bada issues

This topic contains 5 replies, has 2 voices, and was last updated by  kellogs 7 years, 2 months ago.

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #30239

    kellogs
    Member

    Hello Insiders,

    I got attracted by this fine stack of openGL wrappers for the mere reason of POD. Which is exactly what is not working Shocked for me … using PowerVR SDK for bada for openGLES 1.1, bada SDK 1.0.0.b3

    I would like some assistance please.

    1.  eglChooseConfig() fails unless the lines
       // conflist[i++] = EGL_LEVEL;
       // conflist[i++] = 0;

    are commented out. This is strange as the specification state that 0 should always work, and if EGL_LEVEL is omitted it should be defaulted to 0 anyway. I am suspecting… a bug in bada EGL implementation ?

    2. I can understand what the .pod files are but I can only guess what .avr files are (textures?). Also, there seem to be more files needed by some other POD models (like the mallet from tutorials having a .PNG ?). My big issue here is where can I get some documentation on how everything works ?

    I got no idea where to put all the needed files and which are these if I were to include a model in my program that my designer provided me in Collada format. As a side note, I dont feel like automatically appending /Home/ to the path of a resource file is very intuitive.

    3. Introducing_POD tutorial partially worked for me – without textures. The thing is the function EPVRTError PVRTTextureLoadFromPointer() keeps failing while iterating in the

    for(nMIPMapLevel = 0; nMIPMapLevel <= nTextureLevelsNeeded; nSizeX = PVRT_MAX(nSizeX/2, (unsigned int)1), nSizeY = PVRT_MAX(nSizeY/2, (unsigned int)1), nMIPMapLevel++)
    {
    ….
    ….
    }

    loop. It passes ok for the .pod file, but for the two texture files (tex_base.pvr and tex_arm.pvr) only the first (0-index) iterations succeeds, while the following all fail at

    PVRTErrorOutputDebug(“PVRTTextureLoadFromPointer failed: glTexImage2D() failed.n”);

    I have tried both the cpp-ified resources and the real .pvr + .pod files. Same result. Commenting out the

    //return PVR_FAIL;

    line just below results in a working app, but without any textures. I am suspecting that something got screwed up during the porting process of the PowerVR SDK. Is that the case ?

    Thank you for taking the time.

    #34197

    kellogs
    Member

    Anyone can comment on the 3rd issue ? Success stories are just as good.

    Thanks

    #34198

    Scott
    Moderator

    Hi,

    1.

    Quote:
    I am suspecting… a bug in bada EGL implementation ?

    I believe this is a bug in the bada simulator however for our next release we have removed those two lines to work around the problem.

    2.

    Quote:
    My big issue here is where can I get some documentation on how everything works ?

    There isn’t any centralised documentation that explains how everything works. One of the best ways to learn this is to read through the SDK user guide and then work your way through the SDK’s training courses starting at IntroducingPVRShell. The .pvr format for example is introduced in IntroducingPVRTools. If you want a deeper understanding of the Shell or our Tools code then each one comes with automatically generated documentation based on the source code comments.

    Quote:
    I got no idea where to put all the needed files and which are these if I were to include a model in my program that my designer provided me in Collada format.

    Where you put the files really depends on the platform you’re supporting as some platforms allow you to put them anywhere and others are far more restrictive. Some don’t even have filesystems. As part of our Shell’s OS abstraction we have included a read path that can be used to read files from but using this, like using our Shell, isn’t mandatory.

    Quote:
    As a side note, I dont feel like automatically appending /Home/ to the path of a resource file is very intuitive.

    We actually append the path set by calling CPVRTResourceFile::SetReadPath. In the case of the bada SDK our examples set this to /Home/ but this will vary for each platform.

    3.

    Quote:
    I am suspecting that something got screwed up during the porting process of the PowerVR SDK. Is that the case ?

    Nope, I think this is another bug in the bada simulator. The only suggested work around is to do as you have done or use non-PVRTC compressed textures when using the simulator. Note, this only affects OGLES apps, OGLES2 apps will load PVRTC textures fine but they won’t show up.

    Thanks,

     

    Scott
    #34199

    kellogs
    Member

    Hello Scott,

    I have read just about every help doc – good reads! Still not everything in there but following the tutorials helps.

    Can you give me more details on the 3rd issue ? Is the Introducing_POD tutorial working fine on your simulator ? what version are you using ? From your answer I understand that it works fine on the real device.

    Regarding my workaround… it is not very satisfactory. I shall receive a 3d model in Collada format and it will have lots of textures. I guess the converter utility will generate .pvr files from the Collada textures ? Sorry I am a 3d noob.

    Thanks

    #34200

    Scott
    Moderator
    Quote:
    Can you give me more details on the 3rd issue ? Is the Introducing_POD tutorial working fine on your simulator ? what version are you using ?
     

    We’re using the bada simulator that comes with the 1.0.0b3 bada SDK and experience exactly the same problem as you have described.

     

    Quote:

    From your answer I understand that it works fine on the real device.

     

    Yep this is correct the problem is limited to the simulator.

     

    Quote:
    Regarding my workaround… it is not very satisfactory. I shall receive a 3d model in Collada format and it will have lots of textures.

    In this case when using the simulator create your .pvr files using a non-PVRTC compressed  format and they should load and show up fine. Just remember to consider using compressed textures when running on a real device.

     

    Quote:

    I guess the converter utility will generate .pvr files from the Collada textures ?

     

    PVRTexTool can create .pvr files from most popular image formats so assuming your designer provides the textures in one of these formats it shouldn’t have any problems.
    #34201

    kellogs
    Member

    That helped. Thanks

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