Search Results

Search found 19182 results on 768 pages for 'game engine'.

Page 376/768 | < Previous Page | 372 373 374 375 376 377 378 379 380 381 382 383  | Next Page >

  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

    Read the article

  • 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(); }

    Read the article

  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

    Read the article

  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

    Read the article

  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

    Read the article

  • Timestep schemes for physics simulations

    - by ktodisco
    The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I came across this paper from Stanford that proposed an alternative scheme, which is as follows: Collision detection and resolution Integrate velocity Contact resolution Integrate position It's intriguing because it allows for robust solutions to the stacking problem. So it got me wondering... What, if any, alternative schemes are available, either simple or complex? What are their benefits, drawbacks, and performance considerations?

    Read the article

  • Algorithm to find all tiles within a given radius on staggered isometric map

    - by kasztelan
    Given staggered isometric map and a start tile what would be the best way to get all surrounding tiles within given radius(middle to middle)? I can get all neighbours of a given tile and distance between each of them without any problems but I'm not sure what path to take after that. This feature will be used quite often (along with A*) so I'd like to avoid unecessary calculations. If it makes any difference I'm using XNA and each tile is 64x32 pixels.

    Read the article

  • Converting 3 axis vectors to a rotation matrix

    - by user38858
    I am trying to get a rotation matrix (in 3dsmax) from 3 vectors that form an axis (all 3 vectors are aligned by 90 degrees each other) Somewhere I read that I could build a rotation matrix just by inserting in every row one vector at a time (source: http://renderdan.blogspot.cz/2006/05/rotation-matrix-from-axis-vectors.html) So, I built a matrix with these example vectors x-axis : [-0.194624,-0.23715,-0.951778] y-axis : [-0.773012,0.634392,0] z-axis : [-0.6038,-0.735735,0.306788] But for some reason, if I try to convert this matrix to eulerangles, I receive this rotation: (eulerAngles 47.7284 6.12831 36.8263) ... which is totally wrong, and doesn't align to my 3 vectors at all. I know that rotation is quite difficult to understand, may someone shed some light? :)

    Read the article

  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

    Read the article

  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

    Read the article

  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

    Read the article

  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

    Read the article

  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

    Read the article

  • 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; } }

    Read the article

  • Create edges in Blender

    - by Mikey
    I've worked with 3DS Max in Uni and am trying to learn Blender. My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is: Say I have a poly in the middle of a mesh and I want to split it in two. Simply adding an edge between two edges. This would cause a two 5gons either side. It's a simple technique I use every now and then when I want to modify geometry. It's called "Edge connect" in 3DS Max. In Blender the only edge connect method I can find is to create edge loops, not helpful when aiming at low poly iPhone games. Is there an equivalent in blender?

    Read the article

  • Skyrim Nexus Mods on Xbox 360 by use of dawnguard?

    - by user17895
    i think it's possible i opened up the dawnguard marketplace content and it consists 3 files: dawnguard.bsa < mod dawnguard.esp <- mod installing file. and spa.bin <-dont know where this is for. and it has been confirmed you can use the top 2 files on pc for a not fully functional dawnguard (barely functional to be exact) and if we could just replace or add a few other bsa and esp files to this marketplace content we could get mods up and running on xbox altough i need confirmation on this. I also have no clue where the spa.bin file for is, i need to examine it some further. Further this is adding a few non-distributed Files to marketplace content and wont get you booted from XBL. Also if anyone wants to examine these files for further information i will gladly share them with you. if you have any information or answers please email me at [email protected] thx

    Read the article

  • 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)));

    Read the article

  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

    Read the article

  • How do people get around the Carmack's Reverse patent?

    - by Rei Miyasaka
    Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is discussed quite often and apparently it's a good choice for deferred shading, so it's presumably used in a lot of other high-budget productions too. Even though it's unlikely that Creative would go after smaller companies, I'm wondering how the bigger studios get around this problem. Do they just cross their fingers and hope Creative doesn't troll them, or do they just not use Carmack's Reverse at all?

    Read the article

  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

    Read the article

  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

    Read the article

  • Index out of bounds, Java bukkit plugin

    - by Robby Duke
    I'm getting index out of bounds errors in my Bukkit plugin, and it's really beginning to piss me off... I for the life of me can't figure this issue out! Caused by: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 This is where I believe the code to be erroring... for(int i = 0; i <= staffOnline.size(); i++) { if(i == staffOnline.size()) { staffList = staffList + staffOnline.get(i); } else { staffList = staffList + staffOnline.get(i) + ", "; } }

    Read the article

  • 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.

    Read the article

  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

    Read the article

  • 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.

    Read the article

< Previous Page | 372 373 374 375 376 377 378 379 380 381 382 383  | Next Page >