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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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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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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • How does Against The Wall create an infinite wall?

    - by Zolani13
    There is a game called Against The Wall, developed by Michael P. Consoli. It's a fantastic game, as I've always been stumped at how the game creates an infinitely spanning wall. In the game, you can fall forever, and the wall will keep spanning. I can fall as long as I like, and still be able to climb back to where I was before. The game is developed in Unity. How can a game do this without crashing, or creating some kind of memory overload?

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • Bukkit send a custom placed name plate?

    - by HcgRandon
    Hello i have been working on a part of my plugin that has waypoints allowing the user to create delete etc. I got to thinking after using and seeing a couple of the disguse plugins. That maybe i could create a command toggle that would show the user where the waypoints they have are! I know how to do all of this i just have no idea how to display a nameplate to the client. I know its possible because disguisecraft does it i tried looking though their code but couldent find much... I belive to get this effect i need to send packets to the client if someone can direct me to a list of bukkit packets or even a solution to sending the client a custom located nameplate that would be fantastic! Thanks in advanced.

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  • What is involved with writing a lobby server?

    - by Kira
    So I'm writing a Chess matchmaking system based on a Lobby view with gaming rooms, general chat etc. So far I have a working prototype but I have big doubts regarding some things I did with the server. Writing a gaming lobby server is a new programming experience to me and so I don't have a clear nor precise programming model for it. I also couldn't find a paper that describes how it should work. I ordered "Java Network Programming 3rd edition" from Amazon and still waiting for shipment, hopefully I'll find some useful examples/information in this book. Meanwhile, I'd like to gather your opinions and see how you would handle some things so I can learn how to write a server correctly. Here are a few questions off the top of my head: (may be more will come) First, let's define what a server does. It's primary functionality is to hold TCP connections with clients, listen to the events they generate and dispatch them to the other players. But is there more to it than that? Should I use one thread per client? If so, 300 clients = 300 threads. Isn't that too much? What hardware is needed to support that? And how much bandwidth does a lobby consume then approx? What kind of data structure should be used to hold the clients' sockets? How do you protect it from concurrent modification (eg. a player enters or exists the lobby) when iterating through it to dispatch an event without hurting throughput? Is ConcurrentHashMap the correct answer here, or are there some techniques I should know? When a user enters the lobby, what mechanism would you use to transfer the state of the lobby to him? And while this is happening, where do the other events bubble up? Screenshot : http://imageshack.us/photo/my-images/695/sansrewyh.png/

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • How to add reflection definition to read json files on web game

    - by user3728735
    I have a game which I deployed for desktop and android, I can read json data and create my levels, but the problem is, when it comes to reading json files from web app, I get an error that logs, cannot read the json file, I researched a lot and I found out that I should add my json config class to configurations, I added this line to gameName.gwt.xml, which is in core folder <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> but it did not work out too, I have no idea where should I place this line, or where should I change to make my web app work, so I can read json files

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • Is it only possible to display 64k vertices on the monitor with 16bit?

    - by Aufziehvogel
    I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle to vertex). This means that I can only store 2^16 = 65536 vertices. Also I read on the internet that you should prefer 16-bit over 32-bit because not all hardware (like mine) does support 32-bit. Yet, I am wondering: Do really all game scenes get along with only so little vertices? I though already faces of people used a lot of polygons (which are made up of vertices?). It’s not relevant for me yet, but I am interested: Do game scenes use only 65536 vertices? Do you use some trade-off to display more (e.g. 64k in GPU buffer rest on RAM) Is there some method to get more into the GPU buffer? I already read on some other posts that there seems to be a limit of 64k per mesh too, so maybe you can compact stuff to meshes?

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  • How does your team handle support requests

    - by Skeep
    Hi All, I have just taken over as manager at a company and at the moment they are very rigid in how they approach development. Everyone gets a list of what they are doing each week. My question is how does your company balance support with development and if an important support request comes in how is this processed without disturbing the flow of the developers? Lastly, do you use an software log support requests and development tasks. Thanks

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  • How to achieve 'forward' movement (into the screen) using Cocos2D?

    - by lemikegao
    I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world (left, right, up, down) via gyroscope control. I plan to only use 2D sprites and no 3D models. My first attempt was to increase the scale of layers to make it appear as if the player was moving toward the objects but I'm not sure how to make it seem as if the player is passing around the objects (instead of running into them). If there are extensions that I should take a look at (like Cocos3D), please let me know. Thanks for the help! Note: I've only created 2D games so was hoping to get guided into the right direction

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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • How to use GetActiveUniform (in SharpGL)?

    - by frankie
    Generally, guesting is in header. I cannot understand how to use GetActiveUniform function. public void GetActiveUniform(uint program, uint index, int bufSize, int[] length, int[] size, uint[] type, string name); My attempt looks like this (everything is compiled and linked): var uniformSize = new int[1]; var unifromLength = new int[1]; var uniformType = new uint[1]; var uniformName = ""; Gl.GetActiveUniform(Id, index, uniformNameMaxLength[0], unifromLength, uniformSize, uniformType, uniformName); After call I get proper uniformSize, length and type, but not name.

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  • Writing a basic shader for large input files

    - by Zoltan Varadi
    I started writing a shader for my iOS app and instead of starting from scratch i used this tutorial here: http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial I wrote an import function, first to import wavefront .obj models. My problem is that with I can't handle larger inputs (with a simple cube it was working). I realized that the indices array is an array of GLubyte values, which is unsigned char, so as a result i cant have more than 256 indexes. I modified it to GLuint, but then only get a blank screen. What else needs to me modified? p.s.: the source can be downloaded from here: http://d1xzuxjlafny7l.cloudfront.net/downloads/HelloOpenGL.zip

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  • Rotate a vector relative to itself

    - by Paul Manta
    I have a plane defined by transform.forward and transform.right, with 0 degrees corresponding to the forward vector and positive 90 degrees to the right vector. How can I create a third vector rotated in this plane. A rotation of 0 degrees would mean the vector is identical to transform.forward, a rotation of 30 degrees would mean it forms a 30 degree angle with the forward vector. In other words, I want to rotate the forward vector relative to itself, in the plane it defines with the right vector.

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  • Methods for getting static data from obj-c to Parse (database)

    - by Phil
    I'm starting out thinking out how best to code my latest game on iOS, and I want to use parse.com to store pretty much everything, so I can easily change things. What I'm not sure about is how to get static data into parse, or at least the best method. I've read about using NSMutableDictionary, pLists, JSON, XML files etc. Let's say for example in AS3 I could create a simple data object like so... static var playerData:Object = {position:{startX:200, startY:200}}; Stick it in a static class, and bingo I've got my static data to use how I see fit. Basically I'm looking for the best method to do the same thing in Obj-c, but the data is not to be stored directly in the iOS game, but to be sent to parse.com to be stored on their database there. The game (at least the distribution version) will only load data from the parse database, so however I'm getting the static data into parse I want to be able to remove it from being included in the eventual iOS file. So any ideas on the best methods to sort that? If I had longer on this project, it might be nice to use storyboards and create a simple game editor to send data to parse....actually maybe that's a good idea, it's just I'm new to obj-c and I'm looking for the most straightforward (see quickest) way to achieve things. Thanks for any advice.

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  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

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  • How do I produce "enjoyably" random, as opposed to pseudo-random?

    - by Hilton Campbell
    I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on. The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable. Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection. I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

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  • Help Decide between C#/XNA client or Java

    - by Sparkky
    The game runs on a client/server architecture currently setup for TCP, and the client code was built in AS3 to be web based. What we're running into is 3 problems for the client. AS3 has no hardware acceleration so we are having some issues with slowdown when implementing some features TCP is really frustrating for a sidescroller when you're talking with a server. I'm having a heck of a time with the interpolation/extrapolation to make everyone else look smooth while minimizing lag. I would much rather be able to use UDP and throw in something similar to the age old Quake interpolation/extrapolation. No right click I work professionally with C#, and I did all my University (almost 2 years ago) with Java. Java really appeals to me because of the compatability while C# appeals to me because I've heard so much good about XNA and I love visual studio. For a Client/Server based MMOish sidescroller in your opinion should I stick with AS3 and the TCP protocol, or should I abandon some of my audience, ramp up the graphics and hit C#, or journey back to the land of Java. Thanks :D

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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