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  • Apply Quaternion to Camera in libGDX

    - by Alex_Hyzer_Kenoyer
    I am trying to rotate my camera using a Quaternion in libGDX. I have a Quaternion created and being manipulated but I have no idea how to apply it to the camera, everything I've tried hasn't moved the camera at all. Here is how I set up the rotation Quaternion: public void rotateX(float amount) { tempQuat.set(tempVector.set(1.0f, 0.0f, 0.0f), amount * MathHelper.PIOVER180); rotation = rotation.mul(tempQuat); } public void rotateY(float amount) { tempQuat.set(tempVector.set(0.0f, 1.0f, 0.0f), amount * MathHelper.PIOVER180); rotation = tempQuat.mul(rotation); } Here is how I am trying to update the camera (Same update method as the original libGDX version but I added the part about the rotation matrix to the top): public void update(boolean updateFrustum) { float[] matrix = new float[16]; rotation.toMatrix(matrix); Matrix4 m = new Matrix4(); m.set(matrix); camera.view.mul(m); //camera.direction.mul(m).nor(); //camera.up.mul(m).nor(); float aspect = camera.viewportWidth / camera.viewportHeight; camera.projection.setToProjection(Math.abs(camera.near), Math.abs(camera.far), camera.fieldOfView, aspect); camera.view.setToLookAt(camera.position, tempVector.set(camera.position).add(camera.direction), camera.up); camera.combined.set(camera.projection); Matrix4.mul(camera.combined.val, camera.view.val); if (updateFrustum) { camera.invProjectionView.set(camera.combined); Matrix4.inv(camera.invProjectionView.val); camera.frustum.update(camera.invProjectionView); } }

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  • How do faces in .obj work?

    - by Adl
    Hi When parsing an .obj-file, with vertices and vertex-faces, it is easy to pass the vertices to the shader and the use glDrawElements using the vertex-faces. When parsing an .obj-file, with vertices and texture-coordinates, another type of face occur: texture-coordinate faces. When displaying textures, apart from loading images, binding them and passing texture coordinates into the parser, how to use the texture-coordinate faces? They differ from the vertex-faces and I suppose that the texture-coordinate faces have a purpose when displaying textures? Regards Niclas

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  • taglib with constants functionality?

    - by jack
    I need to use some constants in my JSP. Now I'd like to use this without using scriptlets. (and adding getters is not an option, it's an external jar) Using the search I've seen that some people put them in a map. However I've seen that there's a constants function in the unstandard taglib but that is a few years old and so far I haven't found a maven repository with it. So are there any other taglibs with this functionality?

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  • iPhone OpenGLES textures - colour banding

    - by chicknstu
    I've got a problem with openGL on iPhone which I'm sure must have a simple solution! When I load a texture and display it, I get a lot of what I believe is called 'Colour Banding', whereby the colours, particularly on gradients, seem to get automatically 'optimized'. Just to demonstrate that this wasn't anything wrong with my own code, I downloaded the iPhone 'Crashlanding' app and replaced the background image, and as you can see in the image below (Taken from the simulator), the exact same thing happens. The image on the left is the original PNG, and on the right is it in the game. It's almost as if it's palette is being downsized to a 256 colour one. Screenshot I'm sure this is related to the format I'm saving the image as, although it doesn't just happen with PNG's, it seems to happen no matter what image format I chose. Doing my head in! If you want to recreate this, simply download the crash landing app, and replace the background. Thanks so much in advance for any help.

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  • Opengl Coordinate System

    - by praveen
    Say I am using an Identity Matrix for my modelViewTransformation Matrix on an Open GL ES2.0 program. The Co-ordinate system in this case is the canonical opengl co-ordinate system which extends from (-1,-1,-1) to (1,,1,1). My question is, is this coordinate system right-handed or left-handed? A broader question: Is there a document with OpenGL which can list all the mathematical conventions followed by the API?

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  • How to Implement Overlay blend method using opengles 1.1

    - by Cylon
    Blow is the algorithm of overlay. and i want using it on iphone, but iphone 3g only support opengles 1.1, can not using glsl. can i using blend function or texture combine to implement it. thank you /////////Reference from OpenGL Shading® Language Third Edition /////////// 19.6.12 Overlay OVERLAY first computes the luminance of the base value. If the luminance value is less than 0.5, the blend and base values are multiplied together. If the luminance value is greater than 0.5, a screen operation is performed. The effect is that the base value is mixed with the blend value, rather than being replaced. This allows patterns and colors to overlay the base image, but shadows and highlights in the base image are preserved. A discontinuity occurs where luminance = 0.5. To provide a smooth transition, we actually do a linear blend of the two equations for luminance in the range [0.45,0.55]. float luminance = dot(base, lumCoeff); if (luminance < 0.45) result = 2.0 * blend * base; else if (luminance 0.55) result = white - 2.0 * (white - blend) * (white - base); else { vec4 result1 = 2.0 * blend * base; vec4 result2 = white - 2.0 * (white - blend) * (white - base); result = mix(result1, result2, (luminance - 0.45) * 10.0); }

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  • JSTL Session Lookup - Key Has Periods

    - by John W.
    Hello All, I am working with some legacy code, and at some point there is a key in the session that is something like session.setAttribute("com.org.something.Object",someObject); Now trying to access this in a jsp using jstl is a bit difficult becuase if I tried it like I normally would I would do: ${sessionScope.com.org.something.Object.someFieldGetter} As most of us can imagine it will fail because there is no com object in session scope. I also tried ${sessionScope.'com.org.something.Object'.someFieldGetter} And a parsing error was thrown. Does anyone know how to resolve this so that I can correctly get the object similar to session.getAttribute("com.org.something.Object") but through jstl? thank you.

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  • NAN mixing float and GLFloat?

    - by carrots
    This often returns NAN ("Not A Number") depending on input: #define PI 3.1415f GLfloat sineEaseIn(GLfloat ratio) { return 1.0f-cosf(ratio * (PI / 2.0f)); } I tried making PI a few digits smaller to see if that would help. No dice. Then I thought it might be a datatype mismatch, but float and glfloat seem to be equivalent: gl.h typedef float GLfloat; math.h extern float cosf( float ); Is this a casting issue?

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • How to detect OpenGL capabilities without creating a GLSurfaceView (Android)

    - by ADB
    I am trying to access the OpenGL capability of the phone before deciding whether to use OpenGL or Canvas for graphics puposes. However, all the functions that I can read documentation on requires you to already have a valid OpenGL context (namely, create a GLSurfaceView and assign it a rendered. Then check the OpenGL parameters in the onSurfaceCreated). So, is there a way to check the extensions, renderer name and max texture size capability of the phone BEFORE having to create any OpenGL views?

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  • How to setup/calculate texturebuffer in glTexCoordPointer when importing from OBJ-file

    - by JohnMurdoch
    Hi all, I'm parsing an OBJ-file in Android and my goal is to render & display the object. Everything works fine except the correct texture mapping (importing the resource/image into opengl etc works fine). I don't know how to populate the texture related data from the obj-file into an texturebuffer-object. In the OBJ-file I've vt-lines: vt 0.495011 0.389417 vt 0.500686 0.561346 and face-lines: f 127/73/62 98/72/62 125/75/62 My draw-routine looks like (only relevant parts): gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glNormalPointer(GL10.GL_FLOAT, 0, normalsBuffer); gl.glTexCoordPointer(2, GL10.GL_SHORT, 0, t.getvtBuffer()); gl.glDrawElements(GL10.GL_TRIANGLES, t.getFacesCount(), GL10.GL_UNSIGNED_SHORT, t.getFaceBuffer()); Output of the counts of the OBJ-file: Vertex-count: 1023 Vns-count: 1752 Vts-count: 524 ///////////////////////// Part 0 Material name:default Number of faces:2037 Number of vnPointers:2037 Number of vtPointers:2037 Any advise is welcome.

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  • Draw Pixel using OpenGLEs for Android

    - by Shubh
    How can I draw a pixel(2D view)for Android using OpenGlEs. In Simple when we use draw(Canvas canvas){...} to draw, so using it we draw canvas.drawPoint(i, j, paint); ..but in OpenGlEs still I haven't got any function like it. Please reply Thank in Advance

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  • Normals per index?

    - by WarrenFaith
    I have a pyramid which has 5 vertex and 18 indices. As I want to add normals to each face I just found solution for normals for each vertex. That means I can't use indices to define my pyramid I need to have 18 vertex (and 3 times the same vertex for the same point in space). There must be a solution to use normals not on vertex base but on index base. Some code (javascript): var vertices = [ -half, -half, half, // 0 front left half, -half, half, // 1 front right half, -half, -half, // 2 back right -half, -half, -half, // 3 back left 0.0, Math.sqrt((size * size) - (2 * (half * half))) - half, 0.0 // 4 top ]; var vertexNormals = [ // front face normaleFront[0], normaleFront[1], normaleFront[2], normaleFront[0], normaleFront[1], normaleFront[2], normaleFront[0], normaleFront[1], normaleFront[2], // back face normaleBack[0], normaleBack[1], normaleBack[2], normaleBack[0], normaleBack[1], normaleBack[2], normaleBack[0], normaleBack[1], normaleBack[2], // left face normaleLeft[0], normaleLeft[1], normaleLeft[2], normaleLeft[0], normaleLeft[1], normaleLeft[2], normaleLeft[0], normaleLeft[1], normaleLeft[2], // right face normaleRight[0], normaleRight[1], normaleRight[2], normaleRight[0], normaleRight[1], normaleRight[2], normaleRight[0], normaleRight[1], normaleRight[2], // bottom face 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, ]; var pyramidVertexIndices = [ 0, 1, 4, // Front face 2, 3, 4, // Back face 3, 0, 4, // Left face 1, 2, 4, // Right face 0, 1, 2, 2, 3, 0, // Bottom face ];

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  • move an object towrds touch

    - by Viral
    hi friends, I want to move an object over the screen where ever the touch moves, i.e. If I touch and drag my finger then the object should get moved, if any one know about this how to perform, please let me know. Thank you in advance, vira.

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  • Android depth buffer issue: Advice for anyone experiencing problem

    - by Andrew Smith
    I've wasted around 30 hours this week writing and re-writing code, believing that I had misunderstood how the OpenGL depth buffer works. Everything I tried, failed. I have now resolved my problem by finding what may be an error in the Android implementation of OpenGL. See this API entry: http://www.opengl.org/sdk/docs/man/xhtml/glClearDepth.xml void glClearDepth(GLclampd depth); Specifies the depth value used when the depth buffer is cleared. The initial value is 1. Android's implementation has two versions of this command: glClearDepthx which takes an integer value, clamped 0-1 glClearDepthf which takes a floating point value, clamped 0-1 If you use glClearDepthf(1) then you get the results you would expect. If you use glClearDepthx(1), as I was doing then you get different results. (Note that 1 is the default value, but calling the command with the argument 1 produces different results than not calling it at all.) Quite what is happening I do not know, but the depth buffer was being cleared to a value different from what I had specified.

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  • How to get right values from Views touch event

    - by Pinker
    I have a problem with implementing touch events on GLSurfaceView. Views size is 1280x696, because of android (tablet) status bar at bottom with soft keys, time etc.., (screen resolution is 1280x800), but OnTouchListener is receiving touch events with coords [646.0,739.0], and thus my gluunproject method fails to return correct values is there any way to return events that respect these boundaries? or how should I recalculate the position?

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  • Having issue with OpenGL 1.0 for HP slate 7

    - by Roy Coder
    I have issue with HP slate when i am trying to draw Line in OpenGL Draw method. But working in other devices. In Hp Slate Green line not drawn properly as like in another device. My Code is: gl.glPushMatrix(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexFloatBuffer); gl.glColorMask(true, true, true, true); gl.glDepthMask(true); gl.glLineWidth(8.0f); setColor(gl); gl.glDrawArrays(GL10.GL_LINES, 0, fPoints.length / 2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); Suggest me at which place i am wrong or missing something? UpdateImage

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  • glDrawElements allocating memory and not releasing it

    - by Joshua Weinberg
    Using OpenGLES 1.1 on the iPhone 3G (device, not simulator), I do normal drawing fun. But at points during the run of the application I get giant memory spikes, after a lot of digging with instruments I have found that it is glDrawElements that is grabbing the memory. The buffer being allocated is 4 meg, which to me means its loading a texture into RAM, which I guess could be valid, but its never releasing this buffer, and is allocating multiple of them. How do I make sure that these buffers that GL is creating get destroyed, instead of just hanging around?

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • How Can I Compress Texture in OpenGL on iPhone/iPad?

    - by nonamelive
    Hi, I'm making an iPad app which needs OpenGL to do a flip animation. I have a front image texture and a back image texture. Both the two textures are screenshots. // Capture an image of the screen UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Allocate some memory for the texture GLubyte *textureData = (GLubyte*)calloc(maxTextureSize*4, maxTextureSize); // Create a drawing context to draw image into texture memory CGContextRef textureContext = CGBitmapContextCreate(textureData, maxTextureSize, maxTextureSize, 8, maxTextureSize*4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0, maxTextureSize-size.height, size.width, size.height), image.CGImage); CGContextRelease(textureContext); // ...done creating the texture data [EAGLContext setCurrentContext:context]; glGenTextures(1, &textureToView); glBindTexture(GL_TEXTURE_2D, textureToView); 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, GL_RGBA, maxTextureSize, maxTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); // free texture data which is by now copied into the GL context free(textureData); Each of the texture takes up about 8MB memory, which is unacceptable for an iPhone/iPad app. Could anyone tell me how can I compress the texture to reduce the memory. I'm a complete newbie to OpenGL. Any help would be appreciated!

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  • Does a hidden UIViewController consume any resources (iPhone)?

    - by MrDatabase
    My simple iPhone game has two basic "screens": home screen (UIViewController subclass) game screen (UIWindow w/ EAGLLayer where all the OpenGL drawing happens) Currently when the user taps "Play" on the homescreen the UIViewController is just hidden and the game screen is revealed. When the game is over the homescreen UIViewController is unhidden. Does the hidden UIViewController consume any resources when it's hidden?

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  • Texturing Issue when Overlaying images onto Camera preview SurfaceView

    - by Dervis Suleyman
    I am in the process of making an augmented reality application and I have successfully overlaid a 3d cube over a camera surface view. The Issue now is when I add a Texture the cube then flickers(with the texture on it) and disappears leaving the camera preview upon further research i discovered that the cube with the texture was disappearing behind the Camera preview. My Question is has anyone else had this issue and if yes what approach did you take to solve this. Heres another strange Issue when i take a print screen the cube is on-top of the camera Preview

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  • What does setting the GL color before doing a texture mapping operation do?

    - by quixoto
    I am looking at some sample code in a book that creates a jittered antialiasing effect by repeatedly rendering a scene (at different offsets) onto a offscreen texture, then using that texture to repeatedly draw a quad in the main view with some blend stuff set up. To accumulate the color "correctly", the code is setting the color like so: glColor4f(f, f, f, 1); where f is 1.0/number_of_samples, and then binding the offscreen texture and rendering it. Since textures come with their own color and alpha data, what is the effect (mathematically and intuitively) that setting the overall "color" in advance achieves? Thanks.

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