Closed GoogleCodeExporter closed 9 years ago
Try the example project now, I fixed some things. Some of the formats work
without problems on Android, some other do not work. I recommend to use the
.dae model format
Original comment by simon.heinen
on 11 Nov 2011 at 12:13
Hi! I also tried to import 3d models which worked quite well (obj, dae), but
the colors / textures embedded in these files won't show up. Any ideas what
could be the reason?.
Original comment by jpan...@gmail.com
on 24 Nov 2011 at 3:24
I think its a problem with the model loader. You should try to load the model
in a pure libgdx project and check if the colors etc are displayed correctly
there. It they dont report the problem to their issue tracker, else tell me;)
Original comment by simon.heinen
on 25 Nov 2011 at 12:23
[deleted comment]
Hi Simon,
Why are "eventManager.onLocationChangedAction = null;" and
"eventManager.onTrackballEventAction = null;" in ModelLoaderSetup getting some
error??
(cannot be resolved)
is it something wrong with my environment?
and if I comment that two codes and run in my phones, i get some message
....
[2012-05-28 07:57:00 - ModelLoaderAdapters] Dx warning: Ignoring InnerClasses
attribute for an anonymous inner class
(com.sun.opengl.impl.GLDrawableFactoryImpl$1) that doesn't come with an
associated EnclosingMethod attribute. This class was probably produced by a
compiler that did not target the modern .class file format. The recommended
solution is to recompile the class from source, using an up-to-date compiler
and without specifying any "-target" type options. The consequence of ignoring
this warning is that reflective operations on this class will incorrectly
indicate that it is *not* an inner class.
[2012-05-28 07:58:05 - Dex Loader] Unable to execute dex: GC overhead limit
exceeded
[2012-05-28 07:58:05 - ModelLoaderAdapters] Conversion to Dalvik format failed:
Unable to execute dex: GC overhead limit exceeded
thx
Original comment by Yosafat...@gmail.com
on 28 May 2012 at 12:59
I fixed the internal errors of DroidAR but it seems that GDXSupport is broken
for now, fix it manually or use an older version of the libgdx code (version of
Apr 12, 2012 should work).
Libgdx brings a lot of complexity with it and might not be supported in future
versions of DroidAR. I will probably switch to a opengl 2 solution like rajawali
(https://github.com/MasDennis/Rajawali)
Original comment by simon.heinen
on 28 May 2012 at 10:49
Oh maybe that's the problem that i'm looking for. Thx Simon.
I know that Rajawali just support gl 2, how about gl 1.0 and gl 1.1?
Do you have some plan to support that 2 version of gl?
Because a lot of device in my country doesnt support the gl 2.
Or maybe you could share tutorial about "how to make my own mesh?"
Thx
Original comment by Yosafat...@gmail.com
on 28 May 2012 at 6:01
You could learn about opengl and port the model loaders of libgdx to a more
general opengl es concept;)
If you only need simple models read the code in my GLFactory class and try to
create own shapes.
You can also search the web for other model loaders and create a custom
Subclass of RenderData to plug your loaded render arrays into the DroidAR
render concept.
Its true that it would be really sad to switch to opengl 2 completely and I
always try to support as many devices as possible, so i will create the
Rajawali support as an extension to the normal opengl 1 way. But this costs a
lot of time and currently I dont have a lot of it, so this will have to wait
for some more month i guess :/
Original comment by simon.heinen
on 28 May 2012 at 9:11
[deleted comment]
So Sad and so bad. ha5. But I really appreciate with your nice job. Perhaps if
I have got some free time, I will do some research with your Droidar so this
Droidar can keep on thriving. :D
Original comment by Yosafat...@gmail.com
on 28 May 2012 at 9:23
Original issue reported on code.google.com by
kennyisd...@yahoo.com
on 21 Oct 2011 at 12:42