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  • Is this possible with OpenGL?

    - by user146780
    Basically what I'd like to do is make textured NGONS. I also want to use a tesselator (GLU) to make concave and multicontour objects. I was wondering how the texture comes into play though. I think that the tesselator will return verticies so I will add these to my array, that's fine. But my vertex array will contain more than one polygon object so then how can I tell it when to bind the texture like in immediate mode? Right now I feel stuck with one call to bind. How can this be done? Thanks

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  • In a C++ template, is it allowed to return an object with spesific type parameters?

    - by nieldw
    When I've got a template with certain type parameters, is it allowed for a function to return an object of this same template, but with different types? In other words, is the following allowed? template<class edgeDecor, class vertexDecor, bool dir> Graph<edgeDecor,int,dir> Graph<edgeDecor,vertexDecor,dir>::Dijkstra(vertex s, bool print = false) const { /* Construct new Graph with apropriate decorators */ Graph<edgeDecor,int,dir> span = new Graph<edgeDecor,int,dir>(); /* ... */ return span; }; If this is not allowed, how can I accomplish the same kind of thing?

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  • Dynamically generate Triangle Lists for a Complex 3D Mesh

    - by Vulcan Eager
    In my application, I have the shape and dimensions of a complex 3D solid (say a Cylinder Block) taken from user input. I need to construct vertex and index buffers for it. Since the dimensions are taken from user input, I cannot user Blender or 3D Max to manually create my model. What is the textbook method to dynamically generate such a mesh? Edit: I am looking for something that will generate the triangles given the vertices, edges and holes. Something like TetGen. As for TetGen itself, I have no way of excluding the triangles which fall on the interior of the solid/mesh.

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  • 3D Mesh Joining

    - by morlst
    I have 2 (or more) intersecting meshes, which require joining into 1 mesh object. I want to have some control over the resulting seam vertex insertion, so looking to write myself rather than use a library. Has anyone come across some open source code to base the algorithm on / ideas on the process? Initial impressions are: 1. Present in every 3D modelling program - mostly reinventing existing process (hence search for examples) 2. Potential for fiddly-ness around the polygon face direction and just touching conditions. (see above point)

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  • Purely functional equivalent of weakhashmap?

    - by Jon Harrop
    Weak hash tables like Java's weak hash map use weak references to track the collection of unreachable keys by the garbage collector and remove bindings with that key from the collection. Weak hash tables are typically used to implement indirections from one vertex or edge in a graph to another because they allow the garbage collector to collect unreachable portions of the graph. Is there a purely functional equivalent of this data structure? If not, how might one be created? This seems like an interesting challenge. The internal implementation cannot be pure because it must collect (i.e. mutate) the data structure in order to remove unreachable parts but I believe it could present a pure interface to the user, who could never observe the impurities because they only affect portions of the data structure that the user can, by definition, no longer reach.

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  • Opengl ES and texcoord

    - by viraptor
    Hi, I've got some code which I would like to translate into Opengl ES. I'm not experienced with it however, so here it goes. The original code does a loop like this: glBegin(GL_TRIANGLES); for(i=0; i<num_triangles; i++) { glNormal(...); glTexCoord2f(...); glVerted3fv(...); glTexCoord2f(...); glVerted3fv(...); glTexCoord2f(...); glVerted3fv(...); } glEnd(); So that's ok - I can change the vertex handling for each triangle in the loop, into the standard: glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_SOMETHING, 0, verts); glDrawArrays (GL_TRIANGLES, 0, 3); But how do I add the texcoord setting into this example?

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  • Weakly connected balanced digraph

    - by user1074557
    How can I prove that if a balanced digraph is weakly connected, then it is also strongly connected? (balanced digraph means that for every node, it's indegree and outdegree is the same and weakly connected means the non-directed version of this graph is connected). What I can think of so far is: if the graph is balanced, it means it is a union of directed cycles. So if I remove any cycle, it will stay balanced. Also each vertex in the cycle has one edge coming into it and one edge leading out of it.. Then I guess I need to use some contradiction or induction to prove that the graph is strongly connected.. That's where I confused.

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  • In a C++ template, is it allowed to return an object with specific type parameters?

    - by nieldw
    When I've got a template with certain type parameters, is it allowed for a function to return an object of this same template, but with different types? In other words, is the following allowed? template<class edgeDecor, class vertexDecor, bool dir> Graph<edgeDecor,int,dir> Graph<edgeDecor,vertexDecor,dir>::Dijkstra(vertex s, bool print = false) const { /* Construct new Graph with apropriate decorators */ Graph<edgeDecor,int,dir> span = new Graph<edgeDecor,int,dir>(); /* ... */ return span; }; If this is not allowed, how can I accomplish the same kind of thing?

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  • OpenGL performance on rendering "virtual gallery" (textures)

    - by maticus
    I have a considerable (120-240) amount of 640x480 images that will be displayed as textured flat surfaces (4 vertex polygons) in a 3D environment. About 30-50% of them will be visible in a given frame. It is possible for them to crossover. Nothing else will be present in the environment. The question is - will the modern and/or few-years-old (lets say Radeon 9550) GPU cope with that, and what frame rate can I expect? I aim for 20FPS, but 30-40 would be nice. Would changing the resolution to 320x240 make it more probable to happen? I do not have any previous experience with performance issues of 3D graphics on modern GPUs, and unfortunately I must make a design choice. I don't want to waste time on doing something that couldn't have worked :-)

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  • Debian squeeze keyboard and touchpad not working / detected on laptop

    - by Esa
    They work before gdm3 starts. a connected mouse also stops working, but functions after removal and re-plug. no xorg.conf. log doesn't show any loading of drivers for kbd/touchpad [ 33.783] X.Org X Server 1.10.4 Release Date: 2011-08-19 [ 33.783] X Protocol Version 11, Revision 0 [ 33.783] Build Operating System: Linux 3.0.0-1-amd64 x86_64 Debian [ 33.783] Current Operating System: Linux sus 3.2.0-0.bpo.2-amd64 #1 SMP Sun Mar 25 10:33:35 UTC 2012 x86_64 [ 33.783] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-0.bpo.2-amd64 root=UUID=8686f840-d165-4d1e-b995-2ebbd94aa3d2 ro quiet [ 33.783] Build Date: 28 August 2011 09:39:43PM [ 33.783] xorg-server 2:1.10.4-1~bpo60+1 (Cyril Brulebois <[email protected]>) [ 33.783] Current version of pixman: 0.16.4 [ 33.783] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 33.783] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 33.783] (==) Log file: "/var/log/Xorg.0.log", Time: Wed Mar 28 09:34:04 2012 [ 33.837] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 33.936] (==) No Layout section. Using the first Screen section. [ 33.936] (==) No screen section available. Using defaults. [ 33.936] (**) |-->Screen "Default Screen Section" (0) [ 33.936] (**) | |-->Monitor "<default monitor>" [ 33.936] (==) No monitor specified for screen "Default Screen Section". Using a default monitor configuration. [ 33.936] (==) Automatically adding devices [ 33.936] (==) Automatically enabling devices [ 34.164] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 34.164] Entry deleted from font path. [ 34.226] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/75dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, /usr/share/fonts/X11/75dpi, /var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType, built-ins [ 34.226] (==) ModulePath set to "/usr/lib/xorg/modules" [ 34.226] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 34.226] (II) Loader magic: 0x7d3ae0 [ 34.226] (II) Module ABI versions: [ 34.226] X.Org ANSI C Emulation: 0.4 [ 34.226] X.Org Video Driver: 10.0 [ 34.226] X.Org XInput driver : 12.2 [ 34.226] X.Org Server Extension : 5.0 [ 34.227] (--) PCI:*(0:1:5:0) 1002:9712:103c:1661 rev 0, Mem @ 0xd0000000/268435456, 0xf1400000/65536, 0xf1300000/1048576, I/O @ 0x00008000/256 [ 34.227] (--) PCI: (0:2:0:0) 1002:6760:103c:1661 rev 0, Mem @ 0xe0000000/268435456, 0xf0300000/131072, I/O @ 0x00004000/256, BIOS @ 0x????????/131072 [ 34.227] (II) Open ACPI successful (/var/run/acpid.socket) [ 34.227] (II) LoadModule: "extmod" [ 34.249] (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so [ 34.277] (II) Module extmod: vendor="X.Org Foundation" [ 34.277] compiled for 1.10.4, module version = 1.0.0 [ 34.277] Module class: X.Org Server Extension [ 34.277] ABI class: X.Org Server Extension, version 5.0 [ 34.277] (II) Loading extension SELinux [ 34.277] (II) Loading extension MIT-SCREEN-SAVER [ 34.277] (II) Loading extension XFree86-VidModeExtension [ 34.277] (II) Loading extension XFree86-DGA [ 34.277] (II) Loading extension DPMS [ 34.277] (II) Loading extension XVideo [ 34.277] (II) Loading extension XVideo-MotionCompensation [ 34.277] (II) Loading extension X-Resource [ 34.277] (II) LoadModule: "dbe" [ 34.277] (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so [ 34.299] (II) Module dbe: vendor="X.Org Foundation" [ 34.299] compiled for 1.10.4, module version = 1.0.0 [ 34.299] Module class: X.Org Server Extension [ 34.299] ABI class: X.Org Server Extension, version 5.0 [ 34.299] (II) Loading extension DOUBLE-BUFFER [ 34.299] (II) LoadModule: "glx" [ 34.299] (II) Loading /usr/lib/xorg/modules/extensions/libglx.so [ 34.477] (II) Module glx: vendor="X.Org Foundation" [ 34.477] compiled for 1.10.4, module version = 1.0.0 [ 34.477] ABI class: X.Org Server Extension, version 5.0 [ 34.477] (==) AIGLX enabled [ 34.477] (II) Loading extension GLX [ 34.477] (II) LoadModule: "record" [ 34.478] (II) Loading /usr/lib/xorg/modules/extensions/librecord.so [ 34.481] (II) Module record: vendor="X.Org Foundation" [ 34.481] compiled for 1.10.4, module version = 1.13.0 [ 34.481] Module class: X.Org Server Extension [ 34.481] ABI class: X.Org Server Extension, version 5.0 [ 34.481] (II) Loading extension RECORD [ 34.481] (II) LoadModule: "dri" [ 34.481] (II) Loading /usr/lib/xorg/modules/extensions/libdri.so [ 34.512] (II) Module dri: vendor="X.Org Foundation" [ 34.512] compiled for 1.10.4, module version = 1.0.0 [ 34.512] ABI class: X.Org Server Extension, version 5.0 [ 34.512] (II) Loading extension XFree86-DRI [ 34.512] (II) LoadModule: "dri2" [ 34.512] (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so [ 34.515] (II) Module dri2: vendor="X.Org Foundation" [ 34.515] compiled for 1.10.4, module version = 1.2.0 [ 34.515] ABI class: X.Org Server Extension, version 5.0 [ 34.515] (II) Loading extension DRI2 [ 34.515] (==) Matched ati as autoconfigured driver 0 [ 34.515] (==) Matched vesa as autoconfigured driver 1 [ 34.515] (==) Matched fbdev as autoconfigured driver 2 [ 34.515] (==) Assigned the driver to the xf86ConfigLayout [ 34.515] (II) LoadModule: "ati" [ 34.706] (II) Loading /usr/lib/xorg/modules/drivers/ati_drv.so [ 34.724] (II) Module ati: vendor="X.Org Foundation" [ 34.724] compiled for 1.10.3, module version = 6.14.2 [ 34.724] Module class: X.Org Video Driver [ 34.724] ABI class: X.Org Video Driver, version 10.0 [ 34.724] (II) LoadModule: "radeon" [ 34.725] (II) Loading /usr/lib/xorg/modules/drivers/radeon_drv.so [ 34.923] (II) Module radeon: vendor="X.Org Foundation" [ 34.923] compiled for 1.10.3, module version = 6.14.2 [ 34.923] Module class: X.Org Video Driver [ 34.923] ABI class: X.Org Video Driver, version 10.0 [ 34.945] (II) LoadModule: "vesa" [ 34.945] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 34.988] (II) Module vesa: vendor="X.Org Foundation" [ 34.988] compiled for 1.10.3, module version = 2.3.0 [ 34.988] Module class: X.Org Video Driver [ 34.988] ABI class: X.Org Video Driver, version 10.0 [ 34.988] (II) LoadModule: "fbdev" [ 34.988] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 35.020] (II) Module fbdev: vendor="X.Org Foundation" [ 35.020] compiled for 1.10.3, module version = 0.4.2 [ 35.020] ABI class: X.Org Video Driver, version 10.0 [ 35.020] (II) RADEON: Driver for ATI Radeon chipsets: <snip> [ 35.023] (II) VESA: driver for VESA chipsets: vesa [ 35.023] (II) FBDEV: driver for framebuffer: fbdev [ 35.023] (++) using VT number 7 [ 35.033] (II) Loading /usr/lib/xorg/modules/drivers/radeon_drv.so [ 35.033] (II) [KMS] Kernel modesetting enabled. [ 35.033] (WW) Falling back to old probe method for vesa [ 35.034] (WW) Falling back to old probe method for fbdev [ 35.034] (II) Loading sub module "fbdevhw" [ 35.034] (II) LoadModule: "fbdevhw" [ 35.034] (II) Loading /usr/lib/xorg/modules/libfbdevhw.so [ 35.185] (II) Module fbdevhw: vendor="X.Org Foundation" [ 35.185] compiled for 1.10.4, module version = 0.0.2 [ 35.185] ABI class: X.Org Video Driver, version 10.0 [ 35.288] (II) RADEON(0): Creating default Display subsection in Screen section "Default Screen Section" for depth/fbbpp 24/32 [ 35.288] (==) RADEON(0): Depth 24, (--) framebuffer bpp 32 [ 35.288] (II) RADEON(0): Pixel depth = 24 bits stored in 4 bytes (32 bpp pixmaps) [ 35.288] (==) RADEON(0): Default visual is TrueColor [ 35.288] (==) RADEON(0): RGB weight 888 [ 35.288] (II) RADEON(0): Using 8 bits per RGB (8 bit DAC) [ 35.288] (--) RADEON(0): Chipset: "ATI Mobility Radeon HD 4200" (ChipID = 0x9712) [ 35.288] (II) RADEON(0): PCI card detected [ 35.288] drmOpenDevice: node name is /dev/dri/card0 [ 35.288] drmOpenDevice: open result is 9, (OK) [ 35.288] drmOpenByBusid: Searching for BusID pci:0000:01:05.0 [ 35.288] drmOpenDevice: node name is /dev/dri/card0 [ 35.288] drmOpenDevice: open result is 9, (OK) [ 35.288] drmOpenByBusid: drmOpenMinor returns 9 [ 35.288] drmOpenByBusid: drmGetBusid reports pci:0000:01:05.0 [ 35.288] (II) Loading sub module "exa" [ 35.288] (II) LoadModule: "exa" [ 35.288] (II) Loading /usr/lib/xorg/modules/libexa.so [ 35.335] (II) Module exa: vendor="X.Org Foundation" [ 35.335] compiled for 1.10.4, module version = 2.5.0 [ 35.335] ABI class: X.Org Video Driver, version 10.0 [ 35.335] (II) RADEON(0): KMS Color Tiling: disabled [ 35.335] (II) RADEON(0): KMS Pageflipping: enabled [ 35.335] (II) RADEON(0): SwapBuffers wait for vsync: enabled [ 35.360] (II) RADEON(0): Output VGA-0 has no monitor section [ 35.360] (II) RADEON(0): Output LVDS has no monitor section [ 35.364] (II) RADEON(0): Output HDMI-0 has no monitor section [ 35.388] (II) RADEON(0): EDID for output VGA-0 [ 35.388] (II) RADEON(0): EDID for output LVDS [ 35.388] (II) RADEON(0): Manufacturer: LGD Model: 2ac Serial#: 0 [ 35.388] (II) RADEON(0): Year: 2010 Week: 0 [ 35.388] (II) RADEON(0): EDID Version: 1.3 [ 35.388] (II) RADEON(0): Digital Display Input [ 35.388] (II) RADEON(0): Max Image Size [cm]: horiz.: 34 vert.: 19 [ 35.388] (II) RADEON(0): Gamma: 2.20 [ 35.388] (II) RADEON(0): No DPMS capabilities specified [ 35.388] (II) RADEON(0): Supported color encodings: RGB 4:4:4 YCrCb 4:4:4 [ 35.388] (II) RADEON(0): First detailed timing is preferred mode [ 35.388] (II) RADEON(0): redX: 0.616 redY: 0.371 greenX: 0.355 greenY: 0.606 [ 35.388] (II) RADEON(0): blueX: 0.152 blueY: 0.100 whiteX: 0.313 whiteY: 0.329 [ 35.388] (II) RADEON(0): Manufacturer's mask: 0 [ 35.388] (II) RADEON(0): Supported detailed timing: [ 35.388] (II) RADEON(0): clock: 69.3 MHz Image Size: 344 x 194 mm [ 35.388] (II) RADEON(0): h_active: 1366 h_sync: 1398 h_sync_end 1430 h_blank_end 1486 h_border: 0 [ 35.388] (II) RADEON(0): v_active: 768 v_sync: 770 v_sync_end 774 v_blanking: 782 v_border: 0 [ 35.388] (II) RADEON(0): LG Display [ 35.388] (II) RADEON(0): LP156WH2-TLQB [ 35.388] (II) RADEON(0): EDID (in hex): [ 35.388] (II) RADEON(0): 00ffffffffffff0030e4ac0200000000 [ 35.388] (II) RADEON(0): 00140103802213780ac1259d5f5b9b27 [ 35.388] (II) RADEON(0): 19505400000001010101010101010101 [ 35.388] (II) RADEON(0): 010101010101121b567850000e302020 [ 35.388] (II) RADEON(0): 240058c2100000190000000000000000 [ 35.388] (II) RADEON(0): 00000000000000000000000000fe004c [ 35.388] (II) RADEON(0): 4720446973706c61790a2020000000fe [ 35.388] (II) RADEON(0): 004c503135365748322d544c514200c1 [ 35.388] (II) RADEON(0): Printing probed modes for output LVDS [ 35.388] (II) RADEON(0): Modeline "1366x768"x59.6 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 35.388] (II) RADEON(0): Modeline "1280x720"x59.9 74.50 1280 1344 1472 1664 720 723 728 748 -hsync +vsync (44.8 kHz) [ 35.388] (II) RADEON(0): Modeline "1152x768"x59.8 71.75 1152 1216 1328 1504 768 771 781 798 -hsync +vsync (47.7 kHz) [ 35.388] (II) RADEON(0): Modeline "1024x768"x59.9 63.50 1024 1072 1176 1328 768 771 775 798 -hsync +vsync (47.8 kHz) [ 35.388] (II) RADEON(0): Modeline "800x600"x59.9 38.25 800 832 912 1024 600 603 607 624 -hsync +vsync (37.4 kHz) [ 35.388] (II) RADEON(0): Modeline "848x480"x59.7 31.50 848 872 952 1056 480 483 493 500 -hsync +vsync (29.8 kHz) [ 35.388] (II) RADEON(0): Modeline "720x480"x59.7 26.75 720 744 808 896 480 483 493 500 -hsync +vsync (29.9 kHz) [ 35.388] (II) RADEON(0): Modeline "640x480"x59.4 23.75 640 664 720 800 480 483 487 500 -hsync +vsync (29.7 kHz) [ 35.392] (II) RADEON(0): EDID for output HDMI-0 [ 35.392] (II) RADEON(0): Output VGA-0 disconnected [ 35.392] (II) RADEON(0): Output LVDS connected [ 35.392] (II) RADEON(0): Output HDMI-0 disconnected [ 35.392] (II) RADEON(0): Using exact sizes for initial modes [ 35.392] (II) RADEON(0): Output LVDS using initial mode 1366x768 [ 35.392] (II) RADEON(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 35.392] (II) RADEON(0): mem size init: gart size :1fdff000 vram size: s:10000000 visible:fba0000 [ 35.392] (II) RADEON(0): EXA: Driver will allow EXA pixmaps in VRAM [ 35.392] (==) RADEON(0): DPI set to (96, 96) [ 35.392] (II) Loading sub module "fb" [ 35.392] (II) LoadModule: "fb" [ 35.392] (II) Loading /usr/lib/xorg/modules/libfb.so [ 35.492] (II) Module fb: vendor="X.Org Foundation" [ 35.492] compiled for 1.10.4, module version = 1.0.0 [ 35.492] ABI class: X.Org ANSI C Emulation, version 0.4 [ 35.492] (II) Loading sub module "ramdac" [ 35.492] (II) LoadModule: "ramdac" [ 35.492] (II) Module "ramdac" already built-in [ 35.492] (II) UnloadModule: "vesa" [ 35.492] (II) Unloading vesa [ 35.492] (II) UnloadModule: "fbdev" [ 35.492] (II) Unloading fbdev [ 35.492] (II) UnloadModule: "fbdevhw" [ 35.492] (II) Unloading fbdevhw [ 35.492] (--) Depth 24 pixmap format is 32 bpp [ 35.492] (II) RADEON(0): [DRI2] Setup complete [ 35.492] (II) RADEON(0): [DRI2] DRI driver: r600 [ 35.492] (II) RADEON(0): Front buffer size: 4224K [ 35.492] (II) RADEON(0): VRAM usage limit set to 228096K [ 35.615] (==) RADEON(0): Backing store disabled [ 35.615] (II) RADEON(0): Direct rendering enabled [ 35.658] (II) RADEON(0): Setting EXA maxPitchBytes [ 35.658] (II) EXA(0): Driver allocated offscreen pixmaps [ 35.658] (II) EXA(0): Driver registered support for the following operations: [ 35.658] (II) Solid [ 35.658] (II) Copy [ 35.658] (II) Composite (RENDER acceleration) [ 35.658] (II) UploadToScreen [ 35.658] (II) DownloadFromScreen [ 35.687] (II) RADEON(0): Acceleration enabled [ 35.687] (==) RADEON(0): DPMS enabled [ 35.687] (==) RADEON(0): Silken mouse enabled [ 35.721] (II) RADEON(0): Set up textured video [ 35.721] (II) RADEON(0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 35.721] (--) RandR disabled [ 35.721] (II) Initializing built-in extension Generic Event Extension [ 35.721] (II) Initializing built-in extension SHAPE [ 35.721] (II) Initializing built-in extension MIT-SHM [ 35.721] (II) Initializing built-in extension XInputExtension [ 35.721] (II) Initializing built-in extension XTEST [ 35.721] (II) Initializing built-in extension BIG-REQUESTS [ 35.721] (II) Initializing built-in extension SYNC [ 35.721] (II) Initializing built-in extension XKEYBOARD [ 35.721] (II) Initializing built-in extension XC-MISC [ 35.721] (II) Initializing built-in extension SECURITY [ 35.721] (II) Initializing built-in extension XINERAMA [ 35.721] (II) Initializing built-in extension XFIXES [ 35.721] (II) Initializing built-in extension RENDER [ 35.721] (II) Initializing built-in extension RANDR [ 35.721] (II) Initializing built-in extension COMPOSITE [ 35.721] (II) Initializing built-in extension DAMAGE [ 35.721] (II) SELinux: Disabled on system [ 35.982] (II) AIGLX: enabled GLX_MESA_copy_sub_buffer [ 35.982] (II) AIGLX: enabled GLX_INTEL_swap_event [ 35.982] (II) AIGLX: enabled GLX_SGI_swap_control and GLX_MESA_swap_control [ 35.982] (II) AIGLX: enabled GLX_SGI_make_current_read [ 35.982] (II) AIGLX: GLX_EXT_texture_from_pixmap backed by buffer objects [ 35.982] (II) AIGLX: Loaded and initialized /usr/lib/dri/r600_dri.so [ 35.982] (II) GLX: Initialized DRI2 GL provider for screen 0 [ 35.999] (II) RADEON(0): Setting screen physical size to 361 x 203 [ 43.896] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.896] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.896] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 43.924] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.924] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.924] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 43.988] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.988] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.988] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 67.375] (II) config/udev: Adding input device Logitech USB Optical Mouse (/dev/input/event1) [ 67.376] (**) Logitech USB Optical Mouse: Applying InputClass "evdev pointer catchall" [ 67.376] (II) LoadModule: "evdev" [ 67.376] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 67.392] (II) Module evdev: vendor="X.Org Foundation" [ 67.392] compiled for 1.10.3, module version = 2.6.0 [ 67.392] Module class: X.Org XInput Driver [ 67.392] ABI class: X.Org XInput driver, version 12.2 [ 67.392] (II) Using input driver 'evdev' for 'Logitech USB Optical Mouse' [ 67.392] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 67.392] (**) Logitech USB Optical Mouse: always reports core events [ 67.392] (**) Logitech USB Optical Mouse: Device: "/dev/input/event1" [ 67.392] (--) Logitech USB Optical Mouse: Found 12 mouse buttons [ 67.392] (--) Logitech USB Optical Mouse: Found scroll wheel(s) [ 67.392] (--) Logitech USB Optical Mouse: Found relative axes [ 67.392] (--) Logitech USB Optical Mouse: Found x and y relative axes [ 67.392] (II) Logitech USB Optical Mouse: Configuring as mouse [ 67.392] (II) Logitech USB Optical Mouse: Adding scrollwheel support [ 67.392] (**) Logitech USB Optical Mouse: YAxisMapping: buttons 4 and 5 [ 67.392] (**) Logitech USB Optical Mouse: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 [ 67.392] (**) Option "config_info" "udev:/sys/devices/pci0000:00/0000:00:13.0/usb5/5-1/5-1:1.0/input/input14/event1" [ 67.392] (II) XINPUT: Adding extended input device "Logitech USB Optical Mouse" (type: MOUSE) [ 67.392] (II) Logitech USB Optical Mouse: initialized for relative axes. [ 67.392] (**) Logitech USB Optical Mouse: (accel) keeping acceleration scheme 1 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration profile 0 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration factor: 2.000 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration threshold: 4 [ 67.392] (II) config/udev: Adding input device Logitech USB Optical Mouse (/dev/input/mouse0) [ 67.392] (II) No input driver/identifier specified (ignoring) [ 78.692] (II) Logitech USB Optical Mouse: Close [ 78.692] (II) UnloadModule: "evdev" [ 78.692] (II) Unloading evdev

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  • Why can't HTC Droid running OTA 2.1 communicate with RFCOMM?

    - by Brad Hein
    Yesterday we received OTA Android 2.1 on my wife's HTC Droid - HOORAY!!! I am finally able to load my carputer app on her phone. Well we loaded it, but it doesn't work. Specifically, it connects but sees no I/O!!! I paired, re-paired, and re-paired again, every time its the same problem: connect() says we connected successfully, but any attempt to send or receive data appears to work but no data ever arrives in the input buffer. The device I'm connecting to uses AT commands. ATI should respond with a device ID. That works fine when I run the app on my Moto Droid, but on the HTC droid, no data is ever present in the inputstream/buffer. Personally, I'm feeling pretty sure it's a bug or limitation in this release for the HTC (because the app works great on my Moto A855 Droid). Can anybody comment on the issue? Obligatory code snippets: Member variable defining my RFCOMM UUID static final UUID UUID_RFCOMM_GENERIC = UUID.fromString("00001101-0000-1000-8000-00805F9B34FB"); Parts of my connect() // make sure peer is defined as a valid device based on their MAC. If not then do it. if (mBTDevice == null) mBTDevice = mBTAdapter.getRemoteDevice(mPeerMAC); // Make an RFCOMM binding. try {mBTSocket = mBTDevice.createRfcommSocketToServiceRecord(UUID_RFCOMM_GENERIC); } catch (Exception e1) { msg ("connect(): Failed to bind to RFCOMM by UUID. msg=" + e1.getMessage()); return false; } msg ("connect(): Try to connect."); try { mBTSocket.connect(); } catch (Exception e) { msg ("connect(): Exception thrown during connect: " + e.getMessage()); return false; // there was a problem connecting... make a note of the particulars and move on. } msg ("connect(): CONNECTED!"); try { mBTOutputStream = mBTSocket.getOutputStream(); mBTInputStream = new BufferedInputStream (mBTSocket.getInputStream(),INPUT_BUFFER_SIZE); //msg ("Connecting non-buffered input stream..."); //mBTInputStream = mBTSocket.getInputStream(); } catch (Exception e) { msg ("connect(): Error attaching i/o streams to socket. msg=" + e.getMessage()); return false; } resetErrorCounters(); setConnected(true); return true; } Then I send "ATI\r" and expect something like "CAN OBD II" but I get nothing. mBTInputStream.available(), it seems, is ALWAYS zero, even when data should be in the input buffer. There are GOBS of trace messages being generated by the OS as viewed with adb logcat -v time Some of the more interesting ones: 05-17 19:44:21.447 D/BluetoothSppPort( 5809): connected to device service! 05-17 19:44:21.447 D/BluetoothSppPort( 5809): Creating a BluetoothSpp proxy object 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort called! 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort checking uuid 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort UUID=00001101-0000-1000-8000-00805f9b34fb auth=true encrypt=true 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort enforcing bluetooth perm 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort creating a jbtlspp object 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort checking if the btl spp object is valid 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort try to create an spp container 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort try to create security params 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort Set Security L2 05-17 19:44:21.467 D/BluetoothSppService( 74): createPort spp port create 05-17 19:44:21.467 D/JBtlSpp ( 74): create: Entered 05-17 19:44:21.467 D/JBtlSpp ( 74): Calling NativeJBtlSpp_Create 05-17 19:44:21.467 D/JBtlSppNative( 74): NativeJBtlSpp_Create: Entered 05-17 19:44:21.467 D/JBtlSppNative( 74): NativeJBtlSpp_Create: Calling BTL_SPP_Remote_Create 05-17 19:44:21.477 D/JBtlSppNative( 74): NativeJBtlSpp_Create: BTL_SPP_Remote_Create returned 0, context:18 05-17 19:44:21.477 D/JBtlSppNative( 74): NativeJBtlSpp_Create: Setting context value in jContext out parm 05-17 19:44:21.477 D/JBtlSppNative( 74): NativeJBtlSpp_Create: Calling Java setValue(0x18) in context's class 05-17 19:44:21.477 D/JBtlProfileContext( 74): setValue: setValue called, value:24 05-17 19:44:21.477 D/JBtlSppNative( 74): create_spp_port_data: will use context struct 0 for the port 24 05-17 19:44:21.477 D/JBtlSppNative( 74): create_spp_port_data: spp port context 0 added 05-17 19:44:21.477 D/JBtlSppNative( 74): NativeJBtlSpp_Create:Exiting Successfully 05-17 19:44:21.477 D/JBtlSpp ( 74): After NativeJBtlSpp_Create, status=SUCCESS, Context = 24 05-17 19:44:21.477 D/JBtlRbtlServices( 74): addUser: Entered, userRefCount = 1 05-17 19:44:21.477 D/BluetoothSppService( 74): port create returned status SUCCESS 05-17 19:44:21.477 D/JBtlSpp ( 74): enable: Entered 05-17 19:44:21.477 D/JBtlSpp ( 74): enable: UUID=00001101-0000-1000-8000-00805f9b34fb 05-17 19:44:21.477 D/JBtlSppNative( 74): NativeJBtlSpp_Enable: Entered 05-17 19:44:21.487 D/JBtlSppNative( 74): NativeJBtlSpp_Enable: BTL_SPP_Enable returned 0 05-17 19:44:21.487 D/JBtlSppNative( 74): NativeJBtlSpp_Enable:Exiting 05-17 19:44:21.487 D/JBtlSpp ( 74): After NativeJBtlSpp_Enable, status=SUCCESS 05-17 19:44:21.487 D/JBtlSpp ( 74): enable: Exiting 05-17 19:44:21.487 D/BluetoothSppService( 74): port enable returned status SUCCESS 05-17 19:44:21.487 D/BluetoothSppService( 74): connectPort called! 05-17 19:44:21.497 D/BluetoothSppService( 74): connectPort received bdaddress:00:18:E4:1D:23:9B 05-17 19:44:21.527 D/BluetoothSppService( 74): Trying to connect to 00:18:E4:1D:23:9B 05-17 19:44:21.527 D/JBtlSpp ( 74): setServiceName: Entered 05-17 19:44:21.527 D/JBtlSppNative( 74): NativeJBtlSpp_SetServiceName: Entered 05-17 19:44:21.547 D/JBtlSppNative( 74): NativeJBtlSpp_SetServiceName: native func returned 0 05-17 19:44:21.547 D/JBtlSppNative( 74): NativeJBtlSpp_SetServiceName:Exiting 05-17 19:44:21.547 D/JBtlSpp ( 74): After setServiceName, status=SUCCESS 05-17 19:44:21.547 D/JBtlSpp ( 74): setServiceName: Exiting 05-17 19:44:21.557 D/BluetoothSppService( 74): port setServiceName returned status SUCCESS 05-17 19:44:21.587 D/JBtlSpp ( 74): connect: Entered connecting to 00:18:E4:1D:23:9B 05-17 19:44:21.587 D/JBtlSppNative( 74): NativeJBtlSpp_Connect: Entered 05-17 19:44:21.597 D/JBtlSppNative( 74): NativeJBtlSpp_Connect: BTL_SPP_Connect returned 2 05-17 19:44:21.597 D/JBtlSppNative( 74): NativeJBtlSpp_Connect:Exiting 05-17 19:44:21.597 D/JBtlSpp ( 74): After NativeJBtlSpp_Connect, status=PENDING 05-17 19:44:21.747 D/AK8973 ( 61): Compass CLOSE 05-17 19:44:21.887 W/Process ( 74): Unable to open /proc/5749/status 05-17 19:44:21.917 I/ActivityManager( 74): Displayed activity com.gtosoft.dash/.Dash: 1279 ms (total 1279 ms) 05-17 19:44:24.047 D/ ( 74): signal_BTEVENT_ACCESSIBLE_CHANGE: Entered 05-17 19:44:24.047 D/ ( 74): signal_BTEVENT_ACCESSIBLE_CHANGE: Calling Java Accessible Change callback 05-17 19:44:24.047 D/JBtlBmg ( 74): nativeAccessibleChange 05-17 19:44:24.087 D/BluetoothService( 74): Callback - accessbileChange, btErrCode = NO_ERROR, mode = CONNECTABLE_ONLY 05-17 19:44:24.087 D/BluetoothService( 74): Sending ACTION_SCAN_MODE_CHANGED intent, mode = 21 05-17 19:44:24.087 D/ ( 74): signal_BTEVENT_ACCESSIBLE_CHANGE: Exiting 05-17 19:44:24.097 D/ ( 74): signal_BTEVENT_LINK_CONNECT_CNF: Entered 05-17 19:44:24.097 D/ ( 74): signal_BTEVENT_LINK_CONNECT_CNF: context: 1, errCode: 0 05-17 19:44:24.097 D/ ( 74): signal_BTEVENT_LINK_CONNECT_CNF: Calling Java Link Connect Confirmation callback 05-17 19:44:24.097 D/JBtlBmg ( 74): nativeLinkConnectCnf 05-17 19:44:24.107 D/BluetoothService( 74): Callback - linkConnectCnf, btErrCode = NO_ERROR, bdAddr = 00:18:E4:1D:23:9B 05-17 19:44:24.117 D/JBtlBmg ( 74): getKnownDeviceInfo: Entered 05-17 19:44:24.117 D/JBtlBmg ( 74): getKnownDeviceInfo: Calling NativeJBtlBmg_GetKnownDeviceInfo 05-17 19:44:24.137 D/ ( 74): NativeJBtlBmg_GetKnownDeviceInfo: Entered 05-17 19:44:24.137 D/ ( 74): NativeJBtlBmg_GetKnownDeviceInfo: Calling BTL_BMG_GetKnownDeviceInfo 05-17 19:44:24.227 D/JBtlBmgJniKnownDeviceInfo( 74): setValues: Entered 05-17 19:44:24.227 D/ ( 74): NativeJBtlBmg_GetKnownDeviceInfo:Exiting 05-17 19:44:24.227 D/JBtlBmg ( 74): getKnownDeviceInfo: After NativeJBtlBmg_GetKnownDeviceInfo, status=SUCCESS 05-17 19:44:24.227 D/JBtlBmg ( 74): getKnownDeviceInfo: Exiting 05-17 19:44:24.227 D/BluetoothService( 74): onRemoteDeviceConnected, device 00:18:E4:1D:23:9B is Paired 05-17 19:44:24.227 D/BluetoothService( 74): Sending ACTION_ACL_CONNECTED intent, address = 00:18:E4:1D:23:9B 05-17 19:44:24.227 D/BluetoothA2dpService( 74): Received intent with action: android.bluetooth.device.action.ACL_CONNECTED 05-17 19:44:24.227 D/ ( 74): signal_BTEVENT_LINK_CONNECT_CNF: Exiting 05-17 19:44:24.757 D/JBtlAg ( 163): setIndicatorValue: entered 05-17 19:44:24.767 I/JBtlAg ( 163): After NativeJBtlAg_SetIndicatorValue, status = SUCCESS 05-17 19:44:24.767 D/JBtlAg ( 163): setIndicatorValue: exiting 05-17 19:44:24.807 D/JBtlSppNative( 74): signal_SPP_EVENT_OPEN: Entered 05-17 19:44:24.807 D/JBtlSppNative( 74): signal_SPP_EVENT_OPEN: status: 0 context:24 05-17 19:44:24.827 D/JBtlSpp ( 74): nativeCb_open: Entered from 00:18:E4:1D:23:9B 05-17 19:44:24.827 D/JBtlSpp ( 74): nativeCb_open: Calling callback 05-17 19:44:24.827 D/BluetoothSppService( 74): connected called! 05-17 19:44:24.847 D/JBtlSpp ( 74): connect: Exiting 05-17 19:44:24.847 D/BluetoothSppService( 74): port connect returned status SUCCESS 05-17 19:44:24.847 D/JBtlSppNative( 74): signal_SPP_EVENT_OPEN: Exiting 05-17 19:44:24.847 D/JBtlSppNative( 74): signal_SPP_EVENT_MODEM_STATUS_IND: Entered 05-17 19:44:24.847 D/JBtlSppNative( 74): signal_SPP_EVENT_MODEM_STATUS_IND: Exiting 05-17 19:44:25.424 D/BluetoothSppService( 74): writeSync called! 05-17 19:44:25.424 D/JBtlSpp ( 74): write: Entered 05-17 19:44:25.427 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: Entered 05-17 19:44:25.427 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: BTL_SPP_WriteSync returned 0 written: 6 total: 0/6 05-17 19:44:25.437 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: Entered 05-17 19:44:25.437 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: status: 0 context:24 txDataLen:6 05-17 19:44:25.437 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: Exiting ok 05-17 19:44:25.437 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: written 6 05-17 19:44:25.437 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative:Exiting with 0 05-17 19:44:25.437 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: returning 6 bytes 05-17 19:44:25.437 D/JBtlSpp ( 74): After write, status=SUCCESS 05-17 19:44:25.437 D/JBtlSpp ( 74): write: Exiting 05-17 19:44:25.437 D/BluetoothSppPort( 5809): written 6 bytes 05-17 19:44:25.467 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Entered 05-17 19:44:25.467 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: status: 0 context: 24 rxDataLen: 1 05-17 19:44:25.467 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Exiting 05-17 19:44:25.477 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Entered 05-17 19:44:25.477 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: status: 0 context: 24 rxDataLen: 5 05-17 19:44:25.477 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Exiting 05-17 19:44:25.487 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Entered 05-17 19:44:25.487 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: status: 0 context: 24 rxDataLen: 10 05-17 19:44:25.487 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Exiting 05-17 19:44:25.497 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Entered 05-17 19:44:25.497 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: status: 0 context: 24 rxDataLen: 7 05-17 19:44:25.497 D/JBtlSppNative( 74): signal_SPP_EVENT_RX_DATA_IND: Exiting 05-17 19:44:27.930 W/ActivityManager( 74): Activity destroy timeout for HistoryRecord{447e0d48 com.gtosoft.dash/.Dash} 05-17 19:44:29.907 D/dalvikvm( 448): GC freed 78 objects / 3664 bytes in 153ms 05-17 19:44:29.917 D/BluetoothSppService( 74): writeSync called! 05-17 19:44:29.917 D/JBtlSpp ( 74): write: Entered 05-17 19:44:29.917 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: Entered 05-17 19:44:29.927 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: BTL_SPP_WriteSync returned 0 written: 6 total: 0/6 05-17 19:44:29.937 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: Entered 05-17 19:44:29.937 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: status: 0 context:24 txDataLen:6 05-17 19:44:29.937 D/JBtlSppNative( 74): signal_SPP_EVENT_TX_DATA_COMPLETE: Exiting ok 05-17 19:44:29.937 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: written 6 05-17 19:44:29.937 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative:Exiting with 0 05-17 19:44:29.937 D/JBtlSppNative( 74): NativeJBtlSpp_WriteNative: returning 6 bytes 05-17 19:44:29.937 D/JBtlSpp ( 74): After write, status=SUCCESS 05-17 19:44:29.937 D/JBtlSpp ( 74): write: Exiting

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  • Database Tutorial: The method open() is undefined for the type MainActivity.DBAdapter

    - by user2203633
    I am trying to do this database tutorial on SQLite Eclipse: https://www.youtube.com/watch?v=j-IV87qQ00M But I get a few errors at the end.. at db.ppen(); i get error: The method open() is undefined for the type MainActivity.DBAdapter and similar for insert record and close. MainActivity: package com.example.studentdatabase; import java.io.File; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.IOException; import java.io.InputStream; import java.io.OutputStream; import android.app.Activity; import android.app.ListActivity; import android.content.Intent; import android.database.Cursor; import android.os.Bundle; import android.util.Log; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.widget.BaseAdapter; import android.widget.Button; import android.widget.Toast; public class MainActivity extends Activity { /** Called when the activity is first created. */ //DBAdapter db = new DBAdapter(this); @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); Button addBtn = (Button)findViewById(R.id.add); addBtn.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Intent i = new Intent(MainActivity.this, addassignment.class); startActivity(i); } }); try { String destPath = "/data/data/" + getPackageName() + "/databases/AssignmentDB"; File f = new File(destPath); if (!f.exists()) { CopyDB( getBaseContext().getAssets().open("mydb"), new FileOutputStream(destPath)); } } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } DBAdapter db = new DBAdapter(); //---add an assignment--- db.open(); long id = db.insertRecord("Hello World", "2/18/2012", "DPR 224", "First Android Project"); id = db.insertRecord("Workbook Exercises", "3/1/2012", "MAT 100", "Do odd numbers"); db.close(); //---get all Records--- /* db.open(); Cursor c = db.getAllRecords(); if (c.moveToFirst()) { do { DisplayRecord(c); } while (c.moveToNext()); } db.close(); */ /* //---get a Record--- db.open(); Cursor c = db.getRecord(2); if (c.moveToFirst()) DisplayRecord(c); else Toast.makeText(this, "No Assignments found", Toast.LENGTH_LONG).show(); db.close(); */ //---update Record--- /* db.open(); if (db.updateRecord(1, "Hello Android", "2/19/2012", "DPR 224", "First Android Project")) Toast.makeText(this, "Update successful.", Toast.LENGTH_LONG).show(); else Toast.makeText(this, "Update failed.", Toast.LENGTH_LONG).show(); db.close(); */ /* //---delete a Record--- db.open(); if (db.deleteRecord(1)) Toast.makeText(this, "Delete successful.", Toast.LENGTH_LONG).show(); else Toast.makeText(this, "Delete failed.", Toast.LENGTH_LONG).show(); db.close(); */ } private class DBAdapter extends BaseAdapter { private LayoutInflater mInflater; //private ArrayList<> @Override public int getCount() { return 0; } @Override public Object getItem(int arg0) { return null; } @Override public long getItemId(int arg0) { return 0; } @Override public View getView(int arg0, View arg1, ViewGroup arg2) { return null; } } public void CopyDB(InputStream inputStream, OutputStream outputStream) throws IOException { //---copy 1K bytes at a time--- byte[] buffer = new byte[1024]; int length; while ((length = inputStream.read(buffer)) > 0) { outputStream.write(buffer, 0, length); } inputStream.close(); outputStream.close(); } public void DisplayRecord(Cursor c) { Toast.makeText(this, "id: " + c.getString(0) + "\n" + "Title: " + c.getString(1) + "\n" + "Due Date: " + c.getString(2), Toast.LENGTH_SHORT).show(); } public void addAssignment(View view) { Intent i = new Intent("com.pinchtapzoom.addassignment"); startActivity(i); Log.d("TAG", "Clicked"); } } DBAdapter code: package com.example.studentdatabase; public class DBAdapter { public static final String KEY_ROWID = "id"; public static final String KEY_TITLE = "title"; public static final String KEY_DUEDATE = "duedate"; public static final String KEY_COURSE = "course"; public static final String KEY_NOTES = "notes"; private static final String TAG = "DBAdapter"; private static final String DATABASE_NAME = "AssignmentsDB"; private static final String DATABASE_TABLE = "assignments"; private static final int DATABASE_VERSION = 2; private static final String DATABASE_CREATE = "create table if not exists assignments (id integer primary key autoincrement, " + "title VARCHAR not null, duedate date, course VARCHAR, notes VARCHAR );"; private final Context context; private DatabaseHelper DBHelper; private SQLiteDatabase db; public DBAdapter(Context ctx) { this.context = ctx; DBHelper = new DatabaseHelper(context); } private static class DatabaseHelper extends SQLiteOpenHelper { DatabaseHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } @Override public void onCreate(SQLiteDatabase db) { try { db.execSQL(DATABASE_CREATE); } catch (SQLException e) { e.printStackTrace(); } } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(TAG, "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS contacts"); onCreate(db); } } //---opens the database--- public DBAdapter open() throws SQLException { db = DBHelper.getWritableDatabase(); return this; } //---closes the database--- public void close() { DBHelper.close(); } //---insert a record into the database--- public long insertRecord(String title, String duedate, String course, String notes) { ContentValues initialValues = new ContentValues(); initialValues.put(KEY_TITLE, title); initialValues.put(KEY_DUEDATE, duedate); initialValues.put(KEY_COURSE, course); initialValues.put(KEY_NOTES, notes); return db.insert(DATABASE_TABLE, null, initialValues); } //---deletes a particular record--- public boolean deleteContact(long rowId) { return db.delete(DATABASE_TABLE, KEY_ROWID + "=" + rowId, null) > 0; } //---retrieves all the records--- public Cursor getAllRecords() { return db.query(DATABASE_TABLE, new String[] {KEY_ROWID, KEY_TITLE, KEY_DUEDATE, KEY_COURSE, KEY_NOTES}, null, null, null, null, null); } //---retrieves a particular record--- public Cursor getRecord(long rowId) throws SQLException { Cursor mCursor = db.query(true, DATABASE_TABLE, new String[] {KEY_ROWID, KEY_TITLE, KEY_DUEDATE, KEY_COURSE, KEY_NOTES}, KEY_ROWID + "=" + rowId, null, null, null, null, null); if (mCursor != null) { mCursor.moveToFirst(); } return mCursor; } //---updates a record--- public boolean updateRecord(long rowId, String title, String duedate, String course, String notes) { ContentValues args = new ContentValues(); args.put(KEY_TITLE, title); args.put(KEY_DUEDATE, duedate); args.put(KEY_COURSE, course); args.put(KEY_NOTES, notes); return db.update(DATABASE_TABLE, args, KEY_ROWID + "=" + rowId, null) > 0; } } addassignment code: package com.example.studentdatabase; public class addassignment extends Activity { DBAdapter db = new DBAdapter(this); @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.add); } public void addAssignment(View v) { Log.d("test", "adding"); //get data from form EditText nameTxt = (EditText)findViewById(R.id.editTitle); EditText dateTxt = (EditText)findViewById(R.id.editDuedate); EditText courseTxt = (EditText)findViewById(R.id.editCourse); EditText notesTxt = (EditText)findViewById(R.id.editNotes); db.open(); long id = db.insertRecord(nameTxt.getText().toString(), dateTxt.getText().toString(), courseTxt.getText().toString(), notesTxt.getText().toString()); db.close(); nameTxt.setText(""); dateTxt.setText(""); courseTxt.setText(""); notesTxt.setText(""); Toast.makeText(addassignment.this,"Assignment Added", Toast.LENGTH_LONG).show(); } public void viewAssignments(View v) { Intent i = new Intent(this, MainActivity.class); startActivity(i); } } What is wrong here? Thanks in advance.

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  • Inflector for .NET

    - by srkirkland
    I was writing conventions for FluentNHibernate the other day and I ran into the need to pluralize a given string and immediately thought of the ruby on rails Inflector.  It turns out there is a .NET library out there also capable of doing word inflection, originally written (I believe) by Andrew Peters, though the link I had no longer works.  The entire Inflector class is only a little over 200 lines long and can be easily included into any project, and contains the Pluralize() method along with a few other helpful methods (like Singularize(), Camelize(), Capitalize(), etc). The Inflector class is available in its entirety from my github repository https://github.com/srkirkland/Inflector.  In addition to the Inflector.cs class I added tests for every single method available so you can gain an understanding of what each method does.  Also, if you are wondering about a specific test case feel free to fork my project and add your own test cases to ensure Inflector does what you expect. Here is an example of some test cases for pluralize: TestData.Add("quiz", "quizzes"); TestData.Add("perspective", "perspectives"); TestData.Add("ox", "oxen"); TestData.Add("buffalo", "buffaloes"); TestData.Add("tomato", "tomatoes"); TestData.Add("dwarf", "dwarves"); TestData.Add("elf", "elves"); TestData.Add("mouse", "mice");   TestData.Add("octopus", "octopi"); TestData.Add("vertex", "vertices"); TestData.Add("matrix", "matrices");   TestData.Add("rice", "rice"); TestData.Add("shoe", "shoes"); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Pretty smart stuff.

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • Drawing multiple Textures as tilemap

    - by DocJones
    I am trying to draw a 2d game map and the objects on the map in a single pass. Here is my OpenGL initialization code // Turn off unnecessary operations glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_STENCIL_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); // activate pointer to vertex & texture array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); My drawing code is being called by a NSTimer every 1/60 s. Here is the drawing code of my world object: - (void) draw:(NSRect)rect withTimedDelta:(double)d { GLint *t; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:@"blocks"]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (int x=0; x<[_map getWidth] ; x++) { for (int y=0; y<[_map getHeight] ; y++) { GLint v[] = { 16*x ,16*y, 16*x+16,16*y, 16*x+16,16*y+16, 16*x ,16*y+16 }; t=[_textureManager getBlockWithNumber:[_map getBlockAtX:x andY:y]]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } } } (_textureManager is a Singelton only loading a texture once!) The object drawing codes is identical (except the nested loops) in terms of OpenGL calls: - (void) drawWithTimedDelta:(double)d { GLint *t; GLint v[] = { 16*xpos ,16*ypos, 16*xpos+16,16*ypos, 16*xpos+16,16*ypos+16, 16*xpos ,16*ypos+16 }; glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:_textureName]); t=[_textureManager getBlockWithNumber:12]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } As soon as my central drawing routine calls the two drawing methods the second call overlays the first one. i would expect the call to world.draw to draw the map and "stamp" the objects upon it. Debugging shows me, that the first call is performed correctly (world is being drawn), but the following call to all objects ONLY draws the objects, the rest of the scene is getting black. I think i need to blend the drawn textures, but i cant seem to figure out how. Any help is appreciated. Thanks PS: Here is the github link to the project. It may not be in sync of my post here, but for some more in-depth analysis it may help.

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • glGetActiveAttrib on Android NDK

    - by user408952
    In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with some added debug info since it's not really working): int shaders[] = { m_ps, m_vs }; if(linkProgram(shaders, 2)) { ASSERT(glIsProgram(m_program) == GL_TRUE, "program is invalid"); int attrCount = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &attrCount)); int maxAttrLength = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttrLength)); LOG_INFO("shader", "got %d attributes for '%s' (%d) (maxlen: %d)", attrCount, name, m_program, maxAttrLength); m_attrs.reserve(attrCount); GLsizei attrLength = -1; GLint attrSize = -1; GLenum attrType = 0; char tmp[256]; for(int i = 0; i < attrCount; i++) { tmp[0] = 0; GL_CHECKED(glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)); LOG_INFO("shader", "%d: %d %d '%s'", i, attrLength, attrSize, tmp); m_attrs.append(String(tmp, attrLength)); } } GL_CHECKED is a macro that calls the function and calls glGetError() to see if something went wrong. This code works perfectly on Windows 7 using ANGLE and gives this this output: info:shader: got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) info:shader: 0: 7 1 'a_Color' info:shader: 1: 10 1 'a_Position' But on my Nexus 7 (1st gen) I get the following (the errors are the output from the GL_CHECKED macro): I/testgame:shader(30865): got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 0: -1 -1 '' E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 1: -1 -1 '' I.e. the call to glGetActiveAttrib gives me an INVALID_VALUE. The opengl docs says this about the possible errors: GL_INVALID_VALUE is generated if program is not a value generated by OpenGL. This is not the case, I added an ASSERT to make sure glIsProgram(m_program) == GL_TRUE, and it doesn't trigger. GL_INVALID_OPERATION is generated if program is not a program object. Different error. GL_INVALID_VALUE is generated if index is greater than or equal to the number of active attribute variables in program. i is 0 and 1, and the number of active attribute variables are 2, so this isn't the case. GL_INVALID_VALUE is generated if bufSize is less than 0. Well, it's not zero, it's 256. Does anyone have an idea what's causing this? Am I just lucky that it works in ANGLE, or is the nvidia tegra driver wrong?

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