Quoting from the Graphics3D specification: "The contents of the depth buffer are unspecified after bindTarget, and they are discarded after releaseTarget."
So you should not expect the depth...
Type: Posts; User: taarnio; Keyword(s):
Quoting from the Graphics3D specification: "The contents of the depth buffer are unspecified after bindTarget, and they are discarded after releaseTarget."
So you should not expect the depth...
Err, no, I meant that we are using OpenGL ES *inside* the M3G implementation. The M3G engine is written in native code, not Java.
--tomi
We're using OpenGL ES to draw the background images and sprites, and it only supports power-of-two textures, so that's why we're resampling. We could've used higher quality resampling than...
Yes, I know that. If you tried to use a non-power-of-two image as a texture, you would get an exception. If you use it as a background image or sprite, on the other hand, it'll be silently resampled...
This is probably because Image2Ds are resampled to power-of-two dimensions.
To avoid artifacts, make sure that your image has power-of-two dimensions to begin with (for instance 256x128). Also...
You might have a setting in your Max exporter to export the coordinates at 8 bits per vertex rather than 16. If that doesn't help or is not possible, then you could try splitting the SkinnedMesh into...
What exception is it? If it's a SecurityException then it means that your midlet doesn't have sufficient permissions to open a network connection.
As for the M3G file format, that's the same on...
If you're using M3G on the Nokia N93 or the upcoming N95, you need to be aware of certain performance-related pitfalls. We may be able to come up with a proper document about that, but it will no...
Hi Craig,
No, unfortunately there is no point primitive in M3G.
Tomi
That's interesting. If you have the mesh in a .m3g file, could you please send it to me by email? (I'll keep it confidential.) The 6282 is a very recent product so it really shouldn't have any issues...
Hi,
Yes and yes: There is graphics hardware in the N93, and the hardware is also used by M3G.
M3G will use whatever texture filtering mode you have specified in Texture2D, and you can change...
If you look at the getIndexCount method description in the Javadoc, you'll see that it's only available in M3G 1.1, not 1.0. As of yet, the 1.1 version is only supported by a handful of Series 40...
Are you using Graphics3D.render(World)? Then did you remember to clear the current Camera and Lights in the Graphics3D? If not, then you're accidentally keeping the entire scene graph in memory. See...
This is very likely caused by a skinning precision bug we found a year ago. The fix may have made its way to some of the very recent products, but the 6630 and 6681 are certain to have it. Quoting...
You say that slerping behaves the same way on all other phones except 6630 and 6680. Do those other phones include Nokia S40 phones, e.g. the 6230i? If slerping behaves differently from one Nokia...
The bugs are nowadays listed in the Forum Nokia Technical Library document, under Known Issues | Java.
As for the additional problems that you listed:
* The slerp thing is a bug in everyone...
Below is a list of known bugs in the Nokia M3G (JSR-184) implementation as of April 21, 2005. The bugs are listed in the order they were discovered and fixed, the most recent ones first.
These...
Here's a list of known M3G related bugs in Nokia 6630. These have all been fixed by now, but they are present in at least all 2.x firmware versions:
1. Sprite3D works fine in render(World), but...