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  • Repeat a part of spritesheet as background

    - by Moiblpadde
    So I'm trying to repeat a part of my spritesheet as a background (js, canvas). My code so far: var canvas = $("#board")[0], ctx = canvas.getContext("2d"), sprite = new Image(); sprite.src = "spritesheet.png"; sprite.onload = function(){ ctx.fillStyle = ctx.createPattern(spriteBg, "repeat"); ctx.fillRect(0, 25, 500, 500); } This is fine, but as you can see, it repeat the whole sprite, not just a part of it, and I just can't figure out how to do it D:

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  • Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

    - by stoney78us
    I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code: //Data double[] vertices = {line strip 1, line strip 2, line strip 3}; //series of vertices int linestrip1offset = index of the first vertex in line strip 1; int linestrip2offset = index of the first vertex in line strip 2; int linestrip3offset = index of the first vertex in line strip 3; int linestrip1VertexNum = number of vertices in linestrip 1; int linestrip2VertexNum = number of vertices in linestrip 2; int linestrip3VertexNum = number of vertices in linestrip 3; //Setting Up void init() { int[] vBO = new int[1]; GL.GenBuffer(1, vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw); GL.EnableClientState(Array.VertexArray); } //Drawing void draw() { GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum ); GL.DisableClientState(ArrayCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • How to give a ball a following texture trailing effect

    - by Evan Kohilas
    How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide) So far I have tried to create the effect by placing another graphic 2 pixels off the graphic, but I don't see the second ball being drawn. spriteBatch.Draw(ballTexture, ballPos, null, Color.White, 0.0f, new Vector2(Ballpos.X +2, ballPos.Y +2), ballSize, SpriteEffects.None, 0); Thanks.

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • How can I downsample a texture using FBOs?

    - by snape
    I am rendering a scene to FBO as my render target whose size is 8 times the size of the orignal screen in OpenGL. Now i wan to downsample the texture generated by FBO to the size of the screen so as to achieve spatial anti aliasing. How do i achieve the down sampling ? Please provide implementation details. Note : If there is a better way of doing anti aliasing in FBOs please mention that too. I am trying to remove the aliasing in the image attached below.

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  • Blender: How to "meshify" an object I made from Bezier curves

    - by capcom
    I made a star shape using Bezier curves, and extruded it (see pic below): What I want to do is give it a rounder look - not just around the edges by using beveling. I want it to kind of look like this (well, that shape anyway): How would I go about doing this? Please keep in mind that I am extremely new to Blender. I thought that I could somehow turn this star into those default shapes that have tonnes of squares which I could pull out, and apply a mirror to it so that the same thing happens on both sides. I really don't know how to do it, and would appreciate your help.

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  • Best way to render card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then; 2) Render SVG to image of proper size at once. Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot?

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  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

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  • Isometric Screen View to World View

    - by Sleepy Rhino
    I am having trouble working out the math to transform the screen coordinates to the Grid coordinates. The code below is how far I have got but it is totally wrong any help or resources to fix this issue would be great, had a complete mind block with this for some reason. private Point ScreenToIso(int mouseX, int mouseY) { int offsetX = WorldBuilder.STARTX; int offsetY = WorldBuilder.STARTY; Vector2 startV = new Vector2(offsetX, offsetY); int mapX = offsetX - mouseX; int mapY = offsetY - mouseY + (WorldBuilder.tileHeight / 2); mapY = -1 * (mapY / WorldBuilder.tileHeight); mapX = (mapX / WorldBuilder.tileHeight) + mapY; return new Point(mapX, mapY); }

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • Why don't Normal maps in tangent space have a single blue color?

    - by seahorse
    Normal maps are predominantly blue in color because the z component maps to Blue and since normals point out of the surface in the z direction we see Blue as the predominant component. If the above is true then why are normal maps just of one color i.e. blue and they should not be having any other shades(not even shades of blue) Since by definition tangent space is perpendicular to normal at any point we should have the normal always pointing in the Z (Blue direction) with no X(Red component) and Y(Green component). Thus the normal map(since it is a "normal map") should have had color of normals which is just the Blue(Z =Blue compoennt = 1, R=0, G=0) and the normal map should have been of only Blue color with no shades in between. But even then normal maps are not so, and they have gradients of shades in them, why is this so?

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • How can I chose the depth of a quadtree?

    - by Evpok
    In a 2d world, using a quadtree to prune pairs in collision detection, how can I chose the depth of said quadtree? The world I am dealing with is mostly made of moving objects¹, so the cost of dispatching the objects between the quadtree cells matter. So what I am interested in is the balance between the gain from less collision checking and the loss from more dispatching. 1. To be completely explicit, autonomous self-replicating cells competing for food sources, in an attempt to show my pupils predator-prey dynamics and genetic evolution at work

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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