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  • Fourth texture = segmentation fault

    - by Robin92
    I keep on getting segmentation fault each time I load fourth texture - what type of texture, I mean filename, does not matter. I checked value of GL_TEXTURES_STACK_SIZE which turned out to be 10 so quite more than 4, isn't it? Here're code fragments: funciton to load texture from png static GLuint gl_loadTexture(const char filename[]) { static int iTexNum = 1; GLuint texture = 0; img_s *img = NULL; img = img_loadPNG(filename); if (img) { glGenTextures(iTexNum++, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, img->iGlFormat, img->uiWidth, img->uiHeight, 0, img->iGlFormat, GL_UNSIGNED_BYTE, img->p_ubaData); img_free(img); //it may cause errors on windows } else printf("Error: loading texture '%s' failed!\n", filename); return texture; } actual loading static GLuint textures[4]; static void gl_init() { (...) //setting up OpenGL /* loading textures */ textures[0] = gl_loadTexture("images/background.png"); textures[1] = gl_loadTexture("images/spaceship.png"); textures[2] = gl_loadTexture("images/asteroid.png"); textures[3] = gl_loadTexture("images/asteroid2.png"); //this is causing SegFault no matter which file I load! } Any ideas? Problem is present on both Linux and Windows.

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  • Inversion of control in Unity?

    - by user3206275
    I am semi-experienced .NET developer who has just began working with Unity. I am trying to decide on how to make IoC work in Unity 4.X ( I have not yet tested anything), and I wonder what are the good ways of achieving it. This post and its answers states that Ninject won't work with Unity, however it is old. Is it still true? If yes, what are other means of achieving IoC in Unity ? Edit 1 : I am targeting mainly Windows platform. So I don't need platform interoperability, I just need it to work.

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  • How do you blend multiple colors in HSV (polar) color-space?

    - by Toxikman
    In RGB color space, you can do a weighted multiple-color blend by just doing: Start with R = G = B = 0. Then we perform a blend at index i using a set of colors C, and a set of normalized weights w like so: R += w[i] * C[i].r G += w[i] * C[i].g B += w[i] * C[i].b But I'd like to interpolate the colors in the HSV color-space instead, so that saturation and brightness are uniform across the interpolation. I know I can blend saturation and brightness in the same way as above, but the HUE component is an angle around a continuous circle, since HSV is essentially a polar coordinate system. Blending only two HSV colors makes sense to me, you just find the shortest arc around the circle and interpolate between the two hues. But when you attempt to blend more than 2 colors, it becomes a bit of a puzzle. You have to handle anomalous cases, like 4 equally-weighted colors with a hue at 0, 90, 180, and 270 degrees. They basically cancel each other out, so any hue will do. Any ideas would be greatly appreciated.

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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Box2d contant speed before and after collision

    - by bobenko
    I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my objects begins to slow, I want it to fly same speed as before. I heard this can be done by setting liner damping of the object, I think it can prevent only from fast flying objects not slow. Thanks in advance.

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  • Finding which tiles are intersected by a line, without looping through all of them or skipping any

    - by JustSuds
    I've been staring at this problem for a few days now. I rigged up this graphic to help me visualise the issue: http://i.stack.imgur.com/HxyP9.png (from the graph, we know that the line intersects [1, 1], [1, 2], [2, 2], [2, 3], ending in [3,3]) I want to step along the line to each grid space and check to see if the material of the grid space is solid. I feel like I already know the math involved, but I haven't been able to string it together yet. I'm using this to test line of sight and eliminate nodes after a path is found via my pathfinding algorithms - my agents cant see through a solid block, therefore they cant move through one, therefore the node is not eliminated from the path because it is required to navigate a corner. So, I need an algorithm that will step along the line to each grid space that it intersects. Any ideas? I've taken a look at a lot of common algorithms, like Bresenham's, and one that steps at predefined intervals along the line (unfortunately, this method skips tiles if they're intersecting with a smaller wedge than the step size). I'm populating my whiteboard now with a mass of floor() and ceil() functions - but its getting overly complicated and I'm afraid it might cause a slowdown.

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  • How to detect and collide two elastic line segments?

    - by Tautrimas
    There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <- 2; 3 <- 4). Part I: How to detect the collision of two segments? Part II: On the moment of collision, fifth node is created at the intersection point and here you have the force-based graph. 5-th node (bend point) can slide among the strings as in a real world. Given the new coordinates of 4 nodes, how to calculate the position of the 5-th node on the next frame? I assume string force on the nodes to be F = -k * x where x is the string length. All I came up to is that the force between 5 and 1 equals 5 and 2 (the same with 3 and 4). What are the other properties?.

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  • speed up the update of glutidle()

    - by CroCo
    I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than the client's update. I have tried to use glutTimerFunc(0,glutIdle, 0); but still slow. Is there a way to speed up the update rate of drawing? I need to update Display() every 0.001 sec. Any suggestions? I'm using windows 7.

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • Installing Windows Platform SDK Problem [on hold]

    - by user1879097
    I cannot seem to install the windows platform sdk when i have visual studio 2010 installed,i followed the error code the sdk was getting and it said i need to unistall the 2010 redistribute runtimes,i did that and it has still not fixed the problem,this is very anoying as i have tried different things and been at it for atleast 5 hours now,did anyone else get this problem and know a work around? This is the order i tried install vs 2010, remove redis runtimes, install platform sdk (failed), install redis x86/x64, install service pack 1 for vs Thanks

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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  • How to make an Image still when at position at Slick 2D?

    - by SystemNetworks
    For example, I want to put a building down. if I press 2, it will show the building near the character and it is moving with my character. I have done that. Now I wanted to know how do i put it down and stop following my character? I have something called shiftX and shiftY (Which is the position of my character) And my character looks like it is moving because the map and images itself is moving which i call, probePositionX and probePositionY.

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  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Moving two objects proportionally

    - by SSL
    I'm trying to move two objects away from each other at a proportional distance, but on different scales. I'm not quite sure how to do this. Object A can go from position 0.1 to 1. Object B has no limits. If object B is decreasing, then Object A should be decreasing at rate R. Likewise, if Object B is increasing, then Object A increases at rate R. How can I tie these two Object positions together so that in an update loop, they automatically update their positions? I tried using: ObjA.Pos += 0.001f * ObjB.VelocityY; //0.001f is the rate This works but there's an error each time it runs. ObjA starts off at its max position 1 but then the next time it will stop at 0.97, 0.94, 0.91 etc.. This is due to the 0.001f rate I put in. Is there a way to control the rate, yet not end up with the rounding error?

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  • What class to use in order to have a number move around the screen?

    - by AllenZ41
    What i am trying to accomplish is have a randomly created number move around the screen but it is touchable. I am planning to have lots of numbers on the screen, so my question is what class is appropriate to use, so I could set a number randomly at run time and display it while it moves around the screen? I was planning the use a TextView, since I want to use a custom font of mine but I think creating a bunch at a time could cause a memory problem and to my understanding they cant move around the screen at runtime.

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  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

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  • Simulating water droplets on a window

    - by skyuzo
    How do I simulate water droplets realistically falling, gathering, and flowing down a window? For example, see http://www.youtube.com/watch?v=4jaGyv0KRPw. In particular, I want to simulate how smaller droplets merge together to form larger droplets that have enough weight to oppose the surface tension and flow downward, leaving a trail of water. I'm aware of fluid simulation, but how would it be applied in this situation?

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  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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