[android-developers] OpenGL using multiple classes

2012-08-16 Thread Braindrool
); 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! ~Braindrool -- You received

[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 little experience

[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

[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

[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] 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: http://i.imgur.com/Yn4Zd.png 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

[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] 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 Google Groups Android

[android-developers] Static vs Dynamic vertex buffers?

2012-08-22 Thread Braindrool
) { System.out.println(ModelLoader IO Exception); } } } ~Braindrool -- 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

[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

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 side note that the .obj decoder obviously

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

2012-08-24 Thread Braindrool
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 decoder obviously isn't complete. Just waiting for an answer first. Thought I'd point

[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.println(File +

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

2012-09-10 Thread Braindrool
creating the VBO's and implementing them into an OpenGL ES 1 renderer? Help greatly appreciated! ~Braindrool -- 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

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] 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; public class

[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] 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): attribute

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:

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

2012-11-05 Thread Braindrool
? 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: I/System.out(833): Finished loading: models/monkey.ply 11-02 23:02:01.045: I/System.out

Re: [android-developers] Re: glDrawElements issue

2013-03-17 Thread Braindrool
normalized, int stride, Buffer ptr); That will basically eliminate all the VBO code which (in my opinion) is unneccessary. On Friday, March 15, 2013 2:05:38 PM UTC-7, Braindrool wrote: Like I said, I've tried everything I can think of. Same result. -- -- You received this message because you