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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • Need ideas for an algorithm to draw irregular blotchy shapes

    - by Yttermayn
    I'm looking to draw irregular shapes on an x,y grid, and I'd like to come up with a simple, fast method if possible. My only idea so far is to draw a bunch of circles of random sizes very near each other, but at a random distance apart from a more or less central coordinate, then fill in any blank spaces. I realize this is a clunky, inelegant method, hopefully it will give you a rough idea of the kinds of rounded, random blotchy shapesI'm shooting for. Please suggest methods to accomplish this, I'm not so much interested in code. I can noodle that part out myself. Thanks!

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

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  • Blur gets displaced compared to original image

    - by user1294203
    I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that was my noise kernel in SSAO. The following is the blurring shader: float result = 0.0; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; } } out_AO = vec4(vec3(0.0), result * 0.0625); Where TEXEL_SIZE is one over my window resolution. I was thinking that this is was an error based on how OpenGL counts the Texel center, so I tried displacing the texture coordinate I was using by 0.5 * TEXEL_SIZE, but there was still a slight displacement. The texture input to my blur shader, has wrap parameters: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); When I tell the blur shader to just output the the value of the pixel, the result is not displaced, so it must have something to do with how neighboring pixels are sampled. Any thoughts?

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • Why does glGetString returns a NULL string

    - by snape
    I am trying my hands at GLFW library. I have written a basic program to get OpenGL renderer and vendor string. Here is the code #include <GL/glew.h> #include <GL/glfw.h> #include <cstdio> #include <cstdlib> #include <string> using namespace std; void shutDown(int returnCode) { printf("There was an error in running the code with error %d\n",returnCode); GLenum res = glGetError(); const GLubyte *errString = gluErrorString(res); printf("Error is %s\n", errString); glfwTerminate(); exit(returnCode); } int main() { // start GL context and O/S window using GLFW helper library if (glfwInit() != GL_TRUE) shutDown(1); if (glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) shutDown(2); // start GLEW extension handler glewInit(); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); // close GL context and any other GLFW resources glfwTerminate(); return 0; } I googled this error and found out that we have to initialize the OpenGL context before calling glGetString(). Although I have initialized OpenGL context using glfwInit() but still the function returns a NULL string. Any ideas? Edit I have updated the code with error checking mechanisms. This code on running outputs the following There was an error in running the code with error 2 Error is no error

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  • Unity3D: default parameters in C# script

    - by Heisenbug
    Accordingly to this thread, it seems that default parameters aren't supported by C# script in Unity3D environment. Declaring an optional parameter in a C# scirpt makes Mono Ide complaint about it: void Foo(int first, int second = 10) // this line is marked as wrong inside Mono IDE Anyway if I ignore the error message of Mono and run the script in Unity, it works without notify any error inside Unity Console. Could anyone clarify a little bit this issue? Particularly: Are default parameters allowed inside C# scripts? If yes, are they supported by all platforms? Why Mono complains about them if the actually works?

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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  • SlimDX Texture2D from DataRectangle array

    - by Rebekah Bryant
    I'm totally new to DirectX. I'm using SlimDX to create a texture consisting of 13046 DataRectangles. Here's my code. It's breaking on the Texture2D constructor with "E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)." inParms is just a struct containing handle to a Panel. public Renderer(Parameters inParms, ref DataRectangle[] inShapes) { Texture2DDescription description = new Texture2DDescription() { Width = 500, Height = 500, MipLevels = 1, ArraySize = inShapes.Length, Format = Format.R32G32B32_Float, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; SwapChainDescription chainDescription = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, Usage = Usage.RenderTargetOutput, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.None, OutputHandle = inParms.Handle, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, chainDescription, out mDevice, out mSwapChain); Texture2D texture = new Texture2D(Device, description, inShapes); } EDIT: Running with the Debug flag set, I got: D3D11 ERROR: ID3D11Device::CreateTexture2D: The format (0x6, R32G32B32_FLOAT) cannot be bound as a RenderTarget, or cast to a format that could be bound as a RenderTarget. This is because the current graphics implementation does not even support this Format. Therefore this format does not support D3D11_BIND_RENDER_TARGET. Use CheckFormatSupport to check Format support. [ STATE_CREATION ERROR #92: CREATETEXTURE2D_UNSUPPORTEDFORMAT] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • DirectWrite Producing Strange Artifacts?

    - by smoth190
    I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using DirectWrite I'm getting strange problems with my text. As you can see, the e is a little screwwed up, and it overall looks a little bumpy. This only happens with certain fonts in certain sizes, and with certain arrangements of letters. This particular example is Verdana in size 16.0 font. Can I fix this? It's pretty annoying to change all my words and fonts because of this problem.

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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