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  • Virtual screen size with libgdx and GLES 2

    - by David Saltares Márquez
    I've been trying to use a virtual screen size for my libgdx desktop-android game. I'd like to always use a 16:9 aspect ratio but with a virtual screen size so everything would adapt automatically depending on the device size. This post illustrates the process pretty well but my game crashes when camera.apply(Gdx.Gl10) is called. This is because I'm using GLES 2.0 (for not having to use multiple of 2 texture sizes). As stated in the OrthographicCamera doc, the apply method only works with GLES 1 and GLES 1.1. Is there another way of applying my GL transformation to the camera so I can use a virtual screen resolution? Having to resize everything manually it's a total pain. Thanks a lot.

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  • Newsletter sent with drupal goes to Spam Folder [closed]

    - by HerrSerker
    Possible Duplicate: How could I prevent my mail from being recognized as spam? I'm sending a newsletter with drupals simplenews module The website is hosted on an 1und1 server in germany (as seen in in header domains online.de and kundenserver.de) When I send it, it goes to Spam folder in Yahoo & GMail Mailbox, but not in Spam Folder in web.de, hotmail and GMX Mailboxes Here is, what I have in the Mail Header (for yahoo in this example) Received: from 12.345.678.90 (EHLO sXXXXXXXXX.online.de) (12.345.678.90) by mtaXXX.mail.kks.yahoo.co.jp with SMTP; Fri, 15 Jun 2012 18:45:24 +0900 Received: from [127.0.0.1] (helo=infongdXXXXX.rtr.kundenserver.de) by sXXXXXXXXX.online.de with esmtp (Exim 4.72) (envelope-from <[email protected]>) id 1SfT5k-00068r-Q8 for [email protected]; Fri, 15 Jun 2012 11:45:20 +0200 Received: from 83.136.130.41 (IP may be forged by CGI script) by infongdXXXXX.rtr.kundenserver.de with HTTP id 0Z04SW-1SQTKp3LPr-00YxYk; Fri, 15 Jun 2012 11:45:20 +0200 From: SENDER <[email protected]> To: "[email protected]" <[email protected]> Date: Fri, 15 Jun 2012 11:45:20 +0200 Subject: This is the subject of the newsletter Thread-Topic: This is the subject of the newsletter Thread-Index: Ac1K3nT42juzo7uCSkq5dTlby1ZvpQ== List-Unsubscribe: <http://www.example.com/newsletter/confirm/remove/XXXXXXXXX> X-MS-Has-Attach: X-Auto-Response-Suppress: All X-MS-TNEF-Correlator: x-originating-ip: [12.345.678.90] authentication-results: mtaXXX.mail.kks.yahoo.co.jp from=example.com; domainkeys=neutral (no sig); dkim=neutral (no sig) [email protected] errors-to: "SENDER" <[email protected]> received-spf: none (sXXXXXXXXX.online.de: domain of [email protected] does not designate permitted sender hosts) x-apparently-to: [email protected] via 123.45.67.890; Fri, 15 Jun 2012 18:45:25 +0900 x-sender-info: <[email protected]> content-length: 13762 Content-Type: multipart/alternative; boundary="_000_7471797868716571796675707173696675806577726778666766687_" MIME-Version: 1.0 I cannot see any direct spam filter message in this. But I'm kind of stunned by the Received: from 83.136.130.41 (IP may be forged by CGI script) part. After I searched a bit, it seems, that this is a special 'feature' of 1und1 Mail servers. Here are my questions: Is it possible that, if I get rid of the 'Ip maybe forged' part, that the Mail is not regarded as spam anymore? If so, Does anyone know, how I can get rid of it in drupal?

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  • Unity Frustum Culling Issue

    - by N0xus
    I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a stereoscopic effect). To help with alignment in the CAVE I've implemented an off center projection class. This class simply tells the camera what its top left, bottom left & bottom right corners are. From here, it creates a new projection matrix showing the the player the left and right of their world. However, inside Unity's editor, the camera is still facing forwards and, as a result the culling inside Unity isn't rendering half of the image that appears on the left and right screens. Does anyone know of a way to to either turn off the culling in Unity, or find a way to fix the projection matrix issue?

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  • Ubuntu won't connect to wired network

    - by djeikyb
    I'm running 10.04, upgraded from 9.10, maybe, but probably not upgraded from 9.04. I have two wifi routers. Zeus is connected to the dsl modem. Hermes uses a wds bridge with Zeus to extend the network. My desktop (Daedalus) is ethernetted to Hermes. My laptop (Clyde) is wifi, switching to Hermes or Zeus as needed. Occasionally, as in whenever I transfer a large file from desktop to laptop, the wds bridge will die. Fixing it means restarting both routers, though it seems Hermes should boot first. This is ridiculous, and eventually I'll get around to asking you guys to help me stop it from happening. More importantly is that my desktop requires a reboot to get back on the network. WTF. ifconfig shows my nic has no ip. /etc/init.d/networking restart doesn't do anything, not even give me a lousy ip. dhcpcd eth1 grants me an ip address, but doesn't help with internet access. route -n shows what looks like my normal routing table, but pinging google.com informs me it's an unknown host. jake@daedalus:~$ route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 0.0.0.0 10.1.1.1 0.0.0.0 UG 0 0 0 eth1 It may be worth noting that I can ping both Zeus (10.1.1.1) and Hermes (10.1.1.4) and my laptop (10.1.1.55). Much obliged for any help. Rebooting is, well, trivial in this instance. But it's stupid. I switched to linux because I like the idea that if one part breaks, you fix it instead of reboot reboot reboot. I've left my poor desktop in disarray, confining myself to my little netbook. My desktop is broken, awaiting magical commands from you brilliant folk. (and yes, i know clyde the netbook should be named icarus. it was its original name. ironically the ssd burned out, and i felt it wasn't right when it came to reinstalling)

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  • Countdown to Transit of Venus and a List of Feeds

    - by TATWORTH
    At http://www.space.com/14568-venus-transits-sun-2012-skywatching.html there is a countdown to the transit of Venus.NASA will providing a video feed from Mauna Kea of the event from http://venustransit.nasa.gov/2012/transit/webcast.php.The SLOOH space camera site will provide a feed at http://www.slooh.com/transit-of-venus/Astronomers Without Borders will provide a feed from Mount Wilson at http://www.astronomerswithoutborders.org/projects/transit-of-venus.htmlOther web camera feeds are at:http://www.skywatchersindia.com/http://venustransit.nasa.gov/transitofvenus/http://venustransit.nso.edu/http://www.transitofvenus.com.au/HOME.htmlhttp://www.exploratorium.edu/venus/http://www.bareket-astro.com/live-astronomical-web-cast/live-free-venus-transit-webcast-6-june-2012.htmlhttp://cas.appstate.edu/streams/2012/05/physics-and-astronomy-astrocamhttp://skycenter.arizona.edu/

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  • Ubuntu 13.04 on Lenovo G580 > built-in (web)cam not recognized

    - by user159295
    I've installed Ubuntu 13.04 on a Lenovo G580. Now I noticed that the built-in (web)cam is not being recognized. Does anybody know how to fix this and get the webcam running? Any help is appreciated! Thanks I've downloaded/installed the suggested program and the webcam is working within that program. However, when running Camera Test from the System Testing here's what happens: when clicking on "Test", there's NO image showing up a few seconds after clicking on "Test", an error message is popping up saying "Sorry, Ubuntu 13.04 has experienced an internal error" When going to Skype, video is enable and under "select webcam" there's "Lenovo EasyCamera (/dev/video0) as only option selected. But, Skype doesn't recognize the camera as there's no pictures. Any ideas on how to get this straightened out?

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  • Handling different screen densities in Android Devices?

    - by DevilWithin
    Well, i know there are plenty of different-sized screens in devices that run Android. The SDK I code with deploys to all major desktop platforms and android. I am aware i must have special cares to handle the different screen sizes and densities, but i just had an idea that would work in theory, and my question is exactly about that method, How could it FAIL ? So, what I do is to have an ortho camera of the same size for all devices, with possible tweaks, but anyway that would grant the proper positioning of all elements in all devices, right? We can assume everything is drawn in OpenGLES and input handling is converted to the proper camera coordinates. If you need me to improve the question, please tell me.

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  • Php 5.3.3. Access log

    - by irolla
    Hi I'm using php-fpm. In 5.3.2 when I'm opening phpinfo page in access log I get: ip - - [26/Aug/2010:16:35:32 +0400] "GET /phpinfo.php HTTP/1.1" 200 13322 "-" "Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5" But in 5.3.3 I'm getting: ip - - [26/Aug/2010:16:30:30 +0400] "GET /phpinfo.php HTTP/1.1" 200 11891 "-" "Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5" ip - - [26/Aug/2010:16:30:30 +0400] "GET /phpinfo.php?=PHPE9568F34-D428-11d2-A769-00AA001ACF42 HTTP/1.1" 200 2536 "http://site.com/phpinfo.php" "Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5" ip - - [26/Aug/2010:16:30:30 +0400] "GET /phpinfo.php?=SUHO8567F54-D428-14d2-A769-00DA302A5F18 HTTP/1.1" 200 2825 "http://site.com/phpinfo.php" "Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5" ip - - [26/Aug/2010:16:30:30 +0400] "GET /phpinfo.php?=PHPE9568F35-D428-11d2-A769-00AA001ACF42 HTTP/1.1" 200 2158 "http://site.com/phpinfo.php" "Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5" Why there is 4 lines insted of 1? And what means "?=PHPE...". Is it PHP sessions? My php5.3.3 fpm config: [global] pid = /var/run/php5-fpm.pid error_log = /var/log/php5-fpm.log log_level = notice [pool_0] listen = 127.0.0.1:9000 listen.backlog = -1 listen.allowed_clients = 127.0.0.1 user = www-data group = www-data pm = dynamic pm.max_children = 50 pm.min_spare_servers = 5 pm.max_spare_servers = 35 pm.max_requests = 500 pm.status_path = /pool_0/status rlimit_files = 1024 rlimit_core = 0 catch_workers_output = yes php_admin_flag[register_globals] = true php_admin_value[error_reporting] = E_ALL & ~E_DEPRECATED php_admin_value[max_execution_time] = 15 php_admin_flag[short_open_tag] = true php_admin_flag[display_errors] = false

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  • How to make a deb install only when the dependency is installed, or the conflicting packages aren't?

    - by adam
    I'm making a package for Cydia, but since it uses APT/dpkg, I thought I'd ask this question here. I want my package to only install if gsc.wildcat (represents an iPad) is installed, or if gsc.front-facing-camera (represents an iPhone 4/4S) is not installed. This setup would let the package only install on the 3GS or an iPad, but there's no package that represents a 3GS that I know of. It also requires iOS 5 (firmware (>= 5.0)). Here's an excerpt from my control file: Depends: gsc.wildcat, firmware (>= 5.0) Conflicts: gsc.front-facing-camera How can I do this with only Depends/Conflicts? (Please note that this question is about dpkg and not Cydia.)

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  • Synchronise Database between servers via php [closed]

    - by Emmanuel
    Hi Guys, I'm needing to synchronise two mysql databases between different servers on a regular basis, by a client-initiated interface. I've been doing it by remote MYSQL connection, and adding the IP of the servers to the whitelist for MYSQL remote connections. Problem is however, that the client has a dynamic IP, so as soon as it changes they can no longer sync. So I'm trying to find an alternative way of synchronising the two databases via some sort of secure php script.

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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  • How do I troubleshoot an IPsec tunnel (from a cellular router to a public server)?

    - by Hanno Fietz
    I'm new to IPsec and struggling with a setup that might soon be widely used in our operations (provided I do understand it, eventually...). A cellular router (blackbox by netModule, from its log messages it seems to be running Linux and OpenSwan) connects a sensor network on customers' sites with our public server. We need to be able to connect into the local network, so I had the cell provider give me a public IP (a dynamic one). The way their setup works, the public IPs only allow IPsec traffic. I set up OpenSwan on our Ubuntu server (running Jaunty). This is my connection config from /etc/ipsec.conf: conn gprs-field-devices left=my.pub.lic.ip [email protected] #leftsubnet=192.168.1.129/25 right=%any [email protected] #rightsubnet=192.168.1.1/25 #rightnexthop=%defaultroute auto=add On the router, all I have is the Web UI, in which I made the following settings: "Remote endpoint": public IP of server, same as "left" above "Local Network Address": 192.168.1.1 "Local Network Mask": 255.255.255.128 "Remote Network Address": 192.168.1.129 "Remote Network Mask": 255.255.255.128 The pluto process on the server is listening for connections on port 500. It can't open a tunnel, obviously, because it doesn't know at which IP the client is. I set up a passphrase as PSK for @field.econemon.com in /etc/ipsec.secrets and also configured it in the router (which doesn't seem to support certificates). My problem is, nothing happens. The router just says, IPsec is "down". When I copy-paste the IP into ipsec.conf (for "right="), and ask the server to ipsec auto --up gprs-field-devices, it just hangs until I press Ctrl-C. Is there anything wrong with my setup? How can I debug this further? My router gives the following loglines that seem related, but don't tell me anything: Feb 21 23:08:20 Netbox authpriv.warn pluto[2497]: loading secrets from "/etc/ipsec.secrets" Feb 21 23:08:20 Netbox authpriv.warn pluto[2497]: loading secrets from "/etc/ipsec.d/hostkey.secrets" Feb 21 23:08:20 Netbox authpriv.warn pluto[2497]: loading secrets from "/etc/ipsec.d/netbox0.secrets" Feb 21 23:08:20 Netbox authpriv.warn pluto[2497]: "netbox00" #1: initiating Main Mode Feb 21 23:08:20 Netbox daemon.err ipsec__plutorun: 104 "netbox00" #1: STATE_MAIN_I1: initiate Feb 21 23:08:20 Netbox daemon.err ipsec__plutorun: ...could not start conn "netbox00" Feb 21 23:08:22 Netbox authpriv.warn pluto[2497]: packet from 188.40.57.4:500: ignoring informational payload, type NO_PROPOSAL_CHOSEN Feb 21 23:08:22 Netbox authpriv.warn pluto[2497]: packet from 188.40.57.4:500: received and ignored informational message Feb 21 23:08:28 Netbox user.warn parrot.system_controller[762]: IPSECCTRLR: Tunnel 0 is down for 0 seconds Feb 21 23:08:40 Netbox user.warn parrot.system_controller[762]: IPSECCTRLR: Tunnel 0 is down for 10 seconds Feb 21 23:08:52 Netbox authpriv.warn pluto[2497]: packet from 188.40.57.4:500: ignoring informational payload, type NO_PROPOSAL_CHOSEN

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • Cannot connect to WEBrick on home network

    - by Chris Stewart
    I'm an Android developer and often my applications require server-side code. I typically use Ruby on Rails for the web app, and during development will run the server on my local machine (Mac OS X) with WEBrick. In the morning when I get to the office, I'll run ifconfig in the console to see what IP my laptop has been given that day. I'll use that IP in my Android app when making requests to the web app in question. This all works fine, when I'm in my office. When I get home, I attempt to do the same thing, find my laptop's IP via ifconfig, set it in my app's config file, but the destination can never be found. To exclude my app from the set of hurdles, I attempt to visit the web server IP (e.g., http://192.168.1.4:3000) from my phone's browser, and it cannot connect. If I try from my laptop, which is running the web server, it works fine. If I try from another machine, on the same network, it also is unable to connect. Given this, I think I've narrowed it down to some kind of configuration in my home network, but I frankly have no idea what the cause could be. I don't have anything special at home, your basic Verizon FiOS router/modem with everything connected via Wi-Fi (Wi-Fi for both phone and laptop at work as well, fyi). I've tried disabling the firewall on my Verizon router, enabling port forwarding, and just about everything else I could do for port 3000, and nothing has changed. Dear Server Fault geniuses, please help a poor developer out. :) Edit: Some follow up items to add. My Mac's firewall is not active, and all incoming requests are allowed. I've also verified on my phone and laptop, that they're on the same network (192.168.1.4 Mac, 192.168.1.9 Phone). I have no idea why this isn't working. Edit 2: I went into System Preferences, enabled Web Sharing, and tried to view the website from my phone and it didn't connect. So it's not WEBrick or related to Rails. The firewall on my machine is off and the firewall on my router is off. Edit 3: Some progress. I set up port forwarding for port 3000 to my laptop, found the external IP, and used that and it connected fine. So, there's definitely something not quite set up correctly on my internal network.

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  • Is it possible to change an "Unidentified Network" into a "Home" or "Work" network on Windows 7

    - by Rhys
    I have a problem with Windows 7 RC (7100). I frequently use a crossover network cable on WinXP with static IP addresses to connect to various industrial devices (e.g. robots, pumps, valves or even other Windows PCs) that have Ethernet network ports. When I do this on Windows 7, the network connection is classed as an "Unidentified Network" in Networks and Sharing Center and the public firewall profile is enforced by Windows. I do not want to change the public profile and would prefer to use the Home or Work profile instead. For other networks like Home and Work I'm able to click on them and change the classification. This is not available for unidentified networks. My questions are these:- Is there a way to manual override the "Unidentified Network" classification? What tests are performed on the network that fail, therefore classifying it as an "Unidentified Network" By googling (hitting mainly vista issues) it seems that you need to ensure that the default gateway is not 0.0.0.0. I've done this. I've also tried to remove IPv6 but this does not seem possible on Windows 7. UPDATE For those still having problems here is the answer to my issue and the possible reasons why:- Win7 keeps a list of the networks you visit by (I am assuming, but don’t know for sure) the MACID of the device pointed to by the Default Gateway. The default gateway is usually the constant device in a network (i.e. the NAT or router) so can be used to uniquely identify one network from another. The default gateway in the IPv4 properties panel must therefore point to an actual endpoint so windows can then keep track of it. If there is a device at the end of the Default Gateway windows will identify it and track it remembering its settings. The ways you can therefore fool Win7 is to either point the default gateway to your own IP address, or the IP address of the target device you’re communicating with. This will have the side effect of expecting that target device to start routing packets for IP destinations that are outside your subnet. So some applications on Win7 will try to communicate with the internet, these will be passed on to the default gateway (either back you the same IP address or a target device that is not a router) and thus will eventually timeout because neither can route packets. Which you can usually live with. This gets slightly complicated when you mix a this type of connection with a real connection to the internet via WIFI. The wired network card usually has priority when routing because of the “interface metric” so some applications might not connect correctly.

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Google analytics is counting way to much

    - by Luticka
    I have a website using Google analytics but it is counting way to much. To test this i was logging all entry's to my database with time and IP address. My result for one day was: Google analytics: Visits: 4078 Absolute Unique Visitors: 3758 My Database: Visits: 4182 Unique Visitors(Only by IP): 905 I use the tracking option "One domain with multiple subdomains" because the website is accessible both on www.example.com and example.com. I'm i missing something or what could be wrong?

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  • Make objects slide across the screen in random positions

    - by user3475907
    I want to make an object appear randomly at the right hand side of the screen and then slide across the screen and disapear at the left hand side. I am working with libgdx. I have this bit of code but it makes items fall from the top down. Please help. public EntityManager(int amount, OrthoCamera camera) { player = new Player(new Vector2(15, 230), new Vector2(0, 0), this, camera); for (int i = 0; i < amount; i++) { float x = MathUtils.random(0, MainGame.HEIGHT - TextureManager.ENEMY.getHeight()); float y = MathUtils.random(MainGame.WIDTH, MainGame.WIDTH * 10); float speed = MathUtils.random(2, 10); addEntity(new Enemy(new Vector2(x, y), new Vector2(-0, -speed))); }

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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