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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • Should we always prefer OpenGL ES version 2 over version 1.x

    - by Shivan Dragon
    OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x. You have shaders which you can chain together to apply varios effects/transforms to your elements, the projection and transformation matrices work completly different etc. I've seen a lot of online tutorials and blogs that simply say "ditch version 1.x, use version 2, that's the way to go". Even on Android's documentation it sais to "use version 2 as it may prove faster than 1.x". Now, I've also read a book on OpenGL ES (which was rather good, but I'm not gonna mention here because I don't want to give the impression that I'm trying to make hidden publicity). The guy there treated only OpenGL ES 1.x for 80% of the book, and then at the end only listed the differences in version 2 and said something like "if OpenGL ES 1 does what you need, there's no need to switch to version 2, as it's only gonna over complicate your code. Version 2 was changed a lot to facillitate newer, fancier stuff, but if you don't need it, version 1.x is fine". My question is then, is the last statement right? Should I always use Open GL ES version 1.x if I don't need version 2 only stuff? I'd sure like to do that, because I find coding in version 1.x A LOT simpler than version 2 but I'm afraid that my apps might get obsolete faster for using an older version.

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  • How to move a sprite automatically using a physicsHandler in Andengine?

    - by shailenTJ
    I use a DigitalOnScreenControl (knob with a four-directional arrow control) to move the entity and the entity which is bound to a physicsHandler. physicsHandler.setEntity(sprite); sprite.registerUpdateHandler(physicsHandler); From the DigitalOnScreenControl, I know which direction I want my sprite to move. Inside its overridden onControlChange function, I call a function animateSprite that checks which direction I chose. Based on the direction, I animate my sprite differently. PROBLEM: I want to automatically move the sprite to a specific location on the scene, say at coordinates (207, 305). My sprite is at (100, 305, which means it has to move down by 107 pixels. How do I tell the physicsHandler to move the sprite down by 107 pixels? My animateSprite method will take care of animating the sprite's downward motion. Thank you for your input!

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  • Coordinates on the top left corner or center of the tile

    - by soimon
    I'm setting up a tile system where every tile has x and y coordinates. Right now I assume that the top left corner of the tile is positioned on it's coordinate on the screen, x = tileX * tileWidth and y = tileY x tileWidth. However, it seems strange that the tile with coordinate (0, 0) is completely drawn in the 'positive' side of the coordinate system as opposed to in the center of the origin. Is it common practice to assume that a coordinate lays in the center of a tile or at the top left corner of a tile? So basically x = tileX x tileWidth or x = tileX x tilewidth - ( tileWidth / 2 )?

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  • Missing features from WebGL and OpenGL ES

    - by Chris Smith
    I've started using WebGL and am pleased with how easy it is to leverage my OpenGL (and by extension OpenGL ES) experience. However, my understanding is as follows: OpenGL ES is a subset of OpenGL WebGL is a subset of OpenGL ES Is this correct for both cases? If so, are there resources for detailing which features are missing? For example, one notable missing feature is glPushMatrix and glPopMatrix. I don't see those in WebGL, but in my searches I cannot find them referenced in OpenGL ES material either.

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  • Isometric - precise screen coordinates to isometric

    - by Rawrz
    I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to keep falling short. For drawing I use: batch.draw( texture, (y * tileWidth / 2) + (x * tileWidth / 2), (x * tileHeight / 2) - (y * tileHeight / 2)) This is what I currently use for figuring out a tile position: float xt = x + camPosition.x - (ScreenWidth/2) ; float yt = (ScreenHeight) - y + camPosition.y - (ScreenHeight/2); int tileY = Math.round((((xt) / tileWidth) - ((yt) / tileHeight))); int tileX = Math.round((((xt) / tileWidth) + ((yt) / tileHeight))- 1); I'm just wondering how I could update these to allow for more precise coordinates, instead of tile only. EDIT: Following what ccxvii said below, and removing the -1 from tileX, the object follows my mouse just like I had wanted. Just going to re-examine the math and figure out if that change will result in other messes =o

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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • Ray picking - get direction from pitch and yaw

    - by Isaac Waller
    I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); GL11.glRotated(mYaw, 0, 1, 0); GL11.glTranslated(mPositionX, mPositionY, mPositionZ); I am having trouble creating the ray, however. This is the code I have so far: ray.origin = new Vector(mPositionX, mPositionY, mPositionZ); ray.direction = new Vector(?, ?, ?); My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll? Any help would be much appreciated!

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  • Choice of open source license for some components, closed source for others

    - by Peter Serwylo
    G'day, I am working on a set of multiplayer games, where different games play against each other (e.g. you play a Tetris clone, I play an Asteroids clone, but we are both competing against each other). All the games would be based on the same underlying framework written specifically for this project. I am struggling to comprehend how I would license this so that: The underlying framework is open source, so other people can create new games based on it. Some games built on the framework are open source Other games are closed source The goal is to have two bundles on something like the Android market: One free and open source package which has a collection of games Another "premium" (although I dislike that word) paid package which has a different collection of games. Usually I am fond of permissive licenses such as MIT/BSD, however I would prefer something more in the vein of the GPL for this. This is because for software such as the snes-9x SNES emulator, which is a great piece of software, there is a ton of poor quality versions being sold, whereas it would be preferable if there was just one authoritative version which was always kept up to date, and distributed for free. If the underlying framework was GPL'd, would I be able to build closed source games on top of it? Thanks for your input.

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  • difference between cocos2d-x vs cocos2d-js

    - by MFarooqi
    I'm just moving towards native apps... A friend of mine told me to start with cocos2d, I'm good in javascript. while searching google for cocos2d, and within cocos2d-x.org i found cocos2d-x cocos2d-JSB cocos2d-html5 cocos2d-Javascript I know what cocos2d-x is for.. and what cocos2d-html5 is for.. but what is cocos2d-JSB and cocos2d-Javascript.. Can somebody please tell me.. what exactly these 2 things are.. My questions are.. Can we developer 100%pure native apps/games in cocos2d-JSB and or cocos2d-javascrpoit. I also know cocos2d-JSB is javascript bindings.. but what does that exactly mean?.. Last but not least question.. what is cocos2d-Javascript for?.. does that work alone or we need cocos2d-html5 to make it previewable in IOS/Anroid/windowsPhone.. Please give me Details.. because i'm so confused... I want to develop native apps for IOS/Android and Windows. Thank you

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  • How do I repeat a texture with GLKit?

    - by Synopfab
    I am using GLKit in order to show textures on my project. The code is like this: -(void)setTextureImage:(UIImage *)image { NSError *error; texture = [GLKTextureLoader textureWithCGImage:image.CGImage options:nil error:&error]; if (error) { NSLog(@"Error loading texture from image: %@",error); } } effect.texture2d0.envMode = GLKTextureEnvModeReplace; effect.texture2d0.target = GLKTextureTarget2D; effect.texture2d0.name = texture.name; glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.textureCoordinates); Now I want to repeat this texture on a rectangle. Is there any way use GLKit for this behavior? I've tried to use opengl function in addition to the glkit ones, but it raises errors: glEnable(GL_TEXTURE_2D); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glBindTexture( GL_TEXTURE_2D, texture.name ); 2011-11-09 20:10:28.614 **[16309:207] GL ERROR: 0x0500 2011-11-09 20:10:30.840 **[16309:207] Error loading texture from image: Error Domain=GLKTextureLoaderErrorDomain Code=8 "The operation couldn’t be completed. (GLKTextureLoaderErrorDomain error 8.)" UserInfo=0x68545c0 {GLKTextureLoaderGLErrorKey=1280, GLKTextureLoaderErrorKey=OpenGL error}

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • Matrix rotation wrong orientation LibGDX

    - by glz
    I'm having a problem with matrix rotation in libgdx. I rotate it using the method matrix.rotate(Vector3 axis, float angle) but the rotation happens in the model orientation and I need it happens in the world orientation. For example: on create() method: matrix.rotate(new Vector3(0,0,1), 45); That is ok, but after: on render() method: matrix.rotate(new Vector3(0,1,0), 1); I need it rotate in world axis.

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

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  • AS3: limit objects to stage width?

    - by Gabriel Meono
    I want to limit the creation of objects acording to the stage width. My method is the following: for (var i:int = 0; i<7; i++){ If I put something like this, it won't work for (var i:int = 0; i<(stage.width); i++){ What I'm doing wrong? 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 26 dominoes for (var i:int = 0; i<7; 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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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Transforming object world space matrix to a position in world space

    - by Fredrik Boston Westman
    Im trying to make a function for picking objects with a bounding sphere however I have run in to a problem. First I check against my my bounding sphere, then if it checks out then I test against the vertexes. I have already tested my vertex picking method and it work fine, however when I check first with my bounding sphere method it dosnt register anything. My conclusion is that when im transform my sphere position in to the position of the object in world space, the transformation goes wrong ( I base this on the fact the the x coordinate always becomes 1, even tho i translate non of my meshes along the x-axis to 1). So my question is: What is the proper way to transform a objects world space matrix to a position vector ? This is how i do it now: First i set my position vector to 0. XMVECTOR meshPos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); Then I trannsform it with my object space matrix, and then add the offset to the center of the mesh. meshPos = XMVector3TransformCoord(meshPos, meshWorld) + centerOffset;

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • Pyglet: How to use second screen's vsync

    - by BaldDude
    does anybody know if it's possible to use the vsync of the second monitor instead of the first one with pyglet? I have 2 monitors, one running at 60Hz and the other at 120Hz. I want to be able to set my application on whatever monitors I have, and have the application use the monitor's rate to swap the buffers. This needs to be cross platform. I found this information... pyglet.window But I was wondering if anybody knows a way... Thanks for your help.

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  • How to set Alpha value from pixel shader in SlimDX Direct3d9

    - by Yashwinder
    I am trying to set alpha value of color as color.a = 0.5f in my pixel shader but all the time it is giving an exception. I can set color.r, color.g, color.b but it is not allowing me to set color.a and throwing an exception D3DERR_INVALIDCALL: Invalid call (-2005530516). I have just created a direct3d9 device and assigned my pixel shader to it. My pixel shader code is as below sampler2D ourImage : register(s0); float4 main(float2 locationInSource : TEXCOORD) : COLOR { float4 color = tex2D( ourImage , locationInSource.xy); color.a = 0.2; return color; } I am creating my pixel shader as byte[] byteCode = GiveFxFile(transitionEffect.PixelShaderFileName); var shaderBytecode = ShaderBytecode.Compile(byteCode, "main", "ps_2_0", ShaderFlags.None); var pixelShader = new PixelShader(device, ShaderBytecode); _device.PixelShader=pixelShader; I have initialized my device as var _presentParams = new PresentParameters { Windowed = _isWindowedMode, BackBufferWidth = (int)SystemParameters.PrimaryScreenWidth, BackBufferHeight = (int)SystemParameters.PrimaryScreenHeight, // Enable Z-Buffer // This is not really needed in this sample but real applications generaly use it EnableAutoDepthStencil = true, AutoDepthStencilFormat = Format.D16, // How to swap backbuffer in front and how many per screen refresh BackBufferCount = 1, SwapEffect = SwapEffect.Copy, BackBufferFormat = _direct3D.Adapters[0].CurrentDisplayMode.Format, PresentationInterval = PresentInterval.Immediate, DeviceWindowHandle = _windowHandle }; _device = new Device(_direct3D, 0, DeviceType.Hardware, _windowHandle, deviceFlags | CreateFlags.Multithreaded, _presentParams);

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  • How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?

    - by Kronos
    At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very good result... but the number of draw calls (glDrawArrays) is the same. Best practices from Mozilla Dev website said it should be reduced, but how? Every rectangle has a method render() in which I do following (shortend): _gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer); _gl.enableVertexAttribArray(a_position); _gl.vertexAttribPointer(a_position, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, vertices); _gl.bindBuffer(WebGL.ARRAY_BUFFER, texCoordBuffer); _gl.enableVertexAttribArray(a_texCoordLocation); _gl.vertexAttribPointer(a_texCoordLocation, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, texVertices); _gl.uniform2fv(_utranslation, _translation); _gl.uniform2fv(_urotation, _rotation); _gl.uniform2f(_location, Dart2D.WIDTH, Dart2D.HEIGHT); _gl.drawArrays(WebGL.TRIANGLES, 0, 6); So every rectangle calls drawArrays in every frame...

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  • Need help revolving a 2D array

    - by Brett
    Pretty much all I'm trying to do is revolve my 2D Array by its container. I'm using this array for a background and I seem to be having problems with it revolving. public class TileTransformer : GridConstants { public Tile[,] Tiles; ContentManager Content; public TileTransformer(ContentManager content) { Content = content; } public Tile[,] Wraping(Tile[,] tiles,Point shift) { Tiles = tiles; for (int x = shift.X; x < 0; x++)//Left shift { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (X + 1 >GridWidth-1) { Tiles[0, Y].Container =tiles[X, Y].Container; } else { Tiles[X+1, Y].Container =tiles[X, Y].Container; } } } } for (int x = shift.X; x > 0; x--)//right shift { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y< GridHeight; Y++) { if (X-1==-1) { Tiles[GridWidth-1, Y].Container =tiles[0, Y].Container; } else { Tiles[X - 1, Y].Container =tiles[X, Y].Container; } } } } for (int y = shift.Y; y > 0; y--)//shift up { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (Y - 1 == -1) { Tiles[X, GridHeight-1].Container = tiles[X, Y].Container; } else { Tiles[X, Y - 1].Container = tiles[X, Y].Container; } } } } for (int y = shift.Y; y < 0; y++)//shift down { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (Y + 1 == GridHeight) { Tiles[X, 0].Container = tiles[X, Y].Container; } else { Tiles[X, Y + 1].Container = tiles[X, Y].Container; } } } } return Tiles; } Now the Problems that I'm having is either when I shift up or left it seems the whole array is cleared back to the default state. Also when I'm revolving the array it appears to stretch it upon the sides of the screen that it is shifting towards.

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