 2012 7:37:03 PM UTC-5, Braindrool wrote: > > I've been programming for years, but I have very l

[android-developers] OpenGL using multiple classes

2012-08-16 Thread Braindrool
ffer.put(colors); vertexBuffer.position(0); indexBuffer.position(0); colorBuffer.position(0); } } It's a bit sloppy but meh. The error: Code: Player player = new Player() & Code: public class Player extends BlaRenderer{ Help appreciated