Search Results

Search found 16473 results on 659 pages for 'game logic'.

Page 281/659 | < Previous Page | 277 278 279 280 281 282 283 284 285 286 287 288  | Next Page >

  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

    Read the article

  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

    Read the article

  • converting a mouse click to a ray

    - by Will
    I have a perspective projection. When the user clicks on the screen, I want to compute the ray between the near and far planes that projects from the mouse point, so I can do some ray intersection code with my world. I am using my own matrix and vector and ray classes and they all work as expected. However, when I try and convert the ray to world coordinates my far always ends up as 0,0,0 and so my ray goes from the mouse click to the centre of the object space, rather than through it. (The x and y coordinates of near and far are identical, they differ only in the z coordinates where they are negatives of each other) GLint vp[4]; glGetIntegerv(GL_VIEWPORT,vp); matrix_t mv, p; glGetFloatv(GL_MODELVIEW_MATRIX,mv.f); glGetFloatv(GL_PROJECTION_MATRIX,p.f); const matrix_t inv = (mv*p).inverse(); const float unit_x = (2.0f*((float)(x-vp[0])/(vp[2]-vp[0])))-1.0f, unit_y = 1.0f-(2.0f*((float)(y-vp[1])/(vp[3]-vp[1]))); const vec_t near(vec_t(unit_x,unit_y,-1)*inv); const vec_t far(vec_t(unit_x,unit_y,1)*inv); ray = ray_t(near,far-near); What have I got wrong? (How do you unproject the mouse-point?)

    Read the article

  • RenderState in XNA 4

    - by Shashwat
    I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4. What is the alternative for the following code in XNA 4? device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.GreaterEqual; device.RenderState.ReferenceAlpha = 200; device.RenderState.DepthBufferWriteEnable = false; I searched a lot but didn't find anything useful.

    Read the article

  • What are the benefits of designing a KeyBinding relay?

    - by Adam Naylor
    The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or release) occurred. I just wanted to get an idea from developers what they considered to be the key benefits of designing your input system around this approach? One thing i don't particularly like is the appending of the timestamp to the bound command. This seems like a bit of a hack to bend the CLI into handling the games input? Also I feel that detecting the keypress only to add the command to a stream of text that gets parsed at a later date to be a slightly latent way of responding to input? (or is this unfounded?) The only real benefit i can see is that it allows you to bind 'complex' commands to keypresses; like 'switch weapon;+fire;' for example. Or maybe for journaling purposes? Thanks for any insights!

    Read the article

  • Why isn't my lighting working properly? Are my normals messed up?

    - by Radek Slupik
    I'm relatively new to OpenGL and I am trying to draw a 3D model (loaded from a 3ds file using lib3ds) using OpenGL with lighting, but about half of it is drawn in black. I set up the light as such: glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); glEnable(GL_LIGHT0); GLfloat lightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); The model is in a VBO and drawn using glDrawArrays. The normals are in a separate VBO, and the normals are calculated using lib3ds_mesh_calculate_vertex_normals: std::vector<std::array<float, 3>> normals; for (std::size_t i = 0; i < model->nmeshes; ++i) { auto& mesh = *model->meshes[i]; std::vector<float[3]> vertex_normals(mesh.nfaces * 3); lib3ds_mesh_calculate_vertex_normals(&mesh, vertex_normals.data()); for (std::size_t j = 0; j < mesh.nfaces; ++j) { auto& face = mesh.faces[j]; normals.push_back(make_array(vertex_normals[j])); } } glBindBuffer(GL_ARRAY_BUFFER, normal_vbo_); glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(decltype(normals)::value_type), normals.data(), GL_STATIC_DRAW); The problem isn't the vertices; the model is drawn correctly when drawing it as a wireframe. I also fixed the normals in Blender using controlN. What could be the problem? Should I store the normals in a different order?

    Read the article

  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

    Read the article

  • Collision filtering techniques

    - by Griffin
    I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm familiar with the simple idea of having different layers of 2D bodies, but this is not sufficient for more complex mapping: (Think of having sub-bodies of a body, such as limbs, collide with each other by placing them on the same layer, and then wanting to only have the legs collide with the ground while the arms would not) This can be solved with a multidimensional layer setup, but I would probably end up just creating more and more layers to the point where the simplicity and efficiency of layer filtering would be gone. Are there any more complex ways to solve even more complex situations than this?

    Read the article

  • Can't click on a button with startDrag() active on stage

    - by Pedro
    I need to know how can I enable mouse click on a button when I have a MouseEvent listener for the stage. I have a MClip associated with the mouse cursor: Mouse.hide(); scope.startDrag(true); And an MouseEnvet on the stage: stage.addEventListener(MouseEvent.CLICK, FunctionXYZ); When I try to click on any button they don't assume the function that I create for those buttons... for example, button for fullscreen, exit, help, etc... Thank you very much. BR, Pedro

    Read the article

  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

    Read the article

  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

    Read the article

  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

    Read the article

  • 3DS Max exporting too many vertexes for model

    - by Juan Pablo
    I have a sample model of a cube and a buddha downloaded from internet in 3ds format which I can load correctly into my program and view them without problem, but wanted to try and create my own model. I created a simple box mesh in 3ds max, and exported it as .3ds (Converted to mesh - export as .3ds) When inspecting the .3ds file with a hex viewer, I was expecting to see 8 vertexes and 12 faces declared (as the model I downloaded from internet). But what i found was that it listed 26 vertexes, and 12 faces! And when I try to load that file with my .3ds viewer, my parser isn't detecting the face block (0x4120), which is strange because it worked for other objects downloaded from internet. Do I have to set any special property in order to export a 3ds file with minimum vertexes and a vertex-index list?

    Read the article

  • How to attach a sprite to a TMXTiledMap at a particular coordinate, in AndEngine?

    - by shailenTJ
    I am trying to add a sprite at a "grid" location on the tiled map. The TMX tiled Map is like a grid, and you can access the size of the grid by calling mTMXtiledMap.getTileRows() and mTMXtiledMap.getTileColumns(). I want to add an object at grid location, say (2, 5). My tileMap is of size (10,10). How can I do that? There is no function like mTMXTiledMap.addChild(int x, int y, Entity mEntity). I would appreciate any suggestions!

    Read the article

  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

    Read the article

  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

    Read the article

  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

    Read the article

  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

    Read the article

  • Transform 3D vectors between coordinate systems

    - by Nir Cig
    I've got 6 points in 3D space: A,B,C,D,E,F, that represent 4 vectors. AB is perpendicular to AC and DE is perpendicular to DF. I need to find a transformation matrix M, that transforms AB to DE and AC to DF. In other words: M·AB=DE, M·AC=DF If no scaling was involved, this could be solved with a simple rotation matrix. But since the ratios |AB|/|DE|, |AC|/|DF| might be different, I'm not sure how to proceed.

    Read the article

  • 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.

    Read the article

  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

    Read the article

  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

    Read the article

  • How to prevent 2D camera rotation if it would violate the bounds of the camera?

    - by Andrew Price
    I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its bounds. However, I'm a bit confused on how to do the same for rotation. Currently I allow rotating of the camera's Z-axis. However, if sufficiently zoomed out, upon rotating the camera, areas of the screen outside the camera's bounds can be shown. I'd like to deny the rotation assuming it meant that the newly rotated camera would expose areas outside the camera's bounds, but I'm not quite sure how. I'm still new to Matrix and Vector math and I'm not quite sure how to model if the newly rotated camera sees outside of its bounds, undo the rotation. Here's an image showing the problem: http://i.stack.imgur.com/NqprC.png The red is out of bounds and as a result, the camera should never be allowed to rotate itself like this. This seems like it would be a problem with all rotated values, but this is not the case when the camera is zoomed in enough. Here are the current member variables for the Camera class: private Vector2 _position = Vector2.Zero; private Vector2 _origin = Vector2.Zero; private Rectangle? _bounds = Rectangle.Empty; private float _rotation = 0.0f; private float _zoom = 1.0f; Is this possible to do? If so, could someone give me some guidance on how to accomplish this? Thanks. EDIT: I forgot to mention I am using a transformation matrix style camera that I input in to SpriteBatch.Begin. I am using the same transformation matrix from this tutorial.

    Read the article

  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

    Read the article

  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

    Read the article

< Previous Page | 277 278 279 280 281 282 283 284 285 286 287 288  | Next Page >