Problem 3d on Android

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erico

I think Mental wrapped an opengl lib compatible to opengls 1.0 couple years ago, I think he relates to that.
I did a few searched but did not find the topic, better wait for Mental to check it.

MAtchy, you may also take a look at this:
http://www.glbasic.com/forum/index.php?topic=6982.0


matchy

Quote from: Kitty Hello on 2011-Oct-19
maybe there's no Z-buffer in use AT ALL!?

Can someone quickly test a plane and an intersecting triangle?

Quote from: kanonet on 2014-May-31
I dont really understand what you want to do/is not working.

Z_ENABLE TRUE is not working on Android.


erico

you doing that with incode objects?

matchy

Yes. It's simple a tiled room with a face for each four directions. It happens for either one whole or many objects.

erico

#19
I was wondering, because you are using flat polygons.
Would the same happen if the tile was actually a cube? I mean the wall has a thickness?

I ask that because in software packages there are a bunch of troubles in open gl and render whe you have a flat object, usually adding a thickness to it resolves the visuals.

EDIT: I meant about those faces for each direction, that it has a thickness but as a connected 3d object. not loose polygons.

matchy

There's no difference with a cube.  :'(

erico

#21
I mean if each wall and floor and ceiling is made of an object like this.
So if you want a room, you have 6 of this object forming a cube.

edit: maybe stretched as you have in the img, vertical tiles, but see if this helps. :)
edit2:post a picture of the results so I get an idea of what is happening.

matchy

The rooms are tiled cubed spaces and it matter which way the polys are plotted.

When I trick block.ddd only one wall shows up on my map at 0, 0. Have you got a block cube of size 1.0³?

erico

#23
That size is hard to guess here Matchy.
The object I sent you is reported to be a 1meter by 1 meter in size, 20milimiters in thickness center object´s pivot by my 3d app.
I then translated it to DDD by GLBasic´s tool.

According to that, what would be the size you need?

edit:ops, I sent only ony side, like the appended image.

matchy

It seems to be 1.0 in height but one face back and front is all that I see.

erico

maybe I should add a uvmap to it to easy up visualizing?

matchy

No need as the uvmap relates to to the texture. Are you able to test it in GLBasic?

erico

I can test code done now, I can´t code, my brother is home for a two days finally hehe

erico

Send it over matchy, I give a go, you have my email ;)

matchy

Oh, can you just put some simple 3d code?