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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Is finding graph minors without single node pinch points possible?

    - by Alturis
    Is it possible to robustly find all the graph minors within an arbitrary node graph where the pinch points are generally not single nodes? I have read some other posts on here about how to break up your graph into a Hamiltonian cycle and then from that find the graph minors but it seems to be such an algorithm would require that each "room" had "doorways" consisting of single nodes. To explain a bit more a visual aid is necessary. Lets say the nodes below are an example of the typical node graph. What I am looking for is a way to automatically find the different colored regions of the graph (or graph minors)

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • Converting from different handedness coordinate systems

    - by SirYakalot
    I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting between the two? I understand not everything needs to be changed. Also I notice that many of the 3D maths functions in some of the direct3D libraries have right handed and left handed alternatives. Would it be better to just use these?

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • Visualization tools for physical simulations

    - by Nick
    I'm interested in starting some physics simulations and I'm getting hung up on the visualization side of things. I have lots of resources for reading how to implement the simulation itself but I'd rather not learn two things at once - the simulation part and a new complex visualization API. Are there any high-level visualization tools that are language independent? I understand that I'll have to learn some new code for visualization but I'd like to start at a high level, OpenGL is my long-term goal and not my prototype goal.

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  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

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  • How to correctly Dispose a SourceVoice once its finished

    - by clamp
    i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: sourceVoice.Start(); sourceVoice.StreamEnd += delegate { if (!sourceVoice.IsDisposed) { sourceVoice.DestroyVoice(); sourceVoice.Dispose(); } }; but that crashes with a read access violation in native code deep in XAudio2.dll which i cant debug.

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • How much it will cost to create tile-set similar to HoM&M 2?

    - by Alexey Petrushin
    How much it will cost to create tile-set similar to HoM&M 2? I'm mostly interested in the tile-set graphics only, no animation needed, the big images of town and creatures can be done as quick and dirty pensil sketches. The quality of tiles and its amount should be roughly the same as in HoM&M 2. Can You please give a rough estimate how much it will take man-hours and how much will it cost?

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  • Surface of Revolution with 3D surface

    - by user5584
    I have to use this function to get a Surface of Revolution (homework). newVertex = (oldVertex.y, someFunc1(oldVertex.x, oldVertex.y), someFunc2(oldVertex.x, oldVertex.y)); As far as I know (FIXME) Surface of Revolution means rotations of a (2D)curve around an axis in 3D. But this vertex computing gives a 3D plane (FIXME again :D), so rotation of this isn't obvious. Am I misunderstanding something?

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • how to create 2D collision detection

    - by Aidan Mueller
    I would like to know the best or most effective way to test for 2D collision. I also can do AABBs but when you have a line, for example, that is rotated 45º, and it is really long. it will be hitting things when it shouldn't. I might be able to go through the pixels to see if they are touching others, but that might be slow if I had a big picture. and it might add some complications if I had a movie clip made of several images. How do I check collision between two Images? How would I do circle to box? Please help : ) PS: I do know java so you can write with java syntax and then use a made up GL

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  • Calculating angle a segment forms with a ray

    - by kr1zz
    I am given a point C and a ray r starting there. I know the coordinates (xc, yc) of the point C and the angle theta the ray r forms with the horizontal, theta in (-pi, pi]. I am also given another point P of which I know the coordinates (xp, yp): how do I calculate the angle alpha that the segment CP forms with the ray r, alpha in (-pi, pi]? Some examples follow: I can use the the atan2 function.

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • Something other than Vertex Welding with Texture Atlas?

    - by Tim Winter
    What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and rendering faces individually (4 vertices per face), but I've also read in a couple places about using texture wrapping with two 1D atlases to merge adjacent faces with the same texture. If two or more adjacent faces share the same image, it'd be quite easy to wrap in this way reducing vertices by a large amount. My problem with this is having too many textures, swapping too often, and many image related things like non-power of 2 images. Is there a middle ground option between the 1D texture atlas trick and rendering 4 vertices per cube face? This is a picture of what I have currently (in wireframe). 4 vertices per face seems extremely inefficient to me.

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  • WebGL CORS error loading simple texture in Chrome

    - by mathacka
    Here's my code: function loadTexture() { textureImage = new Image(); textureImage.onload = function() { setupTexture(); } textureImage.src = "jumper2.png"; } function setupTexture() { texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // this next line has the error: Uncaught SecurityError: An attempt was made to break through the security policy of the user agent. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); gl.texParameteri(gl.TEXTURE_2D, gl.OES_TEXTURE_FLOAT_LINEAR, gl.NEAREST); if (!gl.isTexture(texture)) { alert("Error: Texture is invalid"); } glProgram.samplerUniform = gl.getUniformLocation(glProgram, "uSampler"); gl.uniform1i(glProgram.samplerUniform, 0); } I've researched it and it is a CORS error a "Cross-origin resource sharing" error, but it's a local file! I can't figure out what's wrong. I did make the picture using gimp, and I'm not sure the coding was right on the export, but I eliminated a previous error using "gl.OES_TEXTURE_FLOAT_LINEAR".

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