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  • Error in code of basic game using multiple sprites and surfaceView [on hold]

    - by Khagendra Nath Mahato
    I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application fails launching. Here is the code of the game.please help me. package com.example.killthemall; import java.util.ArrayList; import java.util.List; import java.util.Random; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.widget.Toast; public class Game extends Activity { KhogenView View1; @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); while(true){ try { OurThread.join(); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); }} } Thread OurThread; int herorows = 4; int herocolumns = 3; int xpos, ypos; int xspeed; int yspeed; int herowidth; int widthnumber = 0; int heroheight; Rect src; Rect dst; int round; Bitmap bmp1; // private Bitmap bmp1;//change name public List<Sprite> sprites = new ArrayList<Sprite>() { }; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); View1 = new KhogenView(this); setContentView(View1); sprites.add(createSprite(R.drawable.image)); sprites.add(createSprite(R.drawable.bad1)); sprites.add(createSprite(R.drawable.bad2)); sprites.add(createSprite(R.drawable.bad3)); sprites.add(createSprite(R.drawable.bad4)); sprites.add(createSprite(R.drawable.bad5)); sprites.add(createSprite(R.drawable.bad6)); sprites.add(createSprite(R.drawable.good1)); sprites.add(createSprite(R.drawable.good2)); sprites.add(createSprite(R.drawable.good3)); sprites.add(createSprite(R.drawable.good4)); sprites.add(createSprite(R.drawable.good5)); sprites.add(createSprite(R.drawable.good6)); } private Sprite createSprite(int image) { // TODO Auto-generated method stub bmp1 = BitmapFactory.decodeResource(getResources(), image); return new Sprite(this, bmp1); } public class KhogenView extends SurfaceView implements Runnable { SurfaceHolder OurHolder; Canvas canvas = null; Random rnd = new Random(); { xpos = rnd.nextInt(canvas.getWidth() - herowidth)+herowidth; ypos = rnd.nextInt(canvas.getHeight() - heroheight)+heroheight; xspeed = rnd.nextInt(10 - 5) + 5; yspeed = rnd.nextInt(10 - 5) + 5; } public KhogenView(Context context) { super(context); // TODO Auto-generated constructor stub OurHolder = getHolder(); OurThread = new Thread(this); OurThread.start(); } @Override public void run() { // TODO Auto-generated method stub herowidth = bmp1.getWidth() / 3; heroheight = bmp1.getHeight() / 4; boolean isRunning = true; while (isRunning) { if (!OurHolder.getSurface().isValid()) continue; canvas = OurHolder.lockCanvas(); canvas.drawRGB(02, 02, 50); for (Sprite sprite : sprites) { if (widthnumber == 3) widthnumber = 0; update(); getdirection(); src = new Rect(widthnumber * herowidth, round * heroheight, (widthnumber + 1) * herowidth, (round + 1)* heroheight); dst = new Rect(xpos, ypos, xpos + herowidth, ypos+ heroheight); canvas.drawBitmap(bmp1, src, dst, null); } widthnumber++; OurHolder.unlockCanvasAndPost(canvas); } } public void update() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if (xpos + xspeed <= 0) xspeed = 40; if (xpos >= canvas.getWidth() - herowidth) xspeed = -50; if (ypos + yspeed <= 0) yspeed = 45; if (ypos >= canvas.getHeight() - heroheight) yspeed = -55; xpos = xpos + xspeed; ypos = ypos + yspeed; } public void getdirection() { double angleinteger = (Math.atan2(yspeed, xspeed)) / (Math.PI / 2); round = (int) (Math.round(angleinteger) + 2) % herorows; // Toast.makeText(this, String.valueOf(round), // Toast.LENGTH_LONG).show(); } } public class Sprite { Game game; private Bitmap bmp; public Sprite(Game game, Bitmap bmp) { // TODO Auto-generated constructor stub this.game = game; this.bmp = bmp; } } } Here is the LogCat if it helps.... 08-22 23:18:06.980: D/AndroidRuntime(28151): Shutting down VM 08-22 23:18:06.980: W/dalvikvm(28151): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:06.980: D/AndroidRuntime(28151): procName from cmdline: com.example.killthemall 08-22 23:18:06.980: E/AndroidRuntime(28151): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:06.980: D/AndroidRuntime(28151): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:06.990: I/Process(28151): Sending signal. PID: 28151 SIG: 9 08-22 23:18:06.990: E/AndroidRuntime(28151): FATAL EXCEPTION: main 08-22 23:18:06.990: E/AndroidRuntime(28151): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:06.990: E/AndroidRuntime(28151): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): Caused by: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:06.990: E/AndroidRuntime(28151): ... 11 more 08-22 23:18:18.050: D/AndroidRuntime(28191): Shutting down VM 08-22 23:18:18.050: W/dalvikvm(28191): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:18.050: I/Process(28191): Sending signal. PID: 28191 SIG: 9 08-22 23:18:18.050: D/AndroidRuntime(28191): procName from cmdline: com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:18.050: D/AndroidRuntime(28191): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): FATAL EXCEPTION: main 08-22 23:18:18.050: E/AndroidRuntime(28191): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:18.050: E/AndroidRuntime(28191): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): Caused by: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:18.050: E/AndroidRuntime(28191): ... 11 more

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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • HTML5 canvas screen to isometric coordinate conversion

    - by ovhqe
    I am trying to create an isometric game using HTML5 canvas, but don't know how to convert HTML5 canvas screen coordinates to isometric coordinates. My code now is: var mouseX = 0; var mouseY = 0; function mouseCheck(event) { mouseX = event.pageX; mouseY = event.pageY; } which gives me canvas coordinates. But how do I convert these coordinates to isometric coordinates? I am using 16x16 tiles.

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  • Transforming object world space matrix to a position in world space

    - by Fredrik Boston Westman
    Im trying to make a function for picking objects with a bounding sphere however I have run in to a problem. First I check against my my bounding sphere, then if it checks out then I test against the vertexes. I have already tested my vertex picking method and it work fine, however when I check first with my bounding sphere method it dosnt register anything. My conclusion is that when im transform my sphere position in to the position of the object in world space, the transformation goes wrong ( I base this on the fact the the x coordinate always becomes 1, even tho i translate non of my meshes along the x-axis to 1). So my question is: What is the proper way to transform a objects world space matrix to a position vector ? This is how i do it now: First i set my position vector to 0. XMVECTOR meshPos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); Then I trannsform it with my object space matrix, and then add the offset to the center of the mesh. meshPos = XMVector3TransformCoord(meshPos, meshWorld) + centerOffset;

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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  • How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?

    - by Kronos
    At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very good result... but the number of draw calls (glDrawArrays) is the same. Best practices from Mozilla Dev website said it should be reduced, but how? Every rectangle has a method render() in which I do following (shortend): _gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer); _gl.enableVertexAttribArray(a_position); _gl.vertexAttribPointer(a_position, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, vertices); _gl.bindBuffer(WebGL.ARRAY_BUFFER, texCoordBuffer); _gl.enableVertexAttribArray(a_texCoordLocation); _gl.vertexAttribPointer(a_texCoordLocation, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, texVertices); _gl.uniform2fv(_utranslation, _translation); _gl.uniform2fv(_urotation, _rotation); _gl.uniform2f(_location, Dart2D.WIDTH, Dart2D.HEIGHT); _gl.drawArrays(WebGL.TRIANGLES, 0, 6); So every rectangle calls drawArrays in every frame...

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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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  • 3D Dice using Maya - for integration with iOS game app

    - by Anil
    My designer is building a 3D design of a dice using Maya. I want to integrate this in my iOS app so that the user can spin the dice and get a number. Then they play the game using that number. So, I have two questions: 1) How can I make the dice spin and stop at a random position so that a number is presented to the user? and 2) Once it stops spinning how can I detect the number that is displayed to the user (programmatically)? Many thanks. -Anil

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Incorrect colour blending when using a pixel shader with XNA

    - by MazK
    I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than expected. The tinting works from selecting a colour and setting the amount of tint. This is achieved via the shader which works out first the starting colour (for each r, g, b and a) : float red = texCoord.r * vertexColour.r; and then the final tinted colour : output.r = red + (tintColour.r - red) * tintAmount; The alpha value isn't tinted and is left as : output.a = texCoord.a * vertexColour.a; The picture in the link below shows different backdrops against an energy ball object where it's outer glow hasn't blended as I would like it to. The middle two are incorrect as the second non tinted one should not show a glow against a white BG and the third should be entirely invisible. The blending function is NonPremultiplied. Why the alpha value is interfering with the final colour?

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • Compiling SDL under Windows with sdl-config

    - by DarrenVortex
    I have downloaded NXEngine (The Open Source version of Cave Story). I have a make file in the directory, which I execute using msys. However, the make file uses sdl-config: g++ -g -O2 -c main.cpp -D DEBUG `sdl-config --cflags` -Wreturn-type -Wformat -Wno-multichar -o main.o /bin/sh: sdl-config: command not found And apparently sdl-config does not exist under windows since there's no sdl installation. There's also no documentation on the official sourceforge website about this! What do I do?

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • Bitwise operators in DX9 ps_2_0 shader

    - by lapin
    I've got the following code in a shader: // v & y are both floats nPixel = v; nPixel << 8; nPixel |= y; and this gives me the following error in compilation: shader.fx(80,10): error X3535: Bitwise operations not supported on legacy targets. shader.fx(92,18): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed The error is on the following line: nPixel |= y; What am I doing wrong here?

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  • How to achieve best performance in DirectX 9.0 while rendering on multiple monitors

    - by Vibhore Tanwer
    I am new to DirectX, and trying to learn best practice. Please suggest what are the best practices for rendering on multiple monitors different things at the same time? how can I boost performance of application? I have gone through this article http://msdn.microsoft.com/en-us/library/windows/desktop/bb147263%28v=vs.85%29.aspx . I am making use of some pixel shaders to achieve some effects. At most 4 effect(4 shader effects) can be applied at same time. What are the best practices to achieve best performance with DirectX 9.0. I read somewhere that DirectX 11 provides support for parallel rendering, but I am not able to get any working sample for DirectX 11.0. Please help me with this, Any help would be of great value. Thanks

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  • HTML5/JS - Choppy Game Loop

    - by Rikonator
    I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game. I'm trying for a fixed time step loop, rendering only when required. I simply use a requestAnimationFrame to run Game.update which finds the elapsed time since the last update, and calls State.update to update and render the current state. State.prototype.update = function(ms) { this.ticks += ms; var updates = 0; while(this.ticks >= State.DELTA_TIME && updates < State.MAX_UPDATES) { this.updateState(); this.updateFrameTicks += State.DELTA_TIME; this.updateFrames++; if(this.updateFrameTicks >= 1000) { this.ups = this.updateFrames; this.updateFrames = 0; this.updateFrameTicks -= 1000; } this.ticks -= State.DELTA_TIME; updates++; } if(updates > 0) { this.renderFrameTicks += updates*State.DELTA_TIME; this.renderFrames++; if(this.renderFrameTicks >= 1000) { this.rps = this.renderFrames; this.renderFrames = 0; this.renderFrameTicks -= 1000; } this.renderState(updates*State.DELTA_TIME); } }; But this strategy does not work very well. This is the result: http://jsbin.com/ukosuc/1 (Edit). As it is apparent, the 'game' has fits of lag, and when you tab out for a long period and come back, the 'game' behaves unexpectedly - updates faster than intended. This is either a problem due to something about game loops that I don't quite understand yet, or a problem due to implementation which I can't pinpoint. I haven't been able to solve this problem despite attempting several variations using setTimeout and requestAnimationFrame. (One such example is http://jsbin.com/eyarod/1/edit). Some help and insight would really be appreciated!

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • cocos2d fragment shader transparency

    - by fiddler
    I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0). But I can't figure out why I get a white color whith the following line: gl_FragColor = vec4(1.0,1.0,1.0,0.0); Whereas I have a transparent color with this: gl_FragColor = vec4(0.0,0.0,0.0,0.0); Shouln't I have a transparent sprite in both cases ? (alpha channel is null, right ?)

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  • Adding VFACE semantic causes overlapping output semantics error

    - by user1423893
    My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations float3 Normal : TEXCOORD2; //float3x3 TBN : TEXCOORD3; float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0) }; I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode. If I add the VFACE semantic then I get the following errors: error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics Why would this occur? I can't see why there would be too much data.

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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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