Texture repeat, app icon

Today's Goal: Texture repeat on a mesh/material/or UV set in libGDX

libGDX has a decent JSON based format for transferring stuff like model data from your modeling package (Blender in my case) to libGDX.  Model data (geometry and UVs) get into libGDX without much a hassle.  But, for one reason or another, there is no support of repeating textures, such like I want to use in the background.  I'm using a tiled texture, which looks great in Blender.  But, when viewed in my app, the texture goes edge to edge, that's bad.  I've looked through all the example files and sample materials in the base libGDX package, but nothing seems to aim at setting the texture repeat.  

I've scanned through a bunch of online posts.  Most of what I see applies to 2D, which libGDX is used for A LOT.  Now, I'm going to send out a beacon to those most able to help, the libGDX developers on the libGDX forum.  

Most posts on the forum and otherwise, point to a method of UV mapping outside 0 to 1.  I've always understood this is not a good idea, since most game engines don't support UVs outside of that space.  I don't believe Unity does anyway.  Apparently with libGDX, that's just "the way to do it."  I added to an old post regarding the same question: http://badlogicgames.com/forum/viewtopic.php?f=11&t=1978

I'll need to give those guys some time to take a look and "hopefully" bless me with a "the way".  Until then, I'll need something else to do.  

I've been working on the app icon for the last couple days.  Here is where I'm at right now.  Basically, I want to imbeau the viewer with the sense that this is a true 3D Live Wallpaper.  Hopefully, it doesn't come off as, "My live wallpaper is gonna wreck your tablet screen, SUCKER!"  Haha.. Well... it's for sports fans, mostly.  They like breaking stuff.  Or, stuff breaking.... Nevermind.  

Anyways, I'm thinking it's looking pretty good.  Except, when the icon gets below a certain size, it starts to get lost.  In this example, I think anything below 48x48 should just be the UM "U" Logo front and center.  It's iconic, readable, and get's the idea across.  

Though, it seems nothing goes smoothly for me.  I've made two additions since I last tested on my device.  The app crashes on load, in fact, it's doesn't look like the app is going on the phone at all.  When I go to Settings > Applications > My App, I see the size on disk is 0B.  So, either the Icon format is making it choke, or something else is being rejected.  I did notice when I load the helmet, the app crashes.  I figured that was do to the large images I'm trying to load, some are 2048 x 2048, which Android might not like.  It loads fine on desktop, as does the new background.  But, now that I have an image map/texture on the UM model, I think that's what's crashing it.  That must be it.  I commented out the part of the code that loads the background containing the texture, and the app loads again on mobile.  It's probably something to do with the way I set up my naming conventions. 

This is the current hierarchy.  Right now, my textures are reletively linked as such: 

​ "filename": "../materials/miami-hurricanes-tiled.jpg"

If it works in some other way on mobile.  

I'm just realizing just how much this sucks.  Not only does the image repeat not work, mobile is rejecting my image maps altogether.  Joy.  And another thing, since replacing the icon in the project, it still shows the old icon.

Good news, the icon is changed on the device!  Problem solved.  The part where I went wrong, I left the old icon in the folder as well, and renamed it to ic_launcher.bak.png.  Apparently Android just check anything in the folder that occurs in front of the first "dot". 

Now, back to the problem of images loading on mobile.  

 

 

 

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