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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

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  • Adding VFACE semantic causes overlapping output semantics error

    - by user1423893
    My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations float3 Normal : TEXCOORD2; //float3x3 TBN : TEXCOORD3; float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0) }; I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode. If I add the VFACE semantic then I get the following errors: error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics Why would this occur? I can't see why there would be too much data.

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • How to implement Undo and Redo feature in as3

    - by Swati Singh
    I am going to create an application in that i have to implement an Undo and Redo feature. In the application there will be multiple objects located on stage and user can customize the position of the objects. But when user clicks on Undo the object go back to their default position and after clicking on redo object will move on the new position. So my question is how can i apply these feature in my application? Is there any library or any third party classes? Can some one help me? Thanks in advance.

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • Coordinates from 3DS Max to XNA 3.5

    - by David Conde
    Hello My problem is this. I have a simple box made in 3DS Max 2009, the Box is 10x10x10. I've tried to load it on XNA and traslate the camera for 15 units, but I can seem to find the values needed to see the box properly. Can anyone point me to a good resource where I can find some good introduction to XNA coordinate system and how is a simple box made in 3DS Max imported properly Best regards, David

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  • Interpolating height on opengl quad

    - by ThePlague
    Okay I've got a quad, see picture. And want to find the height at any point in the quad, is there a way to do this accurately as bilinear interpolation doesn't work in this case. As you can see the trees trunk is well beneath the terrain and should be at the same height as the trunks around it. I know the altitude of the vertices marked by a red circle and the centre red circle is roughly where the base should be, I've also crudely added a line as that surface is not flat.

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Compiling SDL under Windows with sdl-config

    - by DarrenVortex
    I have downloaded NXEngine (The Open Source version of Cave Story). I have a make file in the directory, which I execute using msys. However, the make file uses sdl-config: g++ -g -O2 -c main.cpp -D DEBUG `sdl-config --cflags` -Wreturn-type -Wformat -Wno-multichar -o main.o /bin/sh: sdl-config: command not found And apparently sdl-config does not exist under windows since there's no sdl installation. There's also no documentation on the official sourceforge website about this! What do I do?

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  • Online games programming basics

    - by Renkon
    I am writing with regard to an issue I am having nowadays. I have come up with an interesting idea of making an online game in C#, yet I do not have the knowledge to work with more than a player. Basic games like a TIC-TAC-TOE or a SNAKE were done already, and I would like to do a simple, but online, game. Would you mind giving me some tutorials or guides related to that? I would really like to learn how to work online with the client/server structure (though, I do know the basics about that structure). I look forward to reading from you. Yours faithfully, Renkon.

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  • How to make Rect of irregular shape sprite?

    - by Anil gupta
    I used masking for breaking an image as the below mention pattern now its breaking in different pieces but now i have one issue to make the Rect of each pieces, i need to drag the broken pieces and to adjust at correct position so that i can make again actual images. To drag and put at right positing i need to make Rect but i am not getting idea how to make Rect of this irregular shape, I will be very thankful to you, any idea or code to make rect . My previous Question is: How do I break an image into 6 or 8 pieces of different shapes? Thanks.

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • Passing elapsed time to the update function from the game loop

    - by Sri Harsha Chilakapati
    I want to pass the time elapsed to the update() method as this would make easy to implement the animations and time related concepts. Here's my game-loop. public void gameLoop(){ boolean running = true; long gameTime = getCurrentTime(); long elapsedTime = 0; long lastUpdateTime = 0; int loops; while (running){ loops = 0; while(getCurrentTime()>gameTime && loops<Global.MAX_FRAMESKIP){ elapsedTime = getCurrentTime() - lastUpdateTime; lastUpdateTime = getCurrentTime(); update(elapsedTime); gameTime += SKIP_STEPS; loops++; } displayGame(); } } getCurrentTime() method public long getCurrentTime(){ return (System.nanoTime()/1000000); } update() method long time = 0; public void update(long elapsedTime){ time += elapsedTime; if (time>=1000){ System.out.println("A second elapsed"); time -= 1000; } } But this is printing the message for 3 seconds. Thanks.

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  • cocos2d fragment shader transparency

    - by fiddler
    I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0). But I can't figure out why I get a white color whith the following line: gl_FragColor = vec4(1.0,1.0,1.0,0.0); Whereas I have a transparent color with this: gl_FragColor = vec4(0.0,0.0,0.0,0.0); Shouln't I have a transparent sprite in both cases ? (alpha channel is null, right ?)

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  • Any Good Cocos2d Pause Menu Library

    - by Mahbubur R Aaman
    Background : From http://code.google.com/p/cocos2d-iphone/issues/detail?id=173 Scenes/Nodes doesn't support the CocosNodeOpacity protocol. From http://playsnackgames.com/blog/2011/09/cocos2d-tutorial-creating-a-reusable-pause-layer/ Cocos2d offers a simple method to pause and resume itself, but these methods stop the CCDirector (the class that manages most aspects of a Cocos2d’s app lifetime) from running actions and lower the fps to 5 to conserve battery life. Related issues http://www.cocos2d-iphone.org/forum/topic/4368 http://www.cocos2d-iphone.org/forum/topic/151 http://stackoverflow.com/questions/5852354/cocos2d-engine-pause-resume http://stackoverflow.com/questions/11878450/how-to-pause-a-layer-in-cocos2d-2-0 Question : Is there any Good Cocos2d Pause Menu Library solving these tricky issues? This will save many hours of Game Developer's life.

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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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