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  • Understanding MotionEvent to implement a virtual DPad and Buttons on Android (Multitouch)

    - by Fabio Gomes
    I once implemented a DPad in XNA and now I'm trying to port it to android, put, I still don't get how the touch events work in android, the more I read the more confused I get. Here is the code I wrote so far, it works, but guess that it will only handle one touch point. public boolean onTouchEvent(MotionEvent event) { if (event.getPointerCount() == 0) return true; int touchX = -1; int touchY = -1; pressedDirection = DPadDirection.None; int actionCode = event.getAction() & MotionEvent.ACTION_MASK; if (actionCode == MotionEvent.ACTION_UP) { if (event.getPointerId(0) == idDPad) { pressedDirection = DPadDirection.None; idDPad = -1; } } else if (actionCode == MotionEvent.ACTION_DOWN || actionCode == MotionEvent.ACTION_MOVE) { touchX = (int)event.getX(); touchY = (int)event.getY(); if (rightRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Right; else if (leftRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Left; else if (upRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Up; else if (downRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Down; if (pressedDirection != DPadDirection.None) idDPad = event.getPointerId(0); } return true; } The logic is: Test if there is a "DOWN" or "MOVED" event, then if one of this events collides with one of the 4 rectangles of my DPad, I set the pressedDirectin variable to the side of the touch event, then I read the DPad actual pressed direction in my Update() event on another class. The thing I'm not sure, is how do I get track of the touch points, I store the ID of the touch point which generated the diretion that is being stored (last one), so when this ID is released I set the Direction to None, but I'm really confused about how to handle this in android, here is the code I had in XNA: public override void Update(GameTime gameTime) { PressedDirection = DpadDirection.None; foreach (TouchLocation _touchLocation in TouchPanel.GetState()) { if (_touchLocation.State == TouchLocationState.Released) { if (_touchLocation.Id == _idDPad) { PressedDirection = DpadDirection.None; _idDPad = -1; } } else if (_touchLocation.State == TouchLocationState.Pressed || _touchLocation.State == TouchLocationState.Moved) { _intersectRect.X = (int)_touchLocation.Position.X; _intersectRect.Y = (int)_touchLocation.Position.Y; _intersectRect.Width = 1; _intersectRect.Height = 1; if (_intersectRect.Intersects(_rightRect)) PressedDirection = DpadDirection.Right; else if (_intersectRect.Intersects(_leftRect)) PressedDirection = DpadDirection.Left; else if (_intersectRect.Intersects(_upRect)) PressedDirection = DpadDirection.Up; else if (_intersectRect.Intersects(_downRect)) PressedDirection = DpadDirection.Down; if (PressedDirection != DpadDirection.None) { _idDPad = _touchLocation.Id; continue; } } } base.Update(gameTime); } So, first of all: Am I doing this correctly? if not, why? I don't want my DPad to handle multiple directions, but I still didn't get how to handle the multiple touch points, is the event called for every touch point, or all touch points comes in a single call? I still don't get it.

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  • How do multipass shaders work in OpenGL?

    - by Boreal
    In Direct3D, multipass shaders are simple to use because you can literally define passes within a program. In OpenGL, it seems a bit more complex because it is possible to give a shader program as many vertex, geometry, and fragment shaders as you want. A popular example of a multipass shader is a toon shader. One pass does the actual cel-shading effect and the other creates the outline. If I have two vertex shaders, "cel.vert" and "outline.vert", and two fragment shaders, "cel.frag" and "outline.frag" (similar to the way you do it in HLSL), how can I combine them to create the full toon shader? I don't want you saying that a geometry shader can be used for this because I just want to know the theory behind multipass GLSL shaders ;)

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Is OpenTK Dead?

    - by ashes999
    Looking at OpenTK, I notice some disturbing signs: The last news item was posted on December 31st, 2010 The main forum gets about one post a day On SourceForge, the last nightly build was in March, and the last release was 2010. Does OpenTK exist anymore, or is it abandonware now? Edit: Some people have expressed concern at my use of "ambiguous" and "loaded terms" like "dead," "abandonware," and others. What I'm asking is this: software projects comprise of many pieces: The actual software project (such as OpenTK) A group of people who maintain the software (project leads, core developers) Some vehicle by which users can find and consume the latest versions (such as releasing daily builds) A community (can I ask questions about it? Get answers?) Updates (are there new features? New releases? Active development? A roadmap?) Some projects have all of these things. Most have a few. Some have nothing, other than maybe the actual software project itself. Is OpenTK one of these? Because it seems like: The actual software project is stable The maintainers don't contribute to it anymore There are no more latest versions (daily builds), not since 2010 (2+ years) The community is very low-traffic (nobody is asking/answering questions, who is actually using this anyway?) There are no updates since 2010

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  • Big Data – Is Big Data Relevant to me? – Big Data Questionnaires – Guest Post by Vinod Kumar

    - by Pinal Dave
    This guest post is by Vinod Kumar. Vinod Kumar has worked with SQL Server extensively since joining the industry over a decade ago. Working on various versions of SQL Server 7.0, Oracle 7.3 and other database technologies – he now works with the Microsoft Technology Center (MTC) as a Technology Architect. Let us read the blog post in Vinod’s own voice. I think the series from Pinal is a good one for anyone planning to start on Big Data journey from the basics. In my daily customer interactions this buzz of “Big Data” always comes up, I react generally saying – “Sir, do you really have a ‘Big Data’ problem or do you have a big Data problem?” Generally, there is a silence in the air when I ask this question. Data is everywhere in organizations – be it big data, small data, all data and for few it is bad data which is same as no data :). Wow, don’t discount me as someone who opposes “Big Data”, I am a big supporter as much as I am a critic of the abuse of this term by the people. In this post, I wanted to let my mind flow so that you can also think in the direction I want you to see these concepts. In any case, this is not an exhaustive dump of what is in my mind – but you will surely get the drift how I am going to question Big Data terms from customers!!! Is Big Data Relevant to me? Many of my customers talk to me like blank whiteboard with no idea – “why Big Data”. They want to jump into the bandwagon of technology and they want to decipher insights from their unexplored data a.k.a. unstructured data with structured data. So what are these industry scenario’s that come to mind? Here are some of them: Financials Fraud detection: Banks and Credit cards are monitoring your spending habits on real-time basis. Customer Segmentation: applies in every industry from Banking to Retail to Aviation to Utility and others where they deal with end customer who consume their products and services. Customer Sentiment Analysis: Responding to negative brand perception on social or amplify the positive perception. Sales and Marketing Campaign: Understand the impact and get closer to customer delight. Call Center Analysis: attempt to take unstructured voice recordings and analyze them for content and sentiment. Medical Reduce Re-admissions: How to build a proactive follow-up engagements with patients. Patient Monitoring: How to track Inpatient, Out-Patient, Emergency Visits, Intensive Care Units etc. Preventive Care: Disease identification and Risk stratification is a very crucial business function for medical. Claims fraud detection: There is no precise dollars that one can put here, but this is a big thing for the medical field. Retail Customer Sentiment Analysis, Customer Care Centers, Campaign Management. Supply Chain Analysis: Every sensors and RFID data can be tracked for warehouse space optimization. Location based marketing: Based on where a check-in happens retail stores can be optimize their marketing. Telecom Price optimization and Plans, Finding Customer churn, Customer loyalty programs Call Detail Record (CDR) Analysis, Network optimizations, User Location analysis Customer Behavior Analysis Insurance Fraud Detection & Analysis, Pricing based on customer Sentiment Analysis, Loyalty Management Agents Analysis, Customer Value Management This list can go on to other areas like Utility, Manufacturing, Travel, ITES etc. So as you can see, there are obviously interesting use cases for each of these industry verticals. These are just representative list. Where to start? A lot of times I try to quiz customers on a number of dimensions before starting a Big Data conversation. Are you getting the data you need the way you want it and in a timely manner? Can you get in and analyze the data you need? How quickly is IT to respond to your BI Requests? How easily can you get at the data that you need to run your business/department/project? How are you currently measuring your business? Can you get the data you need to react WITHIN THE QUARTER to impact behaviors to meet your numbers or is it always “rear-view mirror?” How are you measuring: The Brand Customer Sentiment Your Competition Your Pricing Your performance Supply Chain Efficiencies Predictive product / service positioning What are your key challenges of driving collaboration across your global business?  What the challenges in innovation? What challenges are you facing in getting more information out of your data? Note: Garbage-in is Garbage-out. Hold good for all reporting / analytics requirements Big Data POCs? A number of customers get into the realm of setting a small team to work on Big Data – well it is a great start from an understanding point of view, but I tend to ask a number of other questions to such customers. Some of these common questions are: To what degree is your advanced analytics (natural language processing, sentiment analysis, predictive analytics and classification) paired with your Big Data’s efforts? Do you have dedicated resources exploring the possibilities of advanced analytics in Big Data for your business line? Do you plan to employ machine learning technology while doing Advanced Analytics? How is Social Media being monitored in your organization? What is your ability to scale in terms of storage and processing power? Do you have a system in place to sort incoming data in near real time by potential value, data quality, and use frequency? Do you use event-driven architecture to manage incoming data? Do you have specialized data services that can accommodate different formats, security, and the management requirements of multiple data sources? Is your organization currently using or considering in-memory analytics? To what degree are you able to correlate data from your Big Data infrastructure with that from your enterprise data warehouse? Have you extended the role of Data Stewards to include ownership of big data components? Do you prioritize data quality based on the source system (that is Facebook/Twitter data has lower quality thresholds than radio frequency identification (RFID) for a tracking system)? Do your retention policies consider the different legal responsibilities for storing Big Data for a specific amount of time? Do Data Scientists work in close collaboration with Data Stewards to ensure data quality? How is access to attributes of Big Data being given out in the organization? Are roles related to Big Data (Advanced Analyst, Data Scientist) clearly defined? How involved is risk management in the Big Data governance process? Is there a set of documented policies regarding Big Data governance? Is there an enforcement mechanism or approach to ensure that policies are followed? Who is the key sponsor for your Big Data governance program? (The CIO is best) Do you have defined policies surrounding the use of social media data for potential employees and customers, as well as the use of customer Geo-location data? How accessible are complex analytic routines to your user base? What is the level of involvement with outside vendors and third parties in regard to the planning and execution of Big Data projects? What programming technologies are utilized by your data warehouse/BI staff when working with Big Data? These are some of the important questions I ask each customer who is actively evaluating Big Data trends for their organizations. These questions give you a sense of direction where to start, what to use, how to secure, how to analyze and more. Sign off Any Big data is analysis is incomplete without a compelling story. The best way to understand this is to watch Hans Rosling – Gapminder (2:17 to 6:06) videos about the third world myths. Don’t get overwhelmed with the Big Data buzz word, the destination to what your data speaks is important. In this blog post, we did not particularly look at any Big Data technologies. This is a set of questionnaire one needs to keep in mind as they embark their journey of Big Data. I did write some of the basics in my blog: Big Data – Big Hype yet Big Opportunity. Do let me know if these questions make sense?  Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

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  • Exporting 3DS Max animated biped character into Assimp

    - by Doug Kavendek
    I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, the export and animations work perfectly, but if they were rigged as a biped character, the animation hits a "deadly import error" and all the bones appear to get smooshed together into a big pile. This seems like it might just be a limitation of the MD5 exporter (we're currently using the one found here. Our plan is to try out a different MD5 exporter (this one), and if that still has problems, then try switching from MD5 to COLLADA. Our modeler won't be able to make time to try out these other exporters for a few days, so in the meantime I wanted to see if there were any better methods out there for getting biped rigged models from 3DS Max into our app via Assimp. Out of Assimp's supported formats, I need to figure out which will support the following: Skeletal animations Exportable from 3DS Max biped rigged models Failing that, an alternative would be a way to convert a biped character to its corresponding bones before exporting. We did find one script to do that, but it only seems meant as a starting point for modeling -- it doesn't carry over any hierarchy, skinning, or animation -- so it can't be used solely during export.

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  • How can I bend an object in OpenGL?

    - by mindnoise
    Is there a way one could bend an object, like a cylinder or a plane using OpenGL? I'm an OpenGL beginner (I'm using OpenGL ES 2.0, if that matters, although I suspect, math matters most in this case, so it's somehow version independent), I understand the basics: translate, rotate, matrix transformations, etc. I was wondering if there is a technique which allows you to actually change the geometry of your objects (in this case by bending them)? Any links, tutorials or other references are welcomed!

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  • cocos2d-x and handling touch events

    - by Jason
    I have my sprites on screen and I have a vector that stores each sprite. Can a CCSprite* handle a touch event? Or just the CCLayer*? What is the best way to decide what sprite was touched? Should I store the coordinates of where the sprite is (in the sprite class) and when I get the event, see if where the user touched is where the sprite is by looking through the vector and getting each sprites current coordinates? UPDATE: I subclass CCSprite: class Field : public cocos2d::CCSprite, public cocos2d::CCTargetedTouchDelegate and I implement functions: cocos2d::CCRect rect(); virtual void onEnter(); virtual void onExit(); bool containsTouchLocation(cocos2d::CCTouch* touch); virtual bool ccTouchBegan(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchMoved(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchEnded(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void touchDelegateRetain(); virtual void touchDelegateRelease(); I put CCLOG statements in each one and I dont hit them! When I touch the CCLayer this sprite is on though I do hit those in the class that implements the Layer and puts these sprites on the layer.

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  • Implementing algorithms via compute shaders vs. pipeline shaders

    - by TravisG
    With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose computing on the GPU to solve the problem. For some algorithms this seems to become the intuitive canonical solution because they're inherently not rasterization based, and rasterization-based shaders seemed to be a workaround to harness GPU power (simple example: creating a noise texture. No quad needs to be rasterized here). Given an algorithm that can be implemented both ways, are there general (potential) performance benefits over using compute shaders vs. going the normal route? Are there drawbacks that we should watch out for (for example, is there some kind of unusual overhead to switching from/to compute shaders at runtime)? Are there perhaps other benefits or drawbacks to consider when choosing between the two?

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  • Follow point of interest by applying torque

    - by azymm
    Given a body with an orientation angle and a point of interest or targetAngle, is there an elegant solution for keeping the body oriented towards the point of interest by applying torque or impulses? I have a naive solution working below, but the effect is pretty 'wobbly', it'll overshoot each time, slowly getting closer to the target angle - undesirable effect in my case. I'd like to find a solution that is more intelligent - that can accelerate to near the target angle then decelerate and stop right at the target angle (or within a small range). If it helps, I'm using box2d and the body is a rectangle. def gameloop(dt): targetAngle = get_target_angle() bodyAngle = get_body_angle() deltaAngle = targetAngle - bodyAngle if deltaAngle > PI: deltaAngle = targetAngle - (bodyAngle + 2.0 * PI) if deltaAngle < -PI: deltaAngle = targetAngle - (bodyAngle - 2.0 * PI) # multiply by 2, for stronger reaction deltaAngle = deltaAngle * 2.0; body.apply_torque(deltaAngle); One other thing, when body has no linear velocity, the above solution works ok. But when the body has some linear velocity, the solution above causes really wonky movement. Not sure why, but would appreciate any hints as to why that might be.

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • Smooth terrain rendering

    - by __dominic
    I'm trying to render a smooth terrain with Direct3D. I've got a 50*50 grid with all y values = 0, and a set of 3D points that indicate the location on the grid and depth or height of the "valley" or "hill". I need to make the y values of the grid vertices higher or lower depending on how close they are to each 3D point. Thus, in the end I should have a smooth terrain renderer. I'm not sure at all what way I can do this. I've tried changing the height of the vertices based on the distance to each point just using this basic formula: dist = a² + b² + c² where a, b and c are the x, y, and z distance from a vertex to a 3D point. The result I get with this is not smooth at all. I'm thinking there is probably a better way. Here is a screenshot of what I've got for the moment: https://dl.dropbox.com/u/2562049/terrain.jpg

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • Homebrew development for 7th gen home consoles

    - by Brian McKenna
    I'm looking to do some homebrew development for either the Wii, Xbox360 or PS3. I'll be developing from a Linux system. The programming language doesn't matter. Wii - devkitPPC and libogc look fairly easy and complete Xbox360 - Mono.XNA looks interesting but not very feature complete PS3 - psl1ght seems interesting but I haven't been able to find out much How homebrew friendly are each of these consoles? Is someone able to give a comparison of each of these scenes?

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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • set TouchEvent to every particle in SpriteParticleSystem in andEngine livewallpaper

    - by Girish Bhutiya
    All I have working on andEngine Live wallpaper and I have use SpriteParticleSystem. I want to add touch event to every Sprite of SpriteParticleSystem and remove that sprite from scene. I have use below code for create particle system. final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(mParticleX, mParticleY),mParticleMinRate, mParticleMaxRate, mParticleMax,this.mFlowerTextureRegion, this.getVertexBufferObjectManager()); //particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE)); particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-90, 0, 0, 0)); particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(8, -11)); particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f)); //particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1.0f, 1.0f, 0.0f)); particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(15.5f)); particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f)); background = new Sprite(0, 0, backgroundTextureRegion, mEngine.getVertexBufferObjectManager()); background.setPosition((CAMERA_WIDTH - background.getWidth()) * 0.5f, (CAMERA_HEIGHT - background.getHeight()) * 0.5f); //background.setScale(1.5f); //SpriteBackground bg = new SpriteBackground(background); //mScene.setBackground(bg); this.mScene.attachChild(background); this.mScene.attachChild(particleSystem); <br> Thanks in advance.

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  • Collision detection with multiple polygons simultaneously

    - by Craig Innes
    I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is colliding with a single polygon, but when I try to create a level made up of combinations of these shapes, the player gets "stuck" between shapes when trying to move from one polygon to the other. The reason for this seems to be that collisions are detected after the player has been pushed through the shape by its movement or gravity. When the system resolves the collision, it resolves them in an order that doesn't make sense (for example, when the player is moving from one flat rectangle to another, gravity pushes them below the ground, but the collision with the left hand side of the second block is resolved before the collision with the top of the block, meaning the player is pushed back left before being pushed back up). Other similar posts have resolved this problem by having a strict rule on which axes to resolve first. For example, always resolve the collision on the y axis, then if the object is still colliding with things, resolve on the x axis. This solution only works in the case of a completely axis oriented box world, and doesn't solve the problem if the player is stuck moving along a series of angled shapes or sliding down a wall. Does any one have any ideas of how I could alter my collision system to prevent these situations from happening?

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