Search Results

Search found 1273 results on 51 pages for 'vertex shader'.

Page 16/51 | < Previous Page | 12 13 14 15 16 17 18 19 20 21 22 23  | Next Page >

  • GLTessellator crashing

    - by user146780
    I'v followed a tutorial to get the GLU tesselator working. It woulds except the interpolation for colors of new points causes a crash (error reading from memory...) This is my callback where it crashes: void CALLBACK combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) { GLdouble *vertex; int i; vertex = (GLdouble *) malloc(6 * sizeof(GLdouble)); vertex[0] = coords[0]; vertex[1] = coords[1]; vertex[2] = coords[2]; //crashes here **for (int i = 3; i < 6; i++) { vertex[i] = weight[0] * vertex_data[0][i] + weight[1] * vertex_data[1][i] + weight[2] * vertex_data[2][i] + weight[3] * vertex_data[3][i]; }** //crashes here *dataOut = vertex; } I looked at memory when it crashes but can't put my finger on exactly what triggers it. I followed this tutorial: http://www.flipcode.com/archives/Polygon_Tessellation_In_OpenGL.shtml Thanks

    Read the article

  • Why doesn't this work?

    - by user146780
    I'v tried to solve a memory leak in the GLU callback by creating a global variable but now it dos not draw anything: GLdouble *gluptr = NULL; void CALLBACK combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) { GLdouble *vertex; if(gluptr == NULL) { gluptr = (GLdouble *) malloc(6 * sizeof(GLdouble)); } vertex = (GLdouble*)gluptr; vertex[0] = coords[0]; vertex[1] = coords[1]; vertex[2] = coords[2]; for (int i = 3; i < 6; i++) { vertex[i] = weight[0] * vertex_data[0][i] + weight[1] * vertex_data[0][i] + weight[2] * vertex_data[0][i] + weight[3] * vertex_data[0][i]; } *dataOut = vertex; } basically instead of doing malloc each time in the loop (thus the memory leak) im using a global pointer, but this doesn't work (drawing to the screen). Why would using malloc to a pointer created in the function work any different than a global variable? Thanks

    Read the article

  • LINQ, creating unique collection of a collection

    - by Wish
    I have class Vertex and a class Edge (Edge holds 2 properties - Vertex Source and Vertex Target); Edges and Vertexes are collected into lists Some example: A-->B // edge from vertex A to B B-->C // edge from vertex B to C C-->A // edge from vertex C to A A-->C // edge from vertex A to C -- this is two way edge So I would like to make IDictionary<Edge, bool> which would hold edges (A--B and B--A would be like 1), and bool - if it is two way or no. I need it because when I draw them now, it draws 2 arrows under one another. I would better make 1 arrow. So I'm pretty stuck right here... May anybody help me a bit ?

    Read the article

  • Differences in cg shader code for OpenGL vs. for DirectX?

    - by Cray
    I have been trying to use an existing library that automatically generates shaders (Hydrax plugin for Ogre3D). These shaders are used to render water and somewhat involved, but are not extremely complicated. However there seems to be some differences in how the cg shaders are handled by OpenGL and DirectX, more specifically, I am pretty sure that the author of the library only has debugged all the shaders for DirectX, and they work flawlessly there, but not so in OpenGL. There are no compiler errors, but the result just doesn't look the same. (And I have to run the library in OpenGL.) Isn't cg supposed to be a language that can freely use the exact same code for both platforms? Are there any specific known caveats one should know about when using the same code for them? Are there any fast ways to find what parts of the code work differently? (I am pretty sure that the shaders are the problem. Otherwise Ogre3D has great support for both problems, and everything is abstracted away nicely. Other shaders work in OpenGL, etc...)

    Read the article

  • What is the most efficient way to blur in a shader?

    - by concernedcitizen
    I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss value look more diffuse. I'm having difficulty deciding how to apply the blur, though. My first idea was to just sample a lower mip level of the screen rendertarget. However, the rendertarget uses SurfaceFormat.HalfVector4 (for HDR effects), which means XNA won't allow linear filtering. Point filtering looks horrible and really doesn't give the visual cue that I want. I've thought about using some kind of Box/Gaussian blur, but this would not be ideal. I've already thrashed the texture cache in the raymarching phase before the blur even occurs (a worst case reflection could be 32 samples per pixel), and the blur kernel to make the reflections look sufficiently diffuse would be fairly large. Does anyone have any suggestions? I know it's doable, as Photon Workshop achieved the effect in Unity.

    Read the article

  • How can a load and play an .x model using vertex animation in XNA?

    - by Christian
    From a game I developed years ago, I still have character models that my former 3D engine designer created and that I'd like to reuse in a Windows Phone project now. However, the files are in DirectX format (.x) containing keyframe animation only. No bones. No skeleton. There are a lot of animation keys defined on several frames to animate the characters. I don't quite understand how that works, to be frankly. However, I did a lot of research regarding a possible way of getting the characters animated via XNA on Windows Phone and all I found are hints that it is generally possible but not supported. Possibly by implementing own Content Importers and Processors. I didn't find anyone who successfully did something like that yet. How should I go about loading and displaying these models in XNA?

    Read the article

  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

    Read the article

  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

    Read the article

  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

    Read the article

  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

    Read the article

  • How can I use a Shader in XNA to color single pixels?

    - by George Johnston
    I have a standard 800x600 window in my XNA project. My goal is to color each individual pixel based on a rectangle array which holds boolean values. Currently I am using a 1x1 Texture and drawing each sprite in my array. I am very new to XNA and come from a GDI background, so I am doing what I would have done in GDI, but it doesn't scale very well. I have been told in another question to use a Shader, but after much research, I still haven't been able to find out how to accomplish this goal. My application loops through the X and Y coordinates of my rectangular array, does calculations based on each value, and reassigns/moves the array around. At the end, I need to update my "Canvas" with the new values. A smaller sample of my array would look like: 0,0,0,0,0,0,0 0,0,0,0,0,0,0 0,0,0,0,0,0,0 1,1,1,1,1,1,1 1,1,1,1,1,1,1 How can I use a shader to color each pixel?

    Read the article

  • NSArray multiply each argument

    - by seaworthy
    Is the there a way to multiply each NSNumber contained in the array by 10? Here is what I have so far: NSMutableArray *vertex = [NSMutableArray arrayWithCapacity:3]; [vertex addObject:[NSNumber numberWithFloat:1.0]]; [vertex addObject:[NSNumber numberWithFloat:2.0]]; [vertex addObject:[NSNumber numberWithFloat:3.0]]; [vertex makeObjectsPerformSelector:@selector(doSomethingToObject:)]; I am not sure what selector to use to do this, please help!

    Read the article

  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

    Read the article

  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

    Read the article

  • Find unique vertices from a 'triangle-soup'

    - by sum1stolemyname
    I am building a CAD-file converter on top of two libraries (Opencascade and DWF Toolkit). However, my question is plattform agnostic: Given: I have generated a mesh as a list of triangular faces form a model constructed through my application. Each Triangle is defined through three vertexes, which consist of three floats (x, y & z coordinate). Since the triangles form a mesh, most of the vertices are shared by more then one triangle. Goal: I need to find the list of unique vertices, and to generate an array of faces consisting of tuples of three indices in this list. What i want to do is this: //step 1: build a list of unique vertices for each triangle for each vertex in triangle if not vertex in listOfVertices Add vertex to listOfVertices //step 2: build a list of faces for each triangle for each vertex in triangle Get Vertex Index From listOfvertices AddToMap(vertex Index, triangle) While I do have an implementation which does this, step1 (the generation of the list of unique vertices) is really slow in the order of O(n!), since each vertex is compared to all vertices already in the list. I thought "Hey, lets build a hashmap of my vertices' components using std::map, that ought to speed things up!", only to find that generating a unique key from three floating point values is not a trivial task. Here, the experts of stackoverflow come into play: I need some kind of hash-function which works on 3 floats, or any other function generating a unique value from a 3d-vertex position.

    Read the article

  • create graph using adjacency list

    - by sum1needhelp
    #include<iostream> using namespace std; class TCSGraph{ public: void addVertex(int vertex); void display(); TCSGraph(){ head = NULL; } ~TCSGraph(); private: struct ListNode { string name; struct ListNode *next; }; ListNode *head; } void TCSGraph::addVertex(int vertex){ ListNode *newNode; ListNode *nodePtr; string vName; for(int i = 0; i < vertex ; i++ ){ cout << "what is the name of the vertex"<< endl; cin >> vName; newNode = new ListNode; newNode->name = vName; if (!head) head = newNode; else nodePtr = head; while(nodePtr->next) nodePtr = nodePtr->next; nodePtr->next = newNode; } } void TCSGraph::display(){ ListNode *nodePtr; nodePtr = head; while(nodePtr){ cout << nodePtr->name<< endl; nodePtr = nodePtr->next; } } int main(){ int vertex; cout << " how many vertex u wan to add" << endl; cin >> vertex; TCSGraph g; g.addVertex(vertex); g.display(); return 0; }

    Read the article

  • Implementing list position locator in C++?

    - by jfrazier
    I am writing a basic Graph API in C++ (I know libraries already exist, but I am doing it for the practice/experience). The structure is basically that of an adjacency list representation. So there are Vertex objects and Edge objects, and the Graph class contains: list<Vertex *> vertexList list<Edge *> edgeList Each Edge object has two Vertex* members representing its endpoints, and each Vertex object has a list of Edge* members representing the edges incident to the Vertex. All this is quite standard, but here is my problem. I want to be able to implement deletion of Edges and Vertices in constant time, so for example each Vertex object should have a Locator member that points to the position of its Vertex* in the vertexList. The way I first implemented this was by saving a list::iterator, as follows: vertexList.push_back(v); v->locator = --vertexList.end(); Then if I need to delete this vertex later, then rather than searching the whole vertexList for its pointer, I can call: vertexList.erase(v->locator); This works fine at first, but it seems that if enough changes (deletions) are made to the list, the iterators will become out-of-date and I get all sorts of iterator errors at runtime. This seems strange for a linked list, because it doesn't seem like you should ever need to re-allocate the remaining members of the list after deletions, but maybe the STL does this to optimize by keeping memory somewhat contiguous? In any case, I would appreciate it if anyone has any insight as to why this happens. Is there a standard way in C++ to implement a locator that will keep track of an element's position in a list without becoming obsolete? Much thanks, Jeff

    Read the article

  • Boggling Direct3D9 dynamic vertex buffer Lock crash/post-lock failure on Intel GMA X3100.

    - by nj
    Hi, For starters I'm a fairly seasoned graphics programmer but as wel all know, everyone makes mistakes. Unfortunately the codebase is a bit too large to start throwing sensible snippets here and re-creating the whole situation in an isolated CPP/codebase is too tall an order -- for which I am sorry, do not have the time. I'll do my best to explain. B.t.w, I will of course supply specific pieces of code if someone wonders how I'm handling this-or-that! As with all resources in the D3DPOOL_DEFAULT pool, when the device context is taken away from you you'll sooner or later will have to reset your resources. I've built a mechanism to handle this for all relevant resources that's been working for years; but that fact nothingwithstanding I've of course checked, asserted and doubted any assumption since this bug came to light. What happens is as follows: I have a rather large dynamic vertex buffer, exact size 18874368 bytes. This buffer is locked (and discarded fully using the D3DLOCK_DISCARD flag) each frame prior to generating dynamic geometry (isosurface-related, f.y.i) to it. This works fine, until, of course, I start to reset. It might take 1 time, it might take 2 or it might take 5 resets to set off a bug that causes an access violation either on the pointer returned by the Lock() operation on the renewed resource or a plain crash -- regarding a somewhat similar address, but without the offset that it has tacked on to it in the first case because in that case we're somewhere halfway writing -- iside the D3D9 dll Lock() call. I've tested this on other hardware, upgraded my GMA X3100 drivers (using a MacBook with BootCamp) to the latest ones, but I can't reproduce it on any other machine and I'm at a loss about what's wrong here. I have tried to reproduce a similar situation with a similar buffer (I've got a large scratch pad of the same type I filled with quads) and beyond a certain amount of bytes it started to behave likewise. I'm not asking for a solution here but I'm very interested if there are other developers here who have battled with the same foe or maybe some who can point me in some insightful direction, maybe ask some questions that might shed a light on what I may or may not be overlooking. Another interesting artifact is that the vertex buffer starts to bug if I supply both D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE together which, even though not very logical (you're not going to overwrite if you've just discarded all), gives graphics glitches. Thanks and any corrections are more than welcome. Niels p.s - A friend of mine raised the valid point that it is a huge buffer for onboard video RAM and it's being at least double or triple buffered internally due to it's dynamic nature. On the other hand, the debug output (D3D9 debug DLL + max. warning output) remains silent. p.s 2 - Had it tested on more machines and still works -- it's probably a matter of circumstance: the huge dynamic, internally double/trippled buffered buffer, not a lot of memory and drivers that don't complain when they should.. Unless someone has a better suggestion; I'd still love to hear it :)

    Read the article

  • Prim's MST algorithm implementation with Java

    - by user1290164
    I'm trying to write a program that'll find the MST of a given undirected weighted graph with Kruskal's and Prim's algorithms. I've successfully implemented Kruskal's algorithm in the program, but I'm having trouble with Prim's. To be more precise, I can't figure out how to actually build the Prim function so that it'll iterate through all the vertices in the graph. I'm getting some IndexOutOfBoundsException errors during program execution. I'm not sure how much information is needed for others to get the idea of what I have done so far, but hopefully there won't be too much useless information. This is what I have so far: I have a Graph, Edge and a Vertex class. Vertex class mostly just an information storage that contains the name (number) of the vertex. Edge class can create a new Edge that has gets parameters (Vertex start, Vertex end, int edgeWeight). The class has methods to return the usual info like start vertex, end vertex and the weight. Graph class reads data from a text file and adds new Edges to an ArrayList. The text file also tells us how many vertecis the graph has, and that gets stored too. In the Graph class, I have a Prim() -method that's supposed to calculate the MST: public ArrayList<Edge> Prim(Graph G) { ArrayList<Edge> edges = G.graph; // Copies the ArrayList with all edges in it. ArrayList<Edge> MST = new ArrayList<Edge>(); Random rnd = new Random(); Vertex startingVertex = edges.get(rnd.nextInt(G.returnVertexCount())).returnStartingVertex(); // This is just to randomize the starting vertex. // This is supposed to be the main loop to find the MST, but this is probably horribly wrong.. while (MST.size() < returnVertexCount()) { Edge e = findClosestNeighbour(startingVertex); MST.add(e); visited.add(e.returnStartingVertex()); visited.add(e.returnEndingVertex()); edges.remove(e); } return MST; } The method findClosesNeighbour() looks like this: public Edge findClosestNeighbour(Vertex v) { ArrayList<Edge> neighbours = new ArrayList<Edge>(); ArrayList<Edge> edges = graph; for (int i = 0; i < edges.size() -1; ++i) { if (edges.get(i).endPoint() == s.returnVertexID() && !visited(edges.get(i).returnEndingVertex())) { neighbours.add(edges.get(i)); } } return neighbours.get(0); // This is the minimum weight edge in the list. } ArrayList<Vertex> visited and ArrayList<Edges> graph get constructed when creating a new graph. Visited() -method is simply a boolean check to see if ArrayList visited contains the Vertex we're thinking about moving to. I tested the findClosestNeighbour() independantly and it seemed to be working but if someone finds something wrong with it then that feedback is welcome also. Mainly though as I mentioned my problem is with actually building the main loop in the Prim() -method, and if there's any additional info needed I'm happy to provide it. Thank you. Edit: To clarify what my train of thought with the Prim() method is. What I want to do is first randomize the starting point in the graph. After that, I will find the closest neighbor to that starting point. Then we'll add the edge connecting those two points to the MST, and also add the vertices to the visited list for checking later, so that we won't form any loops in the graph. Here's the error that gets thrown: Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at Graph.findClosestNeighbour(graph.java:203) at Graph.Prim(graph.java:179) at MST.main(MST.java:49) Line 203: return neighbour.get(0); in findClosestNeighbour() Line 179: Edge e = findClosestNeighbour(startingVertex); in Prim()

    Read the article

  • Graph Tour with Uniform Cost Search in Java

    - by user324817
    Hi. I'm new to this site, so hopefully you guys don't mind helping a nub. Anyway, I've been asked to write code to find the shortest cost of a graph tour on a particular graph, whose details are read in from file. The graph is shown below: http://img339.imageshack.us/img339/8907/graphr.jpg This is for an Artificial Intelligence class, so I'm expected to use a decent enough search method (brute force has been allowed, but not for full marks). I've been reading, and I think that what I'm looking for is an A* search with constant heuristic value, which I believe is a uniform cost search. I'm having trouble wrapping my head around how to apply this in Java. Basically, here's what I have: Vertex class - ArrayList<Edge> adjacencies; String name; int costToThis; Edge class - final Vertex target; public final int weight; Now at the moment, I'm struggling to work out how to apply the uniform cost notion to my desired goal path. Basically I have to start on a particular node, visit all other nodes, and end on that same node, with the lowest cost. As I understand it, I could use a PriorityQueue to store all of my travelled paths, but I can't wrap my head around how I show the goal state as the starting node with all other nodes visited. Here's what I have so far, which is pretty far off the mark: public static void visitNode(Vertex vertex) { ArrayList<Edge> firstEdges = vertex.getAdjacencies(); for(Edge e : firstEdges) { e.target.costToThis = e.weight + vertex.costToThis; queue.add(e.target); } Vertex next = queue.remove(); visitNode(next); } Initially this takes the starting node, then recursively visits the first node in the PriorityQueue (the path with the next lowest cost). My problem is basically, how do I stop my program from following a path specified in the queue if that path is at the goal state? The queue currently stores Vertex objects, but in my mind this isn't going to work as I can't store whether other vertices have been visited inside a Vertex object. Help is much appreciated! Josh

    Read the article

  • OpenGL index buffer object with additional data

    - by muksie
    I have a large set of lines, which I render from a vertex buffer object using glMultiDrawArrays(GL_LINE_STRIP, ...); This works perfectly well. Now I have lots of vertex pairs which I also have to visualize. Every pair consists of two vertices on two different lines, and the distance between the vertices is small. However, I like to have the ability to draw a line between all vertex pairs with a distance less than a certain value. What I like to have is something like a buffer object with the following structure: i1, j1, r1, i2, j2, r2, i3, j3, r3, ... where the i's and j's are indices pointing to vertices and the r's are the distances between those vertices. Thus every vertex pair is stored as a (i, j, r) tuple. Then I like to have a (vertex) shader which only draws the vertex pairs with r < SOME_VALUE as a line. So my question is, what is the best way to achieve this?

    Read the article

  • DirectCompute

    In my previous blog post I introduced the concept of GPGPU ending with:On Windows, there is already a cross-GPU-vendor way of programming GPUs and that is the Direct X API. Specifically, on Windows Vista and Windows 7, the DirectX 11 API offers a dedicated subset of the API for GPGPU programming: DirectCompute. You use this API on the CPU side, to set up and execute the kernels on the GPU. The kernels are written in a language called HLSL (High Level Shader Language). You can use DirectCompute with HLSL to write a "compute shader", which is the term DirectX uses for what I've been referring to in this post as "kernel".In this post I want to share some links to get you started with DirectCompute and HLSL.1. Watch the recording of the PDC 09 session: DirectX11 DirectCompute.2. If session recordings is your thing there are two more on DirectCompute from nvidia's GTC09 conference 1015 (pdf, mp4) and 1411 (mp4 plus the presenter's written version of the session).3. Over at gamedev there is an old Compute Shader tutorial. At the same site, there is a 3-part blog post on Compute Shader: Introduction, Resources and Addressing.4. From PDC, you can also download the DirectCompute Hands On Lab.5. When you are ready to get your hands even dirtier, download the latest Windows DirectX SDK (at the time of writing the latest is dated Feb 2010).6. Within the SDK you'll find a Compute Shader Overview and samples such as: Basic, Sort, OIT, NBodyGravity, HDR Tone Mapping.7. Talking of DX11/DirectCompute samples, there are also a couple of good ones on this URL.8. The documentation of the various APIs is available online. Here are just some good (but far from complete) taster entry points into that: numthreads, SV_DispatchThreadID, SV_GroupThreadID, SV_GroupID, SV_GroupIndex, D3D11CreateDevice, D3DX11CompileFromFile, CreateComputeShader, Dispatch, D3D11_BIND_FLAG, GSSetShader. Comments about this post welcome at the original blog.

    Read the article

  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

    Read the article

  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

    Read the article

< Previous Page | 12 13 14 15 16 17 18 19 20 21 22 23  | Next Page >