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  • Frame skipping with OpenGL and WinAPI?

    - by user146780
    Here is my situation. I'm creating a drawing application using OpenGL and WinAPI. My OpenGL frame has scrollbars which renders the screen and modifies GlTranslatef when it gets a scroll message. The problem is wen I get too many shapes the scrollbar is less responsive since it cannot rerender it each and every time it gets a scroll message. How could I make it so the scrollbar has priority. I want it to skip drawing if it would compromise the smoothness of the scrolling. I thought of doing rendering on a separate thread but I was told all UI things should stay on the same thread. Thanks

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  • Filling in gaps for outlines

    - by user146780
    I'm using an algorithm to generate quads. These become outlines. The algorithm is: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } The problem is that there are then gaps as seen here: http://img816.imageshack.us/img816/2882/eeekkk.png There must be a way to fix this. I see a pattern but I just cant figure it out. There must be a way to fill the missing inbetweens. Thanks

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  • How do games move around objects (in general)

    - by user146780
    I'm sure there's not just 1 answer to this but, do game engines actually change the vectors in memory, or use gltransformations? Because pushing and popping the matrix all the time seems inefficient, but if you keep modifying the verticies you cant make use of display lists. So I'm wondering how it's done in general. Thanks

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  • PHP Include and accents (They show up as ?)

    - by user146780
    I'm using PHP include to include a PHP file that has HTML in it. some of the content has french accents and these show up as ? on the site. How can this be solved? Thanks Here is the PHP file I include: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html dir="ltr" xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="en-us" http-equiv="Content-Language" /> <title>Accueil</title> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <meta content="Changement créativité rêve buts être centré Plénitude personnel Développement transformation Modification nouveauté avancement bien-être Nouvelle vision ressentis L’énergie positive satisfaction l’acceptation Pardon" name="keywords" /> <link href="masterstyles.css" rel="stylesheet" type="text/css" /> <link href="menustyles.css" rel="stylesheet" type="text/css" /> <link href="menudropdown.css" rel="stylesheet" type="text/css" /> <td class="tbsyles" >&nbsp; <h3 class="bigorange"> ACTIVITÉS À VENIR…</h3> <p class="horizblue"> </p> <p class="bigblack"> <br /> Inscrivez-vous à nos conférences et formations <br /> <br /> </p> <h4 class="orange"> Example of some text that could be here<br /> </h4> <p class="horizblue"> &nbsp;</p> <h3 class="bigorange"> <br /> ABONNEZ-VOUS… </h3> <p class="nopadding"> À notre liste d’envoi </p> <form method="post" action="<?php echo $PHP_SELF;?>"> <?PHP function process_info(){ if(isset($_POST['email'])) { $email=$_POST["email"]; $email=strtolower($email); $action = "subc"; // check if email exists // check whether email is correct (basic checking) $test1=strpos($email, "@"); //value must be >1 $test2=strpos(substr($email,strpos($email,"@")), "."); //value must be >1 $test3=strlen($email); //value must be >6 $test4=substr_count ($email,"@"); //value must be 1 if ($test1<2 or $test2<2 or $test3<7 or $test4!=1) { print "<h6>Il a une erreur avec vôtre email</h6>"; print "<h6>Aucune informations ont été envoyer</h6>"; } else { print "<h5>vôtre address est enregistrer, Merci </h5>"; //If they wanted to subsribe, do it... $file = "emaillist-666XXX.txt"; // lets try to get the content of the file if (file_exists($file)){ // If the file is already in the server, its content is pasted to variable $file_content $file_content=file_get_contents($file); } else{ // If the file does not exists, lets try to create it // In case file can not be created (probably due to problems with directory permissions), // the users is informed (the first user will be the webmaster, who must solve the problem). $cf = fopen($file, "w") or die(""); fclose($cf); } // IF REQUEST HAS BEEN TO SUBSCRIBE FROM MAILING LIST, ADD EMAIL TO THE FILE if ($action=="subc"){ // check whether the email is already registered if(strpos($file_content,"<$email>")>0){die("");} // write the email to the list (append it to the file) $cf = fopen($file, "a"); fputs($cf, "\n$email"); // new email is written to the file in a new line fclose($cf); } } } } process_info(); ?> &nbsp;<p class="nopadding">Votre Courriel</p> <input name="email" type="text" class="style3" /> <input name="Submit" type="submit" value="OK" /></form> <p class="horizblue"></p> <h3 class="bigorange"> <br /> OUTILS GRATUIT… </h3> <p class="nopadding">Amusez-vous avec des outils intéressants</p> </td>

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  • Finding the centroid of a polygon?

    - by user146780
    I have tried: for each vertex, add to total, divide by number of verities to get center. I'v also tried: Find the topmost, bottommost - get midpoint... find leftmost, rightmost, find midpoint. Both of these did not return the perfect center because I'm relying on the center to scale a polygon. I want to scale my polygons so I may put a border around them. What is the best way to find the centroid of a polygon given that the polygon may be concave, convex and have many many sides of various lengths. Thanks

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  • Why does DestroyWindow close my application?

    - by user146780
    I'v created a window after creating my main one but calling DestroyWindow on its handle closes the entire application, how can I simply get rid of it? it looks like this: BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { HWND hWnd; HWND fakehandle; hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW | WS_EX_LAYERED, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); fakehandle = CreateWindow(szWindowClass, "FAKE WINDOW", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (!hWnd || !fakehandle) { return FALSE; } //some code DestroyWindow(fakehandle); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } how can I destroy this window without destroying my main one? I'm creating a dummy window to check for multisampling in OpenGL. Thanks

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  • Resizing a GLContext in Windows

    - by user146780
    I have a Win32 window and it has a gl context. I'm trying to figure out how to resize the context because even if I use glviewport it still stays the same size as when I created the context. Am I misunderstanding glviewport? i'm providing it the bottom left corner and the size I want but its still the original size that I made the context. Thanks

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  • OpenGL Coordinate system confusion

    - by user146780
    Maybe I set up GLUT wrong. Basically I want verticies to be reletive to their size in pixels. Ex:right now if I create a hexagon, it hakes up the whole screen even though the units are 6. #include <iostream> #include <stdlib.h> //Needed for "exit" function #include <cmath> //Include OpenGL header files, so that we can use OpenGL #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #include <GLUT/glut.h> #else #include <GL/glut.h> #endif using namespace std; //Called when a key is pressed void handleKeypress(unsigned char key, //The key that was pressed int x, int y) { //The current mouse coordinates switch (key) { case 27: //Escape key exit(0); //Exit the program } } //Initializes 3D rendering void initRendering() { //Makes 3D drawing work when something is in front of something else glEnable(GL_DEPTH_TEST); } //Called when the window is resized void handleResize(int w, int h) { //Tell OpenGL how to convert from coordinates to pixel values glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective //Set the camera perspective glLoadIdentity(); //Reset the camera gluPerspective(45.0, //The camera angle (double)w / (double)h, //The width-to-height ratio 1.0, //The near z clipping coordinate 200.0); //The far z clipping coordinate } //Draws the 3D scene void drawScene() { //Clear information from last draw glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Reset the drawing perspective glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBegin(GL_POLYGON); //Begin quadrilateral coordinates //Trapezoid glColor3f(255,0,0); for(int i = 0; i < 6; ++i) { glVertex2d(sin(i/6.0*2* 3.1415), cos(i/6.0*2* 3.1415)); } glEnd(); //End quadrilateral coordinates glutSwapBuffers(); //Send the 3D scene to the screen } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(400, 400); //Set the window size //Create the window glutCreateWindow("Basic Shapes - videotutorialsrock.com"); initRendering(); //Initialize rendering //Set handler functions for drawing, keypresses, and window resizes glutDisplayFunc(drawScene); glutKeyboardFunc(handleKeypress); glutReshapeFunc(handleResize); glutMainLoop(); //Start the main loop. glutMainLoop doesn't return. return 0; //This line is never reached } How can I make it so that a polygon of 0,0 10,0 10,10 0,10 defines a polygon starting at the top left of the screen and is a width and height of 10 pixels? Thanks

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  • OpenGL 3 equivalent of GLUTesselator?

    - by user146780
    I was wondering, since things like display lists are now deprecated, I'm thinking the GLU polygon tesselator is probably also deprecated. What is the new and correct way of creating concave or complex polygons and complying with the new GL 3 standard? Thanks.

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  • Creating many polygons with OpenGL is slow?

    - by user146780
    I want to draw many polygons to the screen but i'm quickly noticing that it slows down quickly. As a test I did this: for(int i = 0; i < 50; ++i) { glBegin( GL_POLYGON); glColor3f( 0.0f, 1, 0.0f ); glVertex2f( 500.0 + frameGL.GetCameraX(), 0.0f + frameGL.GetCameraY()); glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 900.0 + frameGL.GetCameraX(), 0.0f + frameGL.GetCameraY()); glColor3f( 0.0f, 0.0f, 0.5 ); glVertex2f(900.0 + frameGL.GetCameraX(), 500.0f + frameGL.GetCameraY() + (150)); glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 500 + frameGL.GetCameraX(), 500.0f + frameGL.GetCameraY()); glColor3f( 1.0f, 1.0f, 0.0f ); glVertex2f( 300 + frameGL.GetCameraX(), 200.0f + frameGL.GetCameraY()); glEnd(); } This is only 50 polygons and already it's gtting slow. I can't upload them directly to the card because my program will allow the user to reshape the verticies. My question is, how can I speed this up. I'm not using depth. I also know it's not my GetCamera() functions because if I create 500,000 polygons spread apart t's fine, it just has trouble showing them in the view. If a graphics card can support 500,000,000 on screen polygons per second, this should be easy right? Thanks

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  • OpenGL 3 equivillant of GLUTesselator?

    - by user146780
    I was wondering, since things like display lists are now deprecated, I'm thinking the GLU polygon tesselator is probably also deprecated. What is the new and correct way of creating concave or complex polygons and complying with the new GL 3 standard? Thanks.

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  • Adding nodes to the edge of a path

    - by user146780
    Right now i'm drawing Polygons like this: http://img810.imageshack.us/img810/8530/uhohz.png As you can see some of the edges on the outline are wrong. How could I fix these edge issues, I think I'd need to add more verticies near the edges. How could I? Thanks

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  • Translating 3-dimensional array reference onto 1-dimensional array

    - by user146780
    If there is an array of ar[5000] then how could I find where element [5][5][4] would be if this was a 3 dimensional array? Thanks I'm mapping pixels: imagine a bimap of [768 * 1024 * 4] where would pixel [5][5][4] be? I want to make this: static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; bool itt; void makeCheckImage(void) { Bitmap *b = new Bitmap(L"c:/boo.png"); int i, j, c; Color cul; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { b->GetPixel(j,i,&cul); checkImage[i][j][0] = (GLubyte) cul.GetR(); checkImage[i][j][1] = (GLubyte) cul.GetG(); checkImage[i][j][2] = (GLubyte) cul.GetB(); checkImage[i][j][3] = (GLubyte) cul.GetA(); } } delete(b); } work without making a multidimensional array. width = 512, height = 1024....

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  • GlGenTextures keeps returing 0's

    - by user146780
    I'm trying to generate textures like so: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLubyte otherImage[checkImageHeight][checkImageWidth][4]; static GLuint texName[2]; void makeCheckImages(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; c = ((((i&0x10)==0)^((j&0x10))==0))*255; otherImage[i][j][0] = (GLubyte) c; otherImage[i][j][1] = (GLubyte) 0; otherImage[i][j][2] = (GLubyte) 0; otherImage[i][j][3] = (GLubyte) 255; } } } void init(void) { glClearColor (1.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texName); glBindTexture(GL_TEXTURE_2D, texName[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glBindTexture(GL_TEXTURE_2D, texName[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, otherImage); glEnable(GL_TEXTURE_2D); engineGL.current.tex = texName[1]; } But when I check the values of texName[0] and [1] they are both 0, I do not understand why, what am I doing wrong. Thanks.

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  • Alligning a multiline li in an ul

    - by user146780
    I have two li (points) on this page http://animactions.ca/Animactions/le_developpement_des_equipes_de_travail.php that take up two lines. I'm not sure how to properly align them so that they line up with the first line. I'm referring to this point: Renforcir la cohésion et l’esprit d’équipe pour un travail proactif et durable qui génère des rendements supérieurs. Thanks

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  • Get information from PayPal after a transaction

    - by user146780
    I want to create a simple transaction on my Web Site where after the person's transaction completes, I want paypal to redirect the user to go to a place on my site and I want PayPal to provide me with details so I can use PHP to parse it and email them the link to their purchase. I'm not sure what notify_url does? Thanks

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  • Did I implement this correctly?

    - by user146780
    I'm trying to implement line thickness as denoted here: start = line start = vector(x1, y1) end = line end = vector(x2, y2) dir = line direction = end - start = vector(x2-x1, y2-y1) ndir = normalized direction = dir*1.0/length(dir) perp = perpendicular to direction = vector(dir.x, -dir.y) nperp = normalized perpendicular = perp*1.0/length(perp) perpoffset = nperp*w*0.5 diroffset = ndir*w*0.5 p0, p1, p2, p3 = polygon points: p0 = start + perpoffset - diroffset p1 = start - perpoffset - diroffset p2 = end + perpoffset + diroffset p3 = end - perpoffset + diroffset I'v implemented this like so: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); float temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(int i = 0; i < input.size() - 1; ++i) { start.x = input[i][0]; start.y = input[i][1]; end.x = input[i + 1][0]; end.y = input[i + 1][1]; dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = dir.x * (1.0 / dirlen); ndir.y = dir.y * (1.0 / dirlen); perp.x = dir.x; perp.y = -dir.y; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = perp.x * (1.0 / perplen); nperp.y = perp.y * (1.0 / perplen); perpoffset.x = nperp.x * width * 0.5; perpoffset.y = nperp.y * width * 0.5; diroffset.x = ndir.x * width * 0.5; diroffset.y = ndir.x * width * 0.5; // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p2.x); output.push_back(p2.y); output.push_back(p3.x); output.push_back(p3.y); } } But right now the lines look perpendicular and wrong, it should be giving me quads to render which is what i'm rendering, but the points it is outputing are strange. Have I done this wrong? Thanks

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  • How do Hex editors display data so quickly?

    - by user146780
    I'v created a Notepad-like application and if I load a 1MB file into the textbox, it takes about 1 minute. The Visual Studio Binary editor displays lines, Hex, and ascii versions in a fraction of a second. How do they get the data into the textbox so quickly? Thanks

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