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  • Is it possible to overlay EditText box on a GLSurfaceView on Android?

    - by Ash McConnell
    I am trying to add a "PlayerName" box on top of a opengl menu background, is this possible? I've tried various layouts, but they don't seem to allow an EditText box to appear on top What is the typical way of doing something like this? Do I need to manually render the text and handle input or is there a better way? It seems like it should be possible to show the EditText on top of the GLSurfaceView somehow.

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  • How do you create a cbuffer or global variable that is gpu modifiable?

    - by bobobobo
    I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write the global in my hlsl code, //clamp the max color below by this color clamp( maxColor, output.color, float4( 1e6,1e6,1e6,1e6 ) ) ; I see: error X3025: global variables are implicitly constant, enable compatibility mode to allow modification What is the correct way to declare a shader global in d3d11 that the vertex shader can write to, and the pixel shader can read? I realize this is a bit tough since the vertex shaders are supposed to run in parallel, and introducing a shader global that they all write to means a lock..

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  • How do I generate mipmap .png and model .obj files for LibGDX?

    - by John Murdoch
    I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android). I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/src/com/badlogic/gdxinvaders/RendererGL20.java it reads .obj file for the model and RGB565 format .png file to apply a mipmapped texture to it. What is the best / easiest way for me to create these files? I understand .obj files are generated by a bunch of tools (I installed Blender, Wings3D and Kerkythea so far), but which ones will be the most user friendly for someone unfamiliar with 3D modelling? But more importantly, how do I produce a .png file with the mipmapped texture? The .png I looked at ( https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/data/ship.png ) seems to include different textures for each of the faces, probably created with some tool. I browsed through the menus for the 3 tools I have installed but didn't find an option to export such a .png file. What am I missing?

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  • Error when compiling FXAA shader

    - by mulletdevil
    I am getting the following error when compiling the FXAA shader downloaded from here http://timothylottes.blogspot.co.uk/2011/07/fxaa-311-released.html Fxaa3_11.h(934,5): error x4000: Use of potentially uninitialized variable (FxaaPixelShader) Here is the line in the shader if(earlyExit) #if (FXAA_DISCARD == 1) FxaaDiscard; #else return rgbyM; #endif Does anyone know what may be causing this? I have not changed any values in that shader. Here is a snippet from my current pixel shader #define FXAA_GREEN_AS_LUMA 1 #define FXAA_HLSL_4 1 #define FXAA_PC 1 #define FXAA_QUALITY__PRESET 12 #include "Fxaa3_11.h" PS_OUTPUT main(PS_INPUT fragment) { PS_OUTPUT output; const float2 pos = fragment.hPosition.xy; const float4 notUsedFloat4 = float4(0.0f, 0.0f, 0.0f, 0.0f); const float fxaaQualitySubpix = 0; const float fxaaQualityEdgeThreshold = 0.333; const float fxaaQualityEdgeThresholdMin = 0.0833; const float notUsedFloat = 0.0f; FxaaTex fxaaTex; fxaaTex.smpl = SampleType; fxaaTex.tex = inputTexture; output.colour = FxaaPixelShader(pos, //1 notUsedFloat4, //2 fxaaTex, //3 fxaaTex, //4 fxaaTex, //5 rcpFrame, //6 notUsedFloat4, //7 rcpFrameOpt, //8 notUsedFloat4, //9 fxaaQualitySubpix, //10 fxaaQualityEdgeThreshold, //11 fxaaQualityEdgeThresholdMin, //12 notUsedFloat, //13 notUsedFloat, //14 notUsedFloat, //15 notUsedFloat //16 ); return output; } Am I passing a wrong value into the shader?

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  • DirectX Unproject troubles

    - by pivotnig
    I have an orthographic projection and I try to unproject a point from screen space. Following are the view and projection matrices: var w2 = ScreenWidthInPixels/2; var h2 = ScreenHeightInPixels/2; view = Matrix.LookAtLH(new Vector3(0, 0, -1), new Vector3(0, 0, 0), Vector3.UnitY); proj = Matrix.OrthoOffCenterLH(-w2, w2, -h2, h2, 0.1f, 10f); Here is how I unproject a Point p, the point is given in screen pixels: var m = Vector3.Unproject(p, 0, 0, ScreenWidthInPixels, ScreenHeightInPixels, 0.1f, 10f, // znear and zfar view *proj); My code doesn't work, the matrix m contains only Nan. When I try to invert view * proj I get back a Matrix with only zeros. So I suspect my problem has something to do with the orthographic projection matrix. Here are my questions: Could the problem be caused by an underflow due to the large values in the OrthoOffCenterLH projection? What parameters do I have to pass for x,y,width,height in Unproject(...)? What significance has the minZ and maxZ parameter in Unproject(...)? Does it matter what I pass for p.Z in Unproject(...)?

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  • How to move the camera sideways in libgdx

    - by Bubblewrap
    I want to move the camera sideways (strafe/truck), now i had the following in mind, but it doesn't look like there are standard methods to achieve this in libgdx. If i want to move the camera sideways by x, i think i need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up translate mat by v*x multiply camera.position by mat Will this approach do what i think it does, and is it a good way to do it? And how can i do this in libgdx? I get "stuck" at step 2, as in, i have not found any standard method in libgdx to calculate an orthogonal vector. EDIT: I think i can use camera.direction.crs(camera.up) to find v. Guess i can now try this approach tonight and see if it works.

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  • Control diamond square algorithm to generate islands/pangea.

    - by Gabriel A. Zorrilla
    I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center of the map. I manualy seeded a circle in the middle of the map but the rest of the map still receives heights over the water level. I dont fully understand the Perlin noise algorithm so i'd like to work with my current implementation of the diamond square algorithm which took me 3 days to interpret and code in PHP. :P

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  • 2D Array of 2D Arrays (C# / XNA) [on hold]

    - by Lemoncreme
    I want to create a 2D array that contains many other 2D arrays. The problem is I'm not quite sure what I'm doing but this is the initialization code I have: int[,][,] chunk = new int[64, 64][32, 32]; For some reason Visual Studio doesn't like this and says that it's and 'invalid rank specifier'. Also, I'm not sure how to use the nested arrays once I've declared them... Some help and some insight, please?

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  • Non-perfect maze generation algorithm

    - by Shylux
    I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output different mazes for different input parameters The maze doesn't have to be braided. Means dead-ends are allowed and appreciated. I just can't find the right resources on google. The closest i found was this description of the different types of algorithms: http://www.astrolog.org/labyrnth/algrithm.htm. All other algorithms were for perfect mazes. Can anyone give me a website where i can look this up or maybe an algorithm directly?

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  • DirectX11 Swap Chain RGBA vs BGRA Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Are there any suggestions or are there performance implications of using one or the other? (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format.)

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  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

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  • Spritebatch not working in winforms

    - by CodingMadeEasy
    I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method: Application.Idle += delegate { Invalidate(); }; I used a breakpoint and it is indeed invalidating my program and it is calling my draw method. I get no errors with the spritebatch and all the textures are loaded I just don't see anything on the screen. Here's the code I have: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); } But when I do this: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); Invalidate(); } then all of a sudden the drawing starts to work! but the problem is that it freezes everything else and only that control gets updated. What can I do to fix this? It's really frustrating.

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  • How to implement RLE into a tilemap?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

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  • Problem converting FBX file into XNB

    - by Dado
    I create a Monogame Content Project to convert assets into XNB. For FBX file without texture there is no problem: the file is correctly converted and when I load XNB into my project everything is ok. The problem occours when i have associated to fbx file a texture map: in this case both FBX and PNG files are converted to XNB but when i try to load these XNB files into my project the following problem occours: "ContentLoadException: Could not load Models/maze1 asset as a non-content file!" Note: maze1 is the XNB file that was converted from FBX. How can I solve this problem? Thank you in advance

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  • How can I get penetration depth from Minkowski Portal Refinement / Xenocollide?

    - by Raven Dreamer
    I recently got an implementation of Minkowski Portal Refinement (MPR) successfully detecting collision. Even better, my implementation returns a good estimate (local minimum) direction for the minimum penetration depth. So I took a stab at adjusting the algorithm to return the penetration depth in an arbitrary direction, and was modestly successful - my altered method works splendidly for face-edge collision resolution! What it doesn't currently do, is correctly provide the minimum penetration depth for edge-edge scenarios, such as the case on the right: What I perceive to be happening, is that my current method returns the minimum penetration depth to the nearest vertex - which works fine when the collision is actually occurring on the plane of that vertex, but not when the collision happens along an edge. Is there a way I can alter my method to return the penetration depth to the point of collision, rather than the nearest vertex? Here's the method that's supposed to return the minimum penetration distance along a specific direction: public static Vector3 CalcMinDistance(List<Vector3> shape1, List<Vector3> shape2, Vector3 dir) { //holding variables Vector3 n = Vector3.zero; Vector3 swap = Vector3.zero; // v0 = center of Minkowski sum v0 = Vector3.zero; // Avoid case where centers overlap -- any direction is fine in this case //if (v0 == Vector3.zero) return Vector3.zero; //always pass in a valid direction. // v1 = support in direction of origin n = -dir; //get the differnce of the minkowski sum Vector3 v11 = GetSupport(shape1, -n); Vector3 v12 = GetSupport(shape2, n); v1 = v12 - v11; //if the support point is not in the direction of the origin if (v1.Dot(n) <= 0) { //Debug.Log("Could find no points this direction"); return Vector3.zero; } // v2 - support perpendicular to v1,v0 n = v1.Cross(v0); if (n == Vector3.zero) { //v1 and v0 are parallel, which means //the direction leads directly to an endpoint n = v1 - v0; //shortest distance is just n //Debug.Log("2 point return"); return n; } //get the new support point Vector3 v21 = GetSupport(shape1, -n); Vector3 v22 = GetSupport(shape2, n); v2 = v22 - v21; if (v2.Dot(n) <= 0) { //can't reach the origin in this direction, ergo, no collision //Debug.Log("Could not reach edge?"); return Vector2.zero; } // Determine whether origin is on + or - side of plane (v1,v0,v2) //tests linesegments v0v1 and v0v2 n = (v1 - v0).Cross(v2 - v0); float dist = n.Dot(v0); // If the origin is on the - side of the plane, reverse the direction of the plane if (dist > 0) { //swap the winding order of v1 and v2 swap = v1; v1 = v2; v2 = swap; //swap the winding order of v11 and v12 swap = v12; v12 = v11; v11 = swap; //swap the winding order of v11 and v12 swap = v22; v22 = v21; v21 = swap; //and swap the plane normal n = -n; } /// // Phase One: Identify a portal while (true) { // Obtain the support point in a direction perpendicular to the existing plane // Note: This point is guaranteed to lie off the plane Vector3 v31 = GetSupport(shape1, -n); Vector3 v32 = GetSupport(shape2, n); v3 = v32 - v31; if (v3.Dot(n) <= 0) { //can't enclose the origin within our tetrahedron //Debug.Log("Could not reach edge after portal?"); return Vector3.zero; } // If origin is outside (v1,v0,v3), then eliminate v2 and loop if (v1.Cross(v3).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v2 = v3; v21 = v31; v22 = v32; n = (v1 - v0).Cross(v3 - v0); continue; } // If origin is outside (v3,v0,v2), then eliminate v1 and loop if (v3.Cross(v2).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v1 = v3; v11 = v31; v12 = v32; n = (v3 - v0).Cross(v2 - v0); continue; } bool hit = false; /// // Phase Two: Refine the portal int phase2 = 0; // We are now inside of a wedge... while (phase2 < 20) { phase2++; // Compute normal of the wedge face n = (v2 - v1).Cross(v3 - v1); n.Normalize(); // Compute distance from origin to wedge face float d = n.Dot(v1); // If the origin is inside the wedge, we have a hit if (d > 0 ) { //Debug.Log("Do plane test here"); float T = n.Dot(v2) / n.Dot(dir); Vector3 pointInPlane = (dir * T); return pointInPlane; } // Find the support point in the direction of the wedge face Vector3 v41 = GetSupport(shape1, -n); Vector3 v42 = GetSupport(shape2, n); v4 = v42 - v41; float delta = (v4 - v3).Dot(n); float separation = -(v4.Dot(n)); if (delta <= kCollideEpsilon || separation >= 0) { //Debug.Log("Non-convergance detected"); //Debug.Log("Do plane test here"); return Vector3.zero; } // Compute the tetrahedron dividing face (v4,v0,v1) float d1 = v4.Cross(v1).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v2) float d2 = v4.Cross(v2).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v3) float d3 = v4.Cross(v3).Dot(v0); if (d1 < 0) { if (d2 < 0) { // Inside d1 & inside d2 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } else { // Inside d1 & outside d2 ==> eliminate v3 v3 = v4; v31 = v41; v32 = v42; } } else { if (d3 < 0) { // Outside d1 & inside d3 ==> eliminate v2 v2 = v4; v21 = v41; v22 = v42; } else { // Outside d1 & outside d3 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } } } return Vector3.zero; } }

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  • libgdx setOrigin and setPosition not working as expected?

    - by shino
    I create a camera: camera = new OrthographicCamera(5.0f, 5.0f * h/w); Create a sprite: ballTexture = new Texture(Gdx.files.internal("data/ball.png")); ballTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); TextureRegion region = new TextureRegion(ballTexture, 0, 0, ballTexture.getWidth(), ballTexture.getHeight()); ball = new Sprite(region); Set the origin, size, and position: ball.setOrigin(ball.getWidth()/2,ball.getHeight()/2); ball.setSize(0.5f, 0.5f * ball.getHeight()/ball.getWidth()); ball.setPosition(0.0f, 0.0f); Then render it: batch.setProjectionMatrix(camera.combined); batch.begin(); ball.draw(batch); batch.end(); But when I render it, the bottom left of my ball sprite is at (0, 0), not the center of it, as I would expect it to be because I set the origin to the center of the sprite. What am I missing?

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  • Three.js Collada import animation not working

    - by Peter Vasilev
    I've been trying to export a Collada animated model to three js. Here is the model: http://bayesianconspiracy.com/files/model.dae It is imported properly(I can see the model) but I can't get it to animate. I've been using the two Collada examples that come with Three js. I've tried just replacing the path with the path to my model but it doesn't work. I've also tried tweaking some stuff but to no avail. When the model is loaded I've checked the 'object.animations' object which seems to be loaded fine(can't tell for sure but there is lots of stuff in it). I've also tried the Three.js editor: http://threejs.org/editor/ which loads the model properly again but I can't play the animation : ( I am using Three JS r62 and Blender 2.68. Any help appreciated!!

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  • working in external actionscript file does not show anything on the screen?

    - by XNA
    I'm writing this code in Flash builder and I tested the file in flash, but nothing appears in the swf file. (no text in the screen show , i don't know why) Is there any missing property in the code? Also, when I create text or movie clip with flash tools on the stage and give it an instance name, flash builder doesn't seem to recognize it in the action script code. package { import flash.display.MovieClip; import flash.text.TextField; public class mark extends MovieClip { public function mark() { super(); public var d:TextField=new TextField(); d.text="Hello world"; d.x=250; d.y=300; addChild(d); } }

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  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

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  • Objective-C or C++ for iOS games?

    - by Martin Wickman
    I'm pretty confident programming in Objective-C and C++, but I find Objective-C to be somewhat easier to use and more flexible and dynamic in nature. What would be the pros and cons when using C++ instead of Obj-C for writing games in iOS? Or rather, are there any known problems with using Obj-C as compared to C++? For instance, I suspect there might be performance issues with Obj-C compared to code written in C/C++.

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  • Fragment shader seems to floor() imprecisely

    - by Peter K.
    I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97. Example: floor(64.7) returns 64.0 -- correct floor(64.98) returns 65.0 -- incorrect The same happens on ceiling close above x.0, where ceil(65.02) returns 65.0 instead of 66.0. Q: Any ideas how to solve this? Note: GL ES 2.0 with GLSL 1.0 highp floats are not supported in fragment shaders on my hardware flat varying hasn't been a solution, because I'm drawing TRIANGLE_STRIP and can't redeclare the provoking vertex (only OpenGL 3.2+) Fragment Shader: varying float fVertexInteger; varying float fVertexFraction; void main() { // Fix vertex integer fixedVertexInteger = floor(fVertexInteger); // Fragment color gl_FragColor = vec4( fixedVertexInteger / 65025.0, fract(fixedVertexInteger / 255.0), fVertexFraction, 1.0 ); }

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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  • Opengl glVertexAttrib4fv doesn't work?

    - by Naor
    This is my vertex shader: static const GLchar * vertex_shader_source[] = { "#version 430 core \n" "layout (location = 0) in vec4 offset; \n" "void main(void) \n" "{ \n" " const vec4 vertices[3] = vec4[3](vec4( 0.25, -0.25, 0.5, 1.0),\n" " vec4(-0.25, -0.25, 0.5, 1.0), \n" " vec4( 0.25, 0.25, 0.5, 1.0)); \n" " gl_Position = vertices[gl_VertexID] + offset; \n" "} \n" }; and this is what im trying to do: glUseProgram(rendering_program); GLfloat attrib[] = { (float)sin(currentTime) * 0.5f, (float)cos(currentTime) * 0.6f, 0.0f, 0.0f }; glVertexAttrib4fv(0, attrib); glDrawArrays(GL_TRIANGLES, 0, 3); currentTime - The number in seconds since the program has started. Expected result - Triangle moving around the window. Its from the SuperBible book (sixth edition), this is the full code:http://pastebin.com/xA3eCKz1 The triangle should move across the screen but it doesn't.

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