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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • What data-structure/algorithm will allow me to send a list of key/value dictionaries using the least amount of bits?

    - by user12365
    I have server objects that have corresponding client objects. The data to be kept in sync is inside the server object's key/value dictionary. To keep the client objects in sync with the sever objects, I want the server to send the key/value dictionary every frame for each object. What data-structure/algorithm will allow me to send a list of key/value dictionaries using the least amount of bits? Bonus constraint 1: For each type of object, the values of some keys change more often than others. Bonus constraint 2: Memory usage on the server side is relatively expensive.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • How much time it will take to learn 3ds Max

    - by Mirror51
    I am not a 3d developer but i want to lean 3ds max just for simple house building with 2-3 rooms. Actually i don't want to develop from scratch . What i really want to do is get the existing models of homes , rooms , hotels from the internet and add my name there or my photo there , just for fun . SO i want to know that how much time do u think it will take me to that sort of stuff. Its not my career but just hobby . If its going to take longer time , then i don't want to waste but i can get going in one week or so that will go good but i want to ask from experience developers thanks

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  • How to configure background image to be at the bottom OpenGL Android

    - by Maxim Shoustin
    I have class that draws white line: public class Line { //private FloatBuffer vertexBuffer; private FloatBuffer frameVertices; ByteBuffer diagIndices; float[] vertices = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; public Line(GL10 gl) { // a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); // allocates the memory from the byte buffer frameVertices = vertexByteBuffer.asFloatBuffer(); // fill the vertexBuffer with the vertices frameVertices.put(vertices); // set the cursor position to the beginning of the buffer frameVertices.position(0); } /** The draw method for the triangle with the GL context */ public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, frameVertices); gl.glColor4f(1.0f, 1.0f, 1.0f, 1f); gl.glDrawArrays(GL10.GL_LINE_LOOP , 0, vertices.length / 3); gl.glLineWidth(5.0f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } It works fine. The problem is: When I add BG image, I don't see the line glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); glView.setRenderer(new mainRenderer(this)); // Use a custom renderer glView.setBackgroundResource(R.drawable.bg_day); // <- BG glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); glView.getHolder().setFormat(PixelFormat.TRANSLUCENT); How to get rid of that?

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  • How can I create a VBO of a type determined at runtime?

    - by lapin
    I've written a Vbo template class to work with OpenGL. I'd like to set the type from a config file at runtime. For example: <vbo type="bump_vt" ... /> Vbo* pVbo = new Vbo(bump_vt, ...); Is there some way I can do this without a large if-else block such as: if( sType.compareTo("bump_vt") == 0 ) Vbo* pVbo = new Vbo(bump_vt, ...); else if ... I'm writing for multiple platforms in C++.

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • Alternatives to voxel-based terrain

    - by Neomex
    Are there any alternatives to voxel based terrains? Such terrain should be fully destructable, allow for arches, overhangs, preserve sharp features where needed and keep consistent topology. Maybe you can explain the problem that makes you ask this question? Voxel based terrain is basically just using a 3D grid of data to store data. There are lots of ways to render that data, but it doesn't get much simpler for storing it. – Byte56 Current isosurface extraction methods aren't most effective/bug-free. Cubical Marching Squares seem to solve most of the issues, however it is a relatively new method and there aren't too many resources about it. (I've found single university paper) Even if we stick to CMS, when we want to add multi-material support, we can either divide surface into multiple meshes, or pass a texture array or texture atlas to shaders, then we are limited to set amount of textures and additionally increase memory-usage alot.

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  • After one has made many grid based puzzles how does one make then into a PDF ready for printing

    - by alan ross
    After one has generated many grid based puzzles like sudoku, kakuro or even plain crosswords and now one has to print them in a book. How does one make a pdf (book file) from them automatically. To explain the question better. One has the puzzle ready in computer format like ..35.6.89 for all nine rows. The dot being the empty cell. How does one convert then to a picture on a PDF page complete with box, automatically without doing them individually and then print a book from the pdf file. As can be seen there are other things also printed on the page all this is done automatically.

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  • Recreating Doodle Jump in Canvas - Platforms spawning out of reach

    - by kushsolitary
    I have started to recreate Doodle Jump in HTML using Canvas. Here's my current progress. As you can see, if you play it for a few seconds, some platforms will be out of the player's reach. I don't know why is this happening. Here's the code which is responsible for the re-spawning of platforms. //Movement of player affected by gravity if(player.y > (height / 2) - (player.height / 2)) { player.y += player.vy; player.vy += gravity; } else { for(var i = 0; i < platforms.length; i++) { var p = platforms[i]; if(player.vy < 0) { p.y -= player.vy; player.vy += 0.08; } if(p.y > height) { position = 0; var h = p.y; platforms[i] = new Platform(); } if(player.vy >= 0) { player.y += player.vy; player.vy += gravity; } } } Also, here's the platform class. //Platform class function Platform(y) { this.image = new Image(); this.image.src = platformImg; this.width = 105; this.height = 25; this.x = Math.random() * (width - this.width); this.y = y || position; position += height / platformCount; //Function to draw it this.draw = function() { try { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } catch(e) {} }; } You can also see the whole code on the link I provided. Also, when a platform goes out of the view port, the jump animation becomes quirky. I am still trying to find out what's causing this but can't find any solution.

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  • Drawing Shape in DebugView (Farseer)

    - by keyvan kazemi
    As the title says, I need to draw a shape/polygon in Farseer using debugview. I have this piece of code which converts a Texture to polygon: //load texture that will represent the tray trayTexture = Content.Load<Texture2D>("tray"); //Create an array to hold the data from the texture uint[] data = new uint[trayTexture.Width * trayTexture.Height]; //Transfer the texture data to the array trayTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, trayTexture.Width, false); //Since it is a concave polygon, we need to partition it into several smaller convex polygons _list = BayazitDecomposer.ConvexPartition(verts); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); foreach (Vertices verti in _list) { verti.Scale(ref vertScale); } tray = BodyFactory.CreateCompoundPolygon(MyWorld, _list, 10); Now in DebugView I guess I have to use "DrawShape" method which requires: DrawShape(Fixture fixture, Transform xf, Color color) My question is how can I get the variables needed for this method, namely Fixture and Transform?

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • XNA - positioning after rotation

    - by DijkeMark
    I have a turret with a 2 gunbarrels. The turret rotates towards my mouse. So far no problem. When it creates a few bullets and positions them at the end of the gun barrels. Here is the problem. It only works the moment the gun is point upwards. The moment it rotates the end of the gun barrels have moved ofcourse, thus the bullets don't spawn at the end of the gun battels, but at the place the where the gun barrels are when the turret is pointing upwards. How can I check where the end of the gun barrels are the moment it rotates? Thanks in Advance, Mark Dijkema PS. If you need code please let me know, I didn't post any yet, because I didn't what code you would need.

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  • How to draw unlimited FPS on Mac OS X with OpenGL?

    - by V1ru8
    I d'like to draw as many frames as possible with OpenGL on Mac OS X to measure the performance on different scenes. What I've tried so far: Using a CVDisplayLink that has NSOpenGLCPSwapInterval set to 0, so it does not sync with the Display. But with that it's still stuck at max 60FPS Using normal -drawRect: with a timer that fires 1/1000sec and calls -setNeedsDisplay: Still not more than 60FPS Same as 2. but I call -display in the timer callback. With that I get the FPS above 60, but it still stops at 100-110 FPS. Although the frame rate should easily be at 10times more. Andy idea how I can really draw as many frames as possible?

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

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  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

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  • What libgdx project files can I ignore from version control?

    - by Zhen
    In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: *-android/.settings/ *-android/bin/ *-desktop/.settings/ *-desktop/bin/ *-html/.settings/ *-html/gwt-unitCache/ *-html/war/WEB-INF/classes/ *-html/war/WEB-INF/deploy/ *-html/war/assets/ *-html/war/ */.settings/ */bin/ Am I missing some? Is there a complete list somewhere?

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  • Changing the rendering resolution while maintaining the design layout

    - by Coyote
    I would like to increase the FPS of my project. Currently I would like to try reducing the resolution at which the scenes are rendered. Let's say I never want to draw more than 1280*720. What ever the real resolution is. How should I proceed? I tried pEGLView->setFrameSize(1280, 720); but only reduces the displayed size of the frame on screen (boxing). In my activity I tried setting the size of the "surface" but this seems to completely break the layout (as defined by setDesignResolutionSize). @Override public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView surfaceView = new Cocos2dxGLSurfaceView(this); surfaceView.getHolder().setFixedSize(1280, 720); return surfaceView; } Is there a way to simply change the rendered

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