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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the 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 combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • Techniques to prevent non-official clients in network gaming?

    - by UpTheCreek
    In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no sure-fire way to do this, but rather I'm interested in techniques that can be employed to mitigate the problem. I'm especially interested in any techniques that can be used for web based games, but I imagine most can be applied generally. Thank you!

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • Circular movement - eliminating speed ups near Y = 0

    - by Fibericon
    I have a basic algorithm to rotate an enemy around a 200 unit radius circle with center 0. This is how I'm achieving that: if (position.Y <= 0 && position.X > -200) { position.X -= 2; position.Y = 0 - (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } else { position.X += 2; position.Y = (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } It does work, and I've ensured that at no point does either X or Y equal NaN. However, when Y approaches 0, it seems to go significantly faster. This surprises me, because the Y values are locked to the X, which is being incremented by a steady amount. What can I do to smooth the speed?

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  • Following a set of points?

    - by user1010005
    Lets assume that i have a set of path that an entity should follow : const int Paths = 2 Vector2D<float> Path[Paths] = { Vector2D(100,0),Vector2D(100,50) }; Now i define my entity's position in a 2D vector as follows : Vector2D<float> FollowerPosition(0,0); And now i would like to move the "follower" to the path at index 1 : int PathPosition = 0; //Start with path 1 Currently i do this : Vector2D<float>& Target = Path[PathPosition]; bool Changed = false; if (FollowerPosition.X < Target.X) FollowerPosition.X += Vel,Changed = true; if (FollowerPosition.X > Target.X) FollowerPosition.X -= Vel,Changed = true; if (FollowerPosition.Y < Target.Y) FollowerPosition.Y += Vel;,Changed = true; if (FollowerPosition.Y > Target.Y) FollowerPosition.Y -= Vel,Changed = true; if (!Changed) { PathPosition = PathPosition + 1; if (PathPosition > Paths) PathPosition = 0; } Which works except for one little detail : The movement is not smooth!! ...So i would like to ask if anyone sees anything wrong with my code. Thanks and sorry for my english.

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  • When attaching AI to a vehicle should I define all steps or try Line of Sight?

    - by ThorDivDev
    This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible. I am trying to assign AI to a vehicle using the JMonkeyEngine platform. AIGama_JmonkeyEngine explains that if you wish to create a car that follows a path you can define the path in steps. If there was no physics attached whatsoever then all you need to do is define the x,y,z values of where you want the object to appear in all subsequent steps. I am attaching the vehicleControl that implements jBullet. In this case the author mentions that I would need to define the steering and accelerating behaviors at each step. I was trying to use ghost controls that represented waypoints and when on colliding the car would decide what to do next like stopping at a red light. This didn't work so well. Car doesn't face right. public void update(float tpf) { Vector3f currentPos = aiVehicle.getPhysicsLocation(); Vector3f baseforwardVector = currentPos.clone(); Vector3f forwardVector; Vector3f subsVector; if (currentState == ObjectState.Running) { aiVehicle.accelerate(-800); } else if (currentState == ObjectState.Seeking) { baseforwardVector = baseforwardVector.normalize(); forwardVector = aiVehicle.getForwardVector(baseforwardVector); subsVector = pointToSeek.subtract(currentPos.clone()); System.out.printf("baseforwardVector: %f, %f, %f\n", baseforwardVector.x, baseforwardVector.y, baseforwardVector.z); System.out.printf("subsVector: %f, %f, %f\n", subsVector.x, subsVector.y, subsVector.z); System.out.printf("ForwardVector: %f, %f, %f\n", forwardVector.x, forwardVector.y, forwardVector.z); if (pointToSeek != null && pointToSeek.x + 3 >= currentPos.x && pointToSeek.x - 3 <= currentPos.x) { aiVehicle.steer(0.0f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x > currentPos.x) { aiVehicle.steer(-0.5f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x < currentPos.x) { aiVehicle.steer(0.5f); aiVehicle.accelerate(-40); } } else if (currentState == ObjectState.Stopped) { aiVehicle.accelerate(0); aiVehicle.brake(40); } }

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • How to populate a form list with buttons using javascript

    - by StealingMana
    I made a script that, when you press one button(accessories) the selection(mylist) populates with one array(accessoryData), and when you hit the other button(weapons) the other array(weaponData) populates the selection. However, in the current state of the code the second button press is not re-populating the selection. What is wrong here? Also if there is a more efficient way to do this, that might be helpful. Full code function runList(form, test) { var html = ""; var x; dataType(test); while (x < dataType.length) { html += "<option>" + dataType[x]; x++; } document.getElementById("mylist").innerHTML = html; }

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  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • Cannot find the Cocos2d templates

    - by PeterK
    I am about to upgrade to the last version of Cocos2d and would like to uninstall my current Cocos2d templates before installing the new one but cannot find the templates to delete. I have looked at a number of web comments on this such as Uninstall Cocos2D ans another uninstall example but to no avail. However, I still see Cocos2d in my Xcode (4.5) framework. I have been searching my directories but cannot find it. Is there anyone out there who can give me a hint where to find it so i can delete in?

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  • Unity3D 3.5 pro - Moving the camera vs setting draw distance

    - by stoicfury
    I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect of the editing scene that causes trees and other object to disappear when I scroll enough, and eventually even the terrain starts disappearing. It is not m "zooming out". My camera does not move, the width and height of the FOV stays the same (one might say the depth is being altered though). What key am I hitting to cause this to happen, and is it possible to disable it? side note: "keybinds" is probably the most spot-on tag for this question but it doesn't exist (surprisingly) and I lack the rep to create it.

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • How to rotate camera centered around the camera's position?

    - by tnutty
    Currently I am using gluLook at like so: gluLookAt(position.x, position.y, position.z, viewPoint.x, viewPoint.y, viewPoint.z, upVector.x, upVector.y, upVector.z); with the above, don't know if you need more information, how could I change it so that the camera acts like its rotating around itself, instead rotating around its viewpoint. You can see the current code at https://github.com/dchhetri/OpenGL-City/blob/master/opengl_camera.cpp, that class was adapted from codecolony.com.

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  • How can I generate Sudoku puzzles?

    - by user223150
    I'm trying to make a Sudoku puzzle generator. It's a lot harder than I expected and the more I get into it, the harder it gets! My current approach is to split the problem into 2 steps: Generate a complete (solved) Sudoku puzzle. Remove numbers until it's solveable and has only 1 solution. In step 1, since I'm using a brute force methods, I'm facing some run time issues. Is there an optimal way of filling in a complete Sudoku puzzle? In step 2, what kind of algorithm should I use to "puzzlize" a solved sudoku?

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  • How do I rotate a sprite with ccbezierTo in cocos2d-x?

    - by user1609578
    In cocos2d-x, I move a sprite with ccbezierTo like this: // use for ccbezierTo bezier.controlPoint_1 = ccp(m_fish->getPositionX() + 200, visibleSize.height/2 + 300); bezier.controlPoint_2 = ccp(m_fish->getPositionX() + 400, visibleSize.height/2 - 300); bezier.endPosition = ccp(m_fish->getPositionX() + 600,visibleSize.height/2); bezier1.controlPoint_1 = ccp(m_fish->getPositionX() + 800, visibleSize.height/2 + 300); bezier1.controlPoint_2 = ccp(m_fish->getPositionX() + 1000, visibleSize.height/2 - 300); bezier1.endPosition = ccp(m_fish->getPositionX() + 1200,visibleSize.height/2); bezierForward = CCBezierTo::create(6, bezier); nextBezier = CCBezierTo::create (6,bezier1); m_fish->runAction(CCSequence::create( bezierForward, nextBezier, NULL)); How can I make my sprite rotate while moving it with CCBezierTo?

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  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • Spritegroups and colorkeys

    - by Fristi
    I have a problem using spritegroups in pygame. In my situation I have 2 spritegroups, one for humans, one for "infected". A human is represented by a blue circle: image = pygame.Surface((32,32)) image.fill((255,255,255)) pygame.draw.circle(image,(0,0,255),(16,16),16) image = image.convert() image.set_colorkey((255,255,255)) An infected by a red one (same code, different color). I update my spritegroups as follows: self.humans.clear(self.screen, self.bg) self.humans.update(time_passed) self.humans.draw(self.screen) self.infected.clear(self.screen, self.bg) self.infected.update(time_passed) self.infected.draw(self.screen) Self.bg is defined: self.bg = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)) self.bg.fill((255,255,255)) self.bg.convert() This all works, except that when a red circle overlaps with a blue one, you can see the white corners of the bounding box around the actual circle. Within a spritegroup it works, using the set_colorkey function. This does not happen with overlapping blue circles or overlapping red circles. I tried adding a colorkey to self.bg but that did not work. Same for adding a colorkey to self.screen.

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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