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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

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  • Interesting/Innovative Open Source tools for indie games [closed]

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

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  • First Minecraft mod not working: make a new sword

    - by yamikoWebs
    I am making my first mod and cannot see what is wrong with it. I am using MCP and Modloader. For my first mod I was going to make swords. I started with making a new EnumToolMaterials WOOD(0, 59, 2.0F, 0, 15), STONE(1, 131, 4.0F, 1, 5), IRON(2, 250, 6.0F, 2, 14), LAPIS(3, 750, 7.0F, 2, 14), OBSIDIAN(3, 1000, 7.5F, 3, 12), EMERALD(3, 1561, 8.0F, 3, 10),//diamond GREEN(3, 2000, 9.0F, 4, 10),//emerald GOLD(0, 200, 12.0F, 0, 22); then here is the mod class public class _Mod_Yamiko extends BaseMod{ /* mod itemts */ public static final Item swordLapis = (new ItemSword(600, EnumToolMaterial.LAPIS)).setItemName("swordLapis"); public static final Item swordObsidian = (new ItemSword(601, EnumToolMaterial.OBSIDIAN)).setItemName("swordObsidian"); public static final Item swordGreen = (new ItemSword(602, EnumToolMaterial.GREEN)).setItemName("swordGreen"); public void load(){ //set images swordLapis.iconIndex = ModLoader.addOverride("/gui/items.png","/gui/swordLapis.png"); ModLoader.addName(swordLapis, "Lapis Sword"); //craft ModLoader.addRecipe(new ItemStack(_Mod_Yamiko.swordLapis, 1), new Object[]{ " X ", " X ", " Y ", 'X', Block.dirt, 'Y', Item.stick }); } public String getVersion(){ return "0.1"; } } Then I made a 16×16 .png image. I am not sure where to save it so I recompiled and reobfuscated, took the mod files and put it in my local Minecraft install, added the image where it be should be. No problems when playing but I cannot make the new sword.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

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  • How to I access "Deny" message from a Lidgren client?

    - by TJ Mott
    I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. So the client is able to successfully connect and the first packet it sends is a login packet, containing a username and password supplied by the user. The server is receiving that and doing some black magic to authenticate, and everything works up to that point. If the login fails, the server calling NetIncomingMessage.SenderConnection.Deny("Invalid Login Credentials"). I want to know how to properly receive this deny message on the client. I'm getting the message, it shows up with a message type of NetIncomingMessage.StatusChanged. If I call ReadString on that message, I get a corrupted version of the string I passed to the Deny method on the server. The type of corruption varies, I've seen odd characters in there but in every case it's truncated and is way shorter than the string I entered. Any ideas? The official documentation is sparse on this topic. I could use pointers from anyone who has successfully used the Lidgren library and uses the Accept or Deny methods. Also, if I don't do any authentication and just Approve() the connection every time, stuff actually works just fine and I'm getting reliable two-way UDP traffic. (And lastly, Stack Exchange said I don't have enough reputation to use the "Lidgren" tag....???)

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Anisotropic and trilinear filtering?

    - by fedab
    I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change it also interpolates between the too LODs to smooth the transition. Anisotropic filtering make the texture bigger. Now it is possible to use trilinear filtering to do the same thing, due to anisotropic filtering with bigger textures. This causes a lesser blurred image, when you use anisotropy, because the interpolation is better. Now, it should be possible to use trilinear filtering and anisotropic filtering at the same time. But in the SamplerState i can only choose Filter.Anisotropy or Filter.MinMagMipLinear (should be trilinear, right?). You can see all possible filters here: D3D11 Filter Enumeration. So my question: Can you use both techniques together, if yes, how can i archieve that in SharpDX with SamplerState?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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