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  • Is there any hueristic to polygonize a closed 2d-raster shape with n triangles?

    - by Arthur Wulf White
    Lets say we have a 2d image black on white that shows a closed geometric shape. Is there any (not naive brute force) algorithm that approximates that shape as closely as possible with n triangles? If you want a formal definition for as closely as possible: Approximate the shape with a polygon that when rendered into a new 2d image will match the largest number of pixels possible with the original image.

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

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  • How to use the zoom gesture in libgdx?

    - by user3452725
    I found the example code for the GestureListener class, but I don't understand the zoom method: private float initialScale = 1; public boolean zoom (float originalDistance, float currentDistance) { float ratio = originalDistance / currentDistance; //I get this camera.zoom = initialScale * ratio; //This doesn't make sense to me because it seems like every time you pinch to zoom, it resets to the original zoom which is 1. So basically it wouldn't 'save' the zoom right? System.out.println(camera.zoom); //Prints the camera zoom return false; } Am I not interpreting this right?

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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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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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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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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • How many vertices are needed to draw reasonably good-looking terrain?

    - by bobbaluba
    I have some pretty expensive code in my terrain vertex shader, and I am trying to figure out if it will still be fast enough. I haven't yet developed a level-of-detail system for my terrain rendering, but I can easily benchmark my code by just drawing mock triangles. My problem is, how do I know how many vertices to test with? Are there for example rendering engines that will tell me how many terrain vertices are currently on-screen? Or maybe it is possible to create a formula that will give me an estimate based on screen resolution?

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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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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

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  • How can I view an R32G32B32 texture?

    - by bobobobo
    I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to anything but dds, showing the error in debug output, "Can't find matching WIC format, please save this file to a DDS". So, I write it to DDS but I can't open it now! The DirectX texture tool says "An error occurred trying to open that file". I know the texture is working because I can read it in the GPU and the colors seem correct. How can I view an R32G32B32 texture in an image viewer?

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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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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  • Where can I find free or buy "next-gen" 3D Assets?

    - by Valmond
    Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't find any models that use those techniques. So where can I find / buy "next gen" assets (at least models/items with a normal map)? I have checked for similar posts but those I found are about either free only or 2D or 'ordinary' 3D so I hope this is not a duplicate.

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • Light shaped like a line

    - by Michael
    I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme. The way I see it, there are two options: Seed the line with regular point lights and just deal with the artifacts. Easy, but seems wasteful. Make the line some kind of emissive material and apply a bloom effect. Sounds like it could work, but I can't test it in my engine yet. Is there a standard way to do this? Or for non-point lights in general?

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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