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  • Pygame set_colorkey transparency issues

    - by Nathan Chowning
    I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via homebrew for the Macbook) and pygame v1.9.1. For transparency, I have been using set_colorkey with a transparency color of (255, 0, 255). Here is the applicable code: transColor = pygame.Color(255, 0, 255) image = pygame.image.load(playerPath + "idle.png").convert() image.set_colorkey(transColor) This works flawlessly on my windows machine. On my laptop, it does not work. It just shows the hideous magenta color. Here's the strange part. If I change the transColor to (0, 0, 0), all black pixels in my images are transparent. Has anyone run into this issue before?

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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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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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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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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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • How can I do Mouse Selection In OpenGL 3.0?

    - by NoobScratcher
    Hello I'm pretty good programmer I've made my own 2D games in SDL and made a gui in 3D using Old OpenGL and Modern OpenGL but.. I'm having problems with trying to click 3D models with opengl I have no idea what to do too be honest. Do I read the area that I've clicked? or what do I do? 100% shore this has been asked before but I just don't know what to do...?? using : OpenGL 3.0 WIN32 API C++

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  • How to I access "Deny" message from a Lidgren client?

    - by TJ Mott
    I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. So the client is able to successfully connect and the first packet it sends is a login packet, containing a username and password supplied by the user. The server is receiving that and doing some black magic to authenticate, and everything works up to that point. If the login fails, the server calling NetIncomingMessage.SenderConnection.Deny("Invalid Login Credentials"). I want to know how to properly receive this deny message on the client. I'm getting the message, it shows up with a message type of NetIncomingMessage.StatusChanged. If I call ReadString on that message, I get a corrupted version of the string I passed to the Deny method on the server. The type of corruption varies, I've seen odd characters in there but in every case it's truncated and is way shorter than the string I entered. Any ideas? The official documentation is sparse on this topic. I could use pointers from anyone who has successfully used the Lidgren library and uses the Accept or Deny methods. Also, if I don't do any authentication and just Approve() the connection every time, stuff actually works just fine and I'm getting reliable two-way UDP traffic. (And lastly, Stack Exchange said I don't have enough reputation to use the "Lidgren" tag....???)

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  • Anisotropic and trilinear filtering?

    - by fedab
    I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change it also interpolates between the too LODs to smooth the transition. Anisotropic filtering make the texture bigger. Now it is possible to use trilinear filtering to do the same thing, due to anisotropic filtering with bigger textures. This causes a lesser blurred image, when you use anisotropy, because the interpolation is better. Now, it should be possible to use trilinear filtering and anisotropic filtering at the same time. But in the SamplerState i can only choose Filter.Anisotropy or Filter.MinMagMipLinear (should be trilinear, right?). You can see all possible filters here: D3D11 Filter Enumeration. So my question: Can you use both techniques together, if yes, how can i archieve that in SharpDX with SamplerState?

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  • Looking for literature about graphics pipeline optimization

    - by zacharmarz
    I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more. It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization. It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Why, on iOS, is glRenderbufferStorage appearing to fail?

    - by dugla
    On an iOS device (iPad) I decided to change the storage for my renderbuffer from the CAEAGLLayer that backs the view to explicit storage via glRenderbufferStorage. Sadly, the following code fails to result in a valid FBO. Can someone please tell me what I missed?: glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorbuffer); GLsizei width = (GLsizei)layer.bounds.size.width; GLsizei height = (GLsizei)layer.bounds.size.height; glRenderbufferStorage(m_colorbuffer, GL_RGBA8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); Note: The layer size is valid and correct. This is solid production working rendering code. The only change I am making is the line glRenderbufferStorage(...) previously I did: [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] Thanks, Doug

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