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  • What is the point of dynamic allocation in C++?

    - by Aerovistae
    I really have never understood it at all. I can do it, but I just don't get why I would want to. For instance, I was programming a game yesterday, and I set up an array of pointers to dynamically allocated little enemies in the game, then passed it to a function which updates their positions. When I ran the game, I got one of those nondescript assertion errors, something about a memory block not existing, I don't know. It was a run-time error, so it didn't say where the problem was. So I just said screw it and rewrote it with static instantiation, i.e.: while(n<4) { Enemy tempEnemy = Enemy(3, 4); enemyVector.push_back(tempEnemy); n++; } updatePositions(&enemyVector); And it immediately worked perfectly. Now sure, some of you may be thinking something to the effect of "Maybe if you knew what you were doing," or perhaps "n00b can't use pointers L0L," but frankly, you really can't deny that they make things way overcomplicated, hence most modern languages have done away with them entirely. But please-- someone -- What IS the point of dynamic allocation? What advantage does it afford? Why would I ever not do what I just did in the above example?

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  • Could these people get arrested? [closed]

    - by Vinicius Horta
    I have seen many of what is called 'private servers' mmorpg (multiplayer online games), which uses stolen sources,modified executable, clients and server. People launch up their own server using VPS or dedicated server and distribute online service among players disclaiming it has educational purposes only, saying they are studying the game engine and selling items for players disclaming it as 'donations', so it seems like they are getting donations to keep studying. We all know it's a comercial method. All of it is copyrighted material from enterprise ABCD. (ABCD = Fictional name, I'm not mentioning names). At their website they include the following: "Private Server XXXX" does not allow/support any conection to any company/organization associated with the game "XXXX". If you are anyway affiliated with enterprise "XXXXXXX", or any other company/organization associated with the game "XXXX" you may not view/open/read/execute/play/download any part of "Private Server XXXX" nor view "Private Server XXXX" website, if any company/organization requests you to investigate our website/server, you may not view "Private SERVER XXXX" or execute any action mentioned above. Any person caught disobeting this disclaimer will be punish to the fulleste extent of law. Can this guys get arrested? Do they disclaimer works? If I'm owner of enterprise X and I know people stole my source and are using them but they have such disclaimer I'm not allowed to investigate them?

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  • PyQt application architecture

    - by L. De Leo
    I'm trying to give a sound structure to a PyQt application that implements a card game. So far I have the following classes: Ui_Game: this describes the ui of course and is responsible of reacting to the events emitted by my CardWidget instances MainController: this is responsible for managing the whole application: setup and all the subsequent states of the application (like starting a new hand, displaying the notification of state changes on the ui or ending the game) GameEngine: this is a set of classes that implement the whole game logic Now, the way I concretely coded this in Python is the following: class CardWidget(QtGui.QLabel): def __init__(self, filename, *args, **kwargs): QtGui.QLabel.__init__(self, *args, **kwargs) self.setPixmap(QtGui.QPixmap(':/res/res/' + filename)) def mouseReleaseEvent(self, ev): self.emit(QtCore.SIGNAL('card_clicked'), self) class Ui_Game(QtGui.QWidget): def __init__(self, window, *args, **kwargs): QtGui.QWidget.__init__(self, *args, **kwargs) self.setupUi(window) self.controller = None def place_card(self, card): cards_on_table = self.played_cards.count() + 1 print cards_on_table if cards_on_table <= 2: self.played_cards.addWidget(card) if cards_on_table == 2: self.controller.play_hand() class MainController(object): def __init__(self): self.app = QtGui.QApplication(sys.argv) self.window = QtGui.QMainWindow() self.ui = Ui_Game(self.window) self.ui.controller = self self.game_setup() Is there a better way other than injecting the controller into the Ui_Game class in the Ui_Game.controller? Or am I totally off-road?

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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Handling keyboard and mouse input (Win API)

    - by Deluxe
    There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried these: WM_KEYDOWN/WM_KEYUP - Main disadvantage is that, I can't distinguish between left and right-handed keys like ALT, CONTROL or SHIFT. GetKeyboardState - This solves problem of first method, but there is new one. When I get that the Right-ALT key is pressed, I also get that the Left-Control key is down. This behaviour happens only when using localized keyboard layout (Czech - CS). WM_INPUT (Raw Input) - This method also doesn't distinguish left and right-handed keys (if I can remember) and for mouse movement sometimes generates message with zero delta values of mouse position.

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • creating a contact listener with sprites from different classes

    - by wilM
    I've been trying to set a contact listener that creates a joint on contact between two sprites which have their own individual classes. Both sprites are inheriting from NSObject and their are initialized in their parentlayer (init method of HelloWorldLayer.mm). It is quite straightforward when everything is in the same class, but in a case like this where sprites have their own classes how will it be done. Please Help, I've been at it for days.

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  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • Updating resources in SharpDX - why can I not map a dynamic texture?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Default usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource(_Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the DX10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in DirectX11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong?

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  • Cutting objects and applying texture to cut. Unity3d/C#

    - by Timothy Williams
    Basically what I'm trying to do is figure out how to calculate realtime cutting of objects, and apply a texture to the cut. I found some good scripts, but most of them have been abandoned and aren't really fully working yet. Applying textures: http://forum.unity3d.com/threads/75949-Mesh-Real-Cutting?highlight=mesh+real+cutting Cutting: http://forum.unity3d.com/threads/78594-Object-Cutter Another (Free) Cutter (Also, I'm not entirely sure how this one will handle cutting complex meshes): http://forum.unity3d.com/threads/69992-fake-slicer?p=449114&viewfull=1#post449114 My plan as of right now is to combine links 1 & 2 or 1 & 3 programming wise. What I'm asking here for is any advice on how to advance (links to asset store packages, or other codes to show how to accomplish something complex like this.)

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  • SharpDX: best practice for multiple RenderForms?

    - by Rob Jellinghaus
    I have an XNA app, but I really need to add multiple render windows, which XNA doesn't do. I'm looking at SharpDX (both for multi-window support and for DX11 / Metro / many other reasons). I decided to hack up the SharpDX DX11 MultiCubeTexture sample to see if I could make it work. My changes are pretty trivial. The original sample had: [STAThread] private static void Main() { var form = new RenderForm("SharpDX - MiniCubeTexture Direct3D11 Sample"); ... I changed this to: struct RenderFormWithActions { internal readonly RenderForm Form; // should just be Action but it's not in System namespace?! internal readonly Action RenderAction; internal readonly Action DisposeAction; internal RenderFormWithActions(RenderForm form, Action renderAction, Action disposeAction) { Form = form; RenderAction = renderAction; DisposeAction = disposeAction; } } [STAThread] private static void Main() { // hackity hack new Thread(new ThreadStart(() = { RenderFormWithActions form1 = CreateRenderForm(); RenderLoop.Run(form1.Form, () = form1.RenderAction(0)); form1.DisposeAction(0); })).Start(); new Thread(new ThreadStart(() = { RenderFormWithActions form2 = CreateRenderForm(); RenderLoop.Run(form2.Form, () = form2.RenderAction(0)); form2.DisposeAction(0); })).Start(); } private static RenderFormWithActions CreateRenderForm() { var form = new RenderForm("SharpDX - MiniCubeTexture Direct3D11 Sample"); ... Basically, I split out all the Main() code into a separate method which creates a RenderForm and two delegates (a render delegate, and a dispose delegate), and bundles them all together into a struct. I call this method twice, each time from a separate, new thread. Then I just have one RenderLoop on each new thread. I was thinking this wouldn't work because of the [STAThread] declaration -- I thought I would need to create the RenderForm on the main (STA) thread, and run only a single RenderLoop on that thread. Fortunately, it seems I was wrong. This works quite well -- if you drag one of the forms around, it stops rendering while being dragged, but starts again when you drop it; and the other form keeps chugging away. My questions are pretty basic: Is this a reasonable approach, or is there some lurking threading issue that might make trouble? My code simply duplicates all the setup code -- it makes a duplicate SwapChain, Device, Texture2D, vertex buffer, everything. I don't have a problem with this level of duplication -- my app is not intensive enough to suffer resource issues -- but nonetheless, is there a better practice? Is there any good reference for which DirectX structures can safely be shared, and which can't? It appears that RenderLoop.Run calls the render delegate in a tight loop. Is there any standard way to limit the frame rate of RenderLoop.Run, if you don't want a 400FPS app eating 100% of your CPU? Should I just Thread.Sleep(30) in the render delegate? (I asked on the sharpdx.org forums as well, but Alexandre is on vacation for two weeks, and my sister wants me to do a performance with my app at her wedding in three and a half weeks, so I'm mighty incented here! http://robjsoftware.org for details of what I'm building....)

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  • Raycasting "fisheye effect" question

    - by mattboy
    Continuing my exploration of raycasting, I am very confused about how the correction of the fisheye effect works. Looking at the screenshot below from the tutorial at permadi.com, the way I understand the cause of the fisheye effect is that the rays that are cast are distances from the player, rather than the distances perpendicular to the screen (or camera plane) which is what really needs to be displayed. The distance perpendicular to the screen then, in my world, should simply be the distance of Y coordinates (Py - Dy) assuming that the player is facing straight upwards. Continuing the tutorial, this is exactly how it seems to be according to the below screenshot. From my point of view, the "distorted distance" below is the same as the distance PD calculated above, and what's labelled the "correct distance" below should be the same as Py - Dy. Yet, this clearly isn't the case according to the tutorial. My question is, WHY is this not the same? How could it not be? What am I understanding and visualizing wrong here?

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  • Sampler referencing in HLSL - Sampler parameter must come from a literal expression

    - by user1423893
    The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } // [Standard Depth Calculation] float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; If I try and do anything with the sampler reference outside the if statement then I get the following error: Sampler parameter must come from a literal expression This code demonstrates that float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; // [Standard Depth Calculation] float depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; How can I reference the sampler in this manner without triggering the error?

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  • Color sprite tint with opacity in MonoGame/XNA

    - by Piotr Walat
    In MonoGame I am using SpriteBatch to draw sprites. I want to create a semi transparent overlay that would 'tint' the sprite with a given color. SpriteBatch.Draw accepts Color parameter that allows to specify the tint, however the alpha channel seems to make the whole sprite transparent (not the tint only). To address the problem i am overlaying my sprites with another white, semitransparent sprite tinted to a given color. It works as expected, but I am not sure if that is the correct (ie. most optimal) approach. Can you suggest better/faster technique?

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  • How to fix Monogame WP8 Touch Position bug?

    - by Moses Aprico
    Normally below code will result in X:Infinity, Y:Infinity TouchCollection touchState = TouchPanel.GetState(); foreach (TouchLocation t in touchState) { if (t.State == TouchLocationState.Pressed) { vb.ButtonTouched((int)t.Position.X, (int)t.Position.Y); } } Then, I followed this https://github.com/mono/MonoGame/issues/1046 and added below code at the first line in update method. (I still don't know how it's worked, but it fixed the problem) if (_firstUpdate) { typeof(Microsoft.Xna.Framework.Input.Touch.TouchPanel).GetField("_touchScale",System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).SetValue(null, Vector2.One); _firstUpdate = false; } And then, when I randomly testing something, there are several area that won't read the user touch. The tile with the purple dude is the area which won't receive user input (It don't even detect "Pressed", the TouchCollection.Count = 0) Any idea how to fix this? UPDATE 1 : The second attempt in recompiling The difference is weird. Dunno why the consistent clickable area is just 2/3 area to the left UPDATE 2 : After trying to rotate to landscape and back to portrait to randomly testing, then the outcome become :

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  • OpenGL or OpenGL ES

    - by zxspectrum
    What should I learn? OpenGL 4.1 or OpenGL ES 2.0? I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going through trial and error. One problem I see with OpenGL 4.1 is as far as I know there is no book yet (the most recent ones are for OpenGL 3.3 or 4.0), while there are books on OpenGL ES 2.0. On the other hand, from my naive point of view, OpenGL 4.1 seems like OpenGL ES 2.0 + additions, so it looks like it would be easier/better to first learn OpenGL ES 2.0, then go for the shader language, etc Please, don't tell me to use NeHe (it's generally agreed it's full of bad/old practices), the Durian tutorial, etc. Thanks

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • C# graph library to be used from Unity3D

    - by Heisenbug
    I'm looking for a C# graph library to be used inside Unity3D script. I'm not looking for pathfinding libraries (I know there are good one available). I could consider using a path finding library only if it gives me direct access to underlying graph classes (I need nodes and edges, and classic graph algorithms) The only product I've seen that seems intersting is QuickGraph. I have the following question: Is it possible to use QuickGraph inside Unity3d? If yes. Is this a good idea? Does it have any drawbacks? Is it a quite fast and well written/supported library? Does anyone has ever used it? Are available other C# graph library that can be easily integrated in Unity3d?

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  • Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish

    - by Rei Miyasaka
    I'm following these instructions on TheCodeProject for rendering from DirectX to WPF using D3DImage. The trouble is that now that I have no swap chain to call Present() on -- which according to the article shouldn't be a problem, but it definitely wasn't copying my back buffer. An additional step that I have to take before I can copy the texture to WPF is to share it with a second D3D9Ex device, since D3DImage only works with DX9 (which is understandable, as WPF is built on DX9). To that end, I've modified some SlimDX code to work with DirectX 11. I tried calling DeviceContext.Flush() (the Immediate one) at the end of each render cycle, which kind of works -- most of the time it'll show my renderings, but maybe for maybe 3 or 4 out of 60 frames each second, it'll draw my clear color instead. This makes sense -- Flush() is non-blocking; it doesn't wait for the GPU to do its thing the way SwapChain.Present does. Any idea what the proper solution is? I have a feeling it has something to do with my texture parameters for the back buffer, but I don't know.

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  • LWJGL - Eclipse error [on hold]

    - by Zarkopafilis
    When I try to run my lwjgl project, an error pops . Here is the log file: # A fatal error has been detected by the Java Runtime Environment: # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d8fcc0a, pid=5612, tid=900 # JRE version: 6.0_16-b01 Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 ) Problematic frame: V [jvm.dll+0xfcc0a] # If you would like to submit a bug report, please visit: http://java.sun.com/webapps/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x016b9000): JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] siginfo: ExceptionCode=0xc0000005, reading address 0x00000000 Registers: EAX=0x00000000, EBX=0x00000000, ECX=0x00000006, EDX=0x00000000 ESP=0x001af4d4, EBP=0x001af524, ESI=0x016b9000, EDI=0x016b9110 EIP=0x6d8fcc0a, EFLAGS=0x00010246 Top of Stack: (sp=0x001af4d4) 0x001af4d4: 6da44bd8 016b9110 00000000 001af668 0x001af4e4: ffffffff 22200000 001af620 76ec39c2 0x001af4f4: 001af524 6d801086 0000000b 001afd34 0x001af504: 016b9000 016dd990 016b9000 00000000 0x001af514: 001af5f4 6d9ee000 6d9ef2f0 ffffffff 0x001af524: 001af58c 10008c85 016b9110 00000000 0x001af534: 00000000 000a0554 00000000 00000024 0x001af544: 00000000 00000000 001af6ac 00000000 Instructions: (pc=0x6d8fcc0a) 0x6d8fcbfa: e8 e8 d0 1d 08 00 8b 45 10 c7 45 d8 0b 00 00 00 0x6d8fcc0a: 8b 00 8b 48 08 0f b7 51 26 8b 40 0c 8b 4c 90 20 Stack: [0x00160000,0x001b0000], sp=0x001af4d4, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) V [jvm.dll+0xfcc0a] C [lwjgl.dll+0x8c85] C [USER32.dll+0x18876] C [USER32.dll+0x170f4] C [USER32.dll+0x1119e] C [ntdll.dll+0x460ce] C [USER32.dll+0x10e29] C [USER32.dll+0x10e84] C [lwjgl.dll+0x1cf0] j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub V [jvm.dll+0xecf9c] V [jvm.dll+0x1741e1] V [jvm.dll+0xed01d] V [jvm.dll+0xf5be5] V [jvm.dll+0xfd83d] C [javaw.exe+0x2155] C [javaw.exe+0x833e] C [kernel32.dll+0x51154] C [ntdll.dll+0x5b2b9] C [ntdll.dll+0x5b28c] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.WindowsDisplay.nCreateWindow(IIIIZZJ)J+0 j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( = current thread ) 0x0179a400 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=4460, stack(0x0b900000,0x0b950000)] 0x01795400 JavaThread "CompilerThread0" daemon [_thread_blocked, id=5264, stack(0x0b8b0000,0x0b900000)] 0x01790c00 JavaThread "Attach Listener" daemon [_thread_blocked, id=6080, stack(0x0b860000,0x0b8b0000)] 0x01786400 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1204, stack(0x0b810000,0x0b860000)] 0x01759c00 JavaThread "Finalizer" daemon [_thread_blocked, id=5772, stack(0x0b7c0000,0x0b810000)] 0x01755000 JavaThread "Reference Handler" daemon [_thread_blocked, id=4696, stack(0x01640000,0x01690000)] =0x016b9000 JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] Other Threads: 0x01751c00 VMThread [stack: 0x015f0000,0x01640000] [id=4052] 0x0179c800 WatcherThread [stack: 0x0b950000,0x0b9a0000] [id=3340] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 960K, used 816K [0x037c0000, 0x038c0000, 0x03ca0000) eden space 896K, 91% used [0x037c0000, 0x0388c2c0, 0x038a0000) from space 64K, 0% used [0x038a0000, 0x038a0000, 0x038b0000) to space 64K, 0% used [0x038b0000, 0x038b0000, 0x038c0000) tenured generation total 4096K, used 0K [0x03ca0000, 0x040a0000, 0x077c0000) the space 4096K, 0% used [0x03ca0000, 0x03ca0000, 0x03ca0200, 0x040a0000) compacting perm gen total 12288K, used 2143K [0x077c0000, 0x083c0000, 0x0b7c0000) the space 12288K, 17% used [0x077c0000, 0x079d7e38, 0x079d8000, 0x083c0000) No shared spaces configured. Dynamic libraries: 0x00400000 - 0x00424000 C:\Program Files\Java\jre6\bin\javaw.exe 0x77550000 - 0x7768e000 C:\Windows\SYSTEM32\ntdll.dll 0x75a80000 - 0x75b54000 C:\Windows\system32\kernel32.dll 0x758d0000 - 0x7591b000 C:\Windows\system32\KERNELBASE.dll 0x759e0000 - 0x75a80000 C:\Windows\system32\ADVAPI32.dll 0x76070000 - 0x7611c000 C:\Windows\system32\msvcrt.dll 0x77250000 - 0x77269000 C:\Windows\SYSTEM32\sechost.dll 0x771a0000 - 0x77241000 C:\Windows\system32\RPCRT4.dll 0x76eb0000 - 0x76f79000 C:\Windows\system32\USER32.dll 0x76e60000 - 0x76eae000 C:\Windows\system32\GDI32.dll 0x77770000 - 0x7777a000 C:\Windows\system32\LPK.dll 0x75fd0000 - 0x7606e000 C:\Windows\system32\USP10.dll 0x770b0000 - 0x770cf000 C:\Windows\system32\IMM32.DLL 0x770d0000 - 0x7719c000 C:\Windows\system32\MSCTF.dll 0x7c340000 - 0x7c396000 C:\Program Files\Java\jre6\bin\msvcr71.dll 0x6d800000 - 0x6da8b000 C:\Program Files\Java\jre6\bin\client\jvm.dll 0x73a00000 - 0x73a32000 C:\Windows\system32\WINMM.dll 0x75610000 - 0x7565b000 C:\Windows\system32\apphelp.dll 0x6d7b0000 - 0x6d7bc000 C:\Program Files\Java\jre6\bin\verify.dll 0x6d330000 - 0x6d34f000 C:\Program Files\Java\jre6\bin\java.dll 0x6d290000 - 0x6d298000 C:\Program Files\Java\jre6\bin\hpi.dll 0x776e0000 - 0x776e5000 C:\Windows\system32\PSAPI.DLL 0x6d7f0000 - 0x6d7ff000 C:\Program Files\Java\jre6\bin\zip.dll 0x10000000 - 0x1004c000 C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows\lwjgl.dll 0x5d170000 - 0x5d238000 C:\Windows\system32\OPENGL32.dll 0x6e7b0000 - 0x6e7d2000 C:\Windows\system32\GLU32.dll 0x70620000 - 0x70707000 C:\Windows\system32\DDRAW.dll 0x70610000 - 0x70616000 C:\Windows\system32\DCIMAN32.dll 0x75b60000 - 0x75cfd000 C:\Windows\system32\SETUPAPI.dll 0x759b0000 - 0x759d7000 C:\Windows\system32\CFGMGR32.dll 0x76d70000 - 0x76dff000 C:\Windows\system32\OLEAUT32.dll 0x75db0000 - 0x75f0c000 C:\Windows\system32\ole32.dll 0x758b0000 - 0x758c2000 C:\Windows\system32\DEVOBJ.dll 0x74060000 - 0x74073000 C:\Windows\system32\dwmapi.dll 0x74b60000 - 0x74b69000 C:\Windows\system32\VERSION.dll 0x745f0000 - 0x7478e000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7600.16661_none_420fe3fa2b8113bd\COMCTL32.dll 0x75d50000 - 0x75da7000 C:\Windows\system32\SHLWAPI.dll 0x74370000 - 0x743b0000 C:\Windows\system32\uxtheme.dll 0x22200000 - 0x22206000 C:\Program Files\ESET\ESET Smart Security\eplgHooks.dll VM Arguments: jvm_args: -Djava.library.path=C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows -Dfile.encoding=Cp1253 java_command: zarkopafilis.koding.io.javafx.Main Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre6/bin/client;C:/Program Files/Java/jre6/bin;C:/Program Files/Java/jre6/lib/i386;C:\Perl\site\bin;C:\Perl\bin;C:\Ruby200\bin;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\Windows Live\Shared;C:\Users\theo\Desktop\eclipse; USERNAME=theo OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 6 Model 37 Stepping 5, GenuineIntel --------------- S Y S T E M --------------- OS: Windows 7 Build 7600 CPU:total 4 (8 cores per cpu, 2 threads per core) family 6 model 37 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, ht Memory: 4k page, physical 2097151k(1257972k free), swap 4194303k(4194303k free) vm_info: Java HotSpot(TM) Client VM (14.2-b01) for windows-x86 JRE (1.6.0_16-b01), built on Jul 31 2009 11:26:58 by "java_re" with MS VC++ 7.1 time: Wed Oct 23 22:00:12 2013 elapsed time: 0 seconds Code: Display.setDisplayMode(new DisplayMode(800,600)); Display.create();//Error here I am using JDK 6

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