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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • Softbody with complex geometry

    - by philipp
    I have modeled an Handball, based on the tutorial here, with a custom texture. Now I am trying to animate this model with the reactor module as a soft body. Therefor I have watched and tried a lot of tutorials and for animating a simple Sphere everything works fine. But if i try to use the model I have created, than it results in the crash of max or an animation that shows a crystal like structure that transforms itself to another crystal. Is it possible to animate this kind of complex geometry as a soft body and am i just setting the values wrong? If yes, which are the important ones I should check? Thanks in advance! Greetings philipp

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Direct3D11 and SharpDX - How to pass a model instance's world matrix as an input to a vertex shader

    - by Nathan Ridley
    Using Direct3D11, I'm trying to pass a matrix into my vertex shader from the instance buffer that is associated with a given model's vertices and I can't seem to construct my InputLayout without throwing an exception. The shader looks like this: cbuffer ConstantBuffer : register(b0) { matrix World; matrix View; matrix Projection; } struct VIn { float4 position: POSITION; matrix instance: INSTANCE; float4 color: COLOR; }; struct VOut { float4 position : SV_POSITION; float4 color : COLOR; }; VOut VShader(VIn input) { VOut output; output.position = mul(input.position, input.instance); output.position = mul(output.position, View); output.position = mul(output.position, Projection); output.color = input.color; return output; } The input layout looks like this: var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("INSTANCE", 0, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; InputLayout = new InputLayout(device, signature, elements); The buffer initialization looks like this: public ModelDeviceData(Model model, Device device) { Model = model; var vertices = Helpers.CreateBuffer(device, BindFlags.VertexBuffer, model.Vertices); var instances = Helpers.CreateBuffer(device, BindFlags.VertexBuffer, Model.Instances.Select(m => m.WorldMatrix).ToArray()); VerticesBufferBinding = new VertexBufferBinding(vertices, Utilities.SizeOf<ColoredVertex>(), 0); InstancesBufferBinding = new VertexBufferBinding(instances, Utilities.SizeOf<Matrix>(), 0); IndicesBuffer = Helpers.CreateBuffer(device, BindFlags.IndexBuffer, model.Triangles); } The buffer creation helper method looks like this: public static Buffer CreateBuffer<T>(Device device, BindFlags bindFlags, params T[] items) where T : struct { var len = Utilities.SizeOf(items); var stream = new DataStream(len, true, true); foreach (var item in items) stream.Write(item); stream.Position = 0; var buffer = new Buffer(device, stream, len, ResourceUsage.Default, bindFlags, CpuAccessFlags.None, ResourceOptionFlags.None, 0); return buffer; } The line that instantiates the InputLayout object throws this exception: *HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.* Note that the data for each model instance is simply an instance of SharpDX.Matrix. EDIT Based on Tordin's answer, it sems like I have to modify my code like so: var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("INSTANCE0", 0, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE1", 1, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE2", 2, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE3", 3, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; and in the shader: struct VIn { float4 position: POSITION; float4 instance0: INSTANCE0; float4 instance1: INSTANCE1; float4 instance2: INSTANCE2; float4 instance3: INSTANCE3; float4 color: COLOR; }; VOut VShader(VIn input) { VOut output; matrix world = { input.instance0, input.instance1, input.instance2, input.instance3 }; output.position = mul(input.position, world); output.position = mul(output.position, View); output.position = mul(output.position, Projection); output.color = input.color; return output; } However I still get an exception.

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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    - by user46860
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  • Flex 4 + Apache Ant, Cannot Load FlashPunk Libraries

    - by SquareCrow
    I have been searching google, Apache Docs*, and FlashPunk forums looking for an answer to this: I cannot get Ant/Flex to find and compile the FlashPunk libraries. Here is my build.xml. [code] <!-- Fetch the JAR full of Flex tasks if it is not already in the source directory --> <copy file="${FLEX_HOME}/ant/lib/flexTasks.jar" todir="${SOURCE_PATH}"/> <!-- Add flextasks to the project --> <taskdef resource="flexTasks.tasks" classpath="${SOURCE_PATH}/flexTasks.jar"></taskdef> <!-- Release build Flash Player 10.1 --> <target name="build"> <!-- Build the FlashPunk library --> <echo message="building swc..." /> <compc output="FlashPunk.swc" keep-generated-actionscript="false" incremental="false" optimize="false" debug="true" use-network="false"> <include-sources dir="${FLASHPUNK_PATH}/net" includes="**/* flashpunk/utils/* flashpunk/masks/*" excludes="**/*.TTF **/*.png"/> <load-config filename="${FLEX_HOME}/frameworks/flex-config.xml"/> </compc> <echo message="building swf..." /> <mxmlc file="${SOURCE_PATH}/epOne.as" output="${OUTPUT_PATH}/epOne.swf" debug="false" incremental="false" strict="true" accessible="false" link-report="link_report.xml" static-link-runtime-shared-libraries="true"> <optimize>true</optimize> </mxmlc> </target> [/code] Results in many errors of the type "Definition net.flashpunk.masks:Grid could not be found" even though when I open the directories I can see the *.AS files right there. Sorry if this is very basic. I am piecing together knowledge of Ant from docs and tutorials. *I decided to use Ant because neither FlashDevelop for Windows nor Eclipse for Linux seemto work for me.

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  • How can I get the palette of an 8-bit surface in SDL.NET/Tao.SDL?

    - by lolmaster
    I'm looking to get the palette of an 8-bit surface in SDL.NET if possible, or (more than likely) using Tao.SDL. This is because I want to do palette swapping with the palette directly, instead of blitting surfaces together to replace colours like how you would do it with a 32-bit surface. I've gotten the SDL_Surface and the SDL_PixelFormat, however when I go to get the palette in the same way, I get a System.ExecutionEngineException: private Tao.Sdl.Sdl.SDL_Palette GetPalette(Surface surf) { // Get surface. Tao.Sdl.Sdl.SDL_Surface sdlSurface = (Tao.Sdl.Sdl.SDL_Surface)System.Runtime.InteropServices.Marshal.PtrToStructure(surf.Handle, typeof(Tao.Sdl.Sdl.SDL_Surface)); // Get pixel format. Tao.Sdl.Sdl.SDL_PixelFormat pixelFormat = (Tao.Sdl.Sdl.SDL_PixelFormat)System.Runtime.InteropServices.Marshal.PtrToStructure(sdlSurface.format, typeof(Tao.Sdl.Sdl.SDL_PixelFormat)); // Execution exception here. Tao.Sdl.Sdl.SDL_Palette palette = (Tao.Sdl.Sdl.SDL_Palette)System.Runtime.InteropServices.Marshal.PtrToStructure(pixelFormat.palette, typeof(Tao.Sdl.Sdl.SDL_Palette)); return palette; } When I used unsafe code to get the palette, I got a compile time error: "Cannot take the address of, get the size of, or declare a pointer to a managed type ('Tao.Sdl.Sdl.SDL_Palette')". My unsafe code to get the palette was this: unsafe { Tao.Sdl.Sdl.SDL_Palette* pal = (Tao.Sdl.Sdl.SDL_Palette*)pixelFormat.palette; } From what I've read, a managed type in this case is when a structure has some sort of reference inside it as a field. The SDL_Palette structure happens to have an array of SDL_Color's, so I'm assuming that's the reference type that is causing issues. However I'm still not sure how to work around that to get the underlying palette. So if anyone knows how to get the palette from an 8-bit surface, whether it's through safe or unsafe code, the help would be greatly appreciated.

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Efficiently checking input and firing events

    - by Jim
    I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal event InputEvent XYZPressed; internal event InputEvent XYZHeld; internal event InputEvent XYZReleased; where XYZ is the name of the Keys object representing that key. To fire these events, I have the following for each key: if (Keyboard.GetState().IsKeyDown(XYZ)) { if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZHeld != null) XYZHeld(); } else { if (XYZPressed != null) XYZPressed(); } } else if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZReleased != null) XYZReleased(); } However, this is a lot of repeated code (the above needs to be repeated for each input key). Aside from being a hassle to write, if any keys are added to/removed from the keys (if functionality is added/removed), a new section needs to be added (or an existing one removed). Is there a cleaner way to do this? Perhaps something along the lines of foreach key check which state it's in fire this key's event for that state where the code does the foreach (automatically checking exactly those keys that "exist") rather than the coder?

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • Geometry instancing in OpenGL ES 2.0

    - by seahorse
    I am planning to do geometry instancing in OpenGL ES 2.0 Basically I plan to render the same geometry(a chair) maybe 1000 times in my scene. What is the best way to do this in OpenGL ES 2.0? I am considering passing model view mat4 as an attribute. Since attributes are per vertex data do I need to pass this same mat4, three times for each vertex of the same triangle(since modelview remains constant across vertices of the triangle). That would amount to a lot of extra data sent to the GPU( 2 extra vertices*16 floats*(Number of triangles) amount of extra data). Or should I be sending the mat4 only once per triangle?But how is that possible using attributes since attributes are defined as "per vertex" data? What is the best and efficient way to do instancing in OpenGL ES 2.0?

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • Blender Object Appearing Gray when all Lights are Off

    - by celestialorb
    I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out why this is happening. Here's what I just did in my scene: Added a new UV Sphere mesh (to make a total of two spheres), made it visible to the camera, turned off the sun lamp (by setting energy to 0), and rendered. The result I obtained is below. I discovered this when attempting to render the first sphere with a material/texture on it and it was too bright. The material on the spheres (which are different) are very basic, there's no emit, diffuse and specular are at default values. Could there be an issue with the way my camera is setup? Thanks in advance!

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  • Exporting SWF With Transparent Background For Scaleform/UDK

    - by Alex Shepard
    After looking all over in the UDN and forums I have yet to find a solution for this: I am currently using Flash CS3 and Actionscript 2.0 to build my scaleform menus and I can use them in the UDK. For various reasons I can't use the handy plugin Autodesk supplies to enable this export so I publish my flash documents to swf the old fassioned way and manually use the gfxexport.exe tool to get my .gfx file. I can then import into the UDK the normal way. My problem is that the flash movies that I import will not alpha blend even if the material is set to blend in the alpha channel of the target render texture. My project images are set up to export properly. My classpath for Actionscript 2.0 is set to the correct location. My HTML publish settings have window mode set to Transparent Windowless. Is it possible to export without the scaleform flash extension and still get the desired effects and if so how might I do so? Am I merely missing something from my project setup?

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • 3DS Max 2012 OBJ file import missing polygons

    - by Vit
    I started learning OpenGL. I got to a point I want to import some "real" objects. After "Googling" I decided I will go with OBJ file for start, since it is simple to understand, and there are plenty of tutorials on how to read them properly. I have from university access to 3DS Max 2012. So I tried to create very simple model (just deformated cube) and exporting it using OBJ file, just to vertices and triangles for the moment, without textures, so I can examine its structure by myself. But if I imported it right back to 3DS from OBJ file, now it renders somewhat strange, like its smoothen, and with lightsource, even I have none in scene. But the geometry, its wireframe is intact. So I thought maybe it is problem of exporting only vertices and triangles so I downloaded Enterprise-D model from internet, exported with everything on (normals, textures everything), and again imported it. Now, some polygons are missing. So, I want to ask, am I doing something terribly wrong, or is there some incompatibility issue between .max and .obj file ? Even it is only simple textured model without any lightsources, animation etc.? Thanks. Edit: I tried objects with MeshLab, the first, deformated cube was absolutelly OK. But still bothers me that 3DS Max doesen´t render it properly. In Enterprise-D model, there are polygons missing even in MeshLab. I uploaded rar archive with .max model of Enterprise, same .obj model exported from 3DS, and obj model of deformated cube. Download here (2.5 MB, filesonic).

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