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  • Problem in Rendering images in UIImageView in iPhone programming.

    - by suse
    Hello, I've a UIViewController and a UIImageView, on UIImageView i want to flip between 2 images, which i'm not able to achieve. This is the code i've written, plz correct me if i'm wrong. UIViewController* VC = [[UIViewController alloc]init]; VC.view.backgroundColor = [UIColor redColor]; UIImageView* imgView = [[UIImageView alloc]initWithFrame:CGRectMake(0,0,320,400)]; [imgView setImage:[UIImage imageNamed:@"Image_A.jpg"]]; [VC.view addSubview:imgView]; sleep(2); [imgView setImage:[UIImage imageNamed:@"Image_B.jpg"]]; [VC.view addSubview:imgView]; [window addSubview:VC.view]; so when i execute this project, only Image_B is displayed on screen, while i want Image_A to be displayed then on sleep(2), Image_B has to be displayed. How would i make it possible?? plz guide me.. I'm struggling with this problem since 3days .. plz try to help me out... Thank You.

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  • Unable to get set intersection to work

    - by chavanak
    Sorry for the double post, I will update this question if I can't get things to work :) I am trying to compare two files. I will list the two file content: File 1 File 2 "d.complex.1" "d.complex.1" 1 4 5 5 48 47 65 21 d.complex.10 d.complex.10 46 6 21 46 109 121 192 192 TI am trying to compare the contents of the two file but not in a trivial way. I will explain what I want with an example. If you observe the file content I have typed above, the d.complex.1 of file_1 has "5" similar to d.complex.1 in file_2; the same d.complex.1 in file_1 has nothing similar to d.complex.10 in file_2. What I am trying to do is just to print out those d.complex. which has nothing in similar with the other d.complex. Consider the d.complex. as a heading if you want. But all I am trying is compare the numbers below each d.complex. and if nothing matches, I want that particular d.complex. from both files to be printed. If even one number is present in both d.complex. of both files, I want it to be rejected. My Code: The method I chose to achieve this was to use sets and then do a difference. Code I wrote was: first_complex=open( "file1.txt", "r" ) first_complex_lines=first_complex.readlines() first_complex_lines=map( string.strip, first_complex_lines ) first_complex.close() second_complex=open( "file2.txt", "r" ) second_complex_lines=second_complex.readlines() second_complex_lines=map( string.strip, second_complex_lines ) second_complex.close() list_1=[] list_2=[] res_1=[] for line in first_complex_lines: if line.startswith( "d.complex" ): res_1.append( [] ) res_1[-1].append( line ) res_2=[] for line in second_complex_lines: if line.startswith( "d.complex" ): res_2.append( [] ) res_2[-1].append( line ) h=len( res_1 ) k=len( res_2 ) for i in res_1: for j in res_2: print i[0] print j[0] target_set=set ( i ) target_set_1=set( j ) for s in target_set: if s not in target_set_1: if s[0] != "d": print s The above code is giving an output like this (just an example): d.complex.1.dssp d.complex.1.dssp 1 48 65 d.complex.1.dssp d.complex.10.dssp 46 21 109 What I would like to have is: d.complex.1 d.complex.1 (name from file2) d.complex.1 d.complex.10 (name from file2) I am sorry for confusing you guys, but this is all that is required. I am so new to python so my concept above might be flawed. Also I have never used sets before :(. Can someone give me a hand here?

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  • Override properties block when including a psake script in an other psake script

    - by DanceAlot
    I am new to psake and I have this issue: I have 2 psake scripts: (1): base_tasks.ps1: properties{ $a = "hello" $b = "hi" } task One{ Write-Host $a } (2): install.ps1 Include .\base_tasks.ps1 properties{ $a = "Goodbye" $b = "Adjeu" } task default -depends One Now, is it possible to override the properties and variables from file 1? I want to use file 1 as "base tasks" and use the tasks in the install.ps1 and override the properties. Or do I have to do that an other way? I will invoke install.ps1 and use my $a and $b from install.ps1. DanceAlot

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  • XNA Quadtree with LOD

    - by Byron Cobb
    I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start with a root node with 4 vertices covering the whole map and divide into 4 children nodes until I meet some criteria(max number of triangles) I'm looking for some very very basic algorithm or explanation with respect to drawing the quadtree. What vertices need to be stored per iteration? When do I determine what vertices to draw? When to update indices and vertices? Hope to integrate the bounding frustrum? Do I include parent and child vertices? I'm looking for very simple instruction on what to do. I've scoured the internet for days now looking, but everyone adds extra code and a different spin without explanation. I understand quadtrees, but not with respect to 3d rendering and lod. A link to an outside source will probably have been read by myself already and won't help. Regards, Byron.

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Tellago is still hiring….

    - by gsusx
    Tellago 's SOA practice is rapidly growing and we are still hiring. In that sense, we are looking to for Connected Systems (WCF, BizTalk, WF) experts who are passionate about building game changing solutions with the latest Microsoft technologies. You will be working alongside technology gurus like DonXml , Pablo Cibraro or Dwight Goins . If you are interested and not afraid of working with a bunch of crazy people ;)please drop me a line at jesus dot rodriguez at tellago dot com. Hope to hear from...(read more)

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  • We are hiring (take a minute to read this, is not another BS talk ;) )

    - by gsusx
    I really wanted to wait until our new website was out to blog about this but I hope you can put up with the ugly website for a few more days J. Tellago keeps growing and, after a quick break at the beginning of the year, we are back in hiring mode J. We are currently expanding our teams in the United States and Argentina and have various positions open in the following categories. .NET developers: If you are an exceptional .NET programmer with a passion for creating great software solutions working...(read more)

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  • Back from Teched US

    - by gsusx
    It's been a few weeks since I last blogged and, trust me, I am not happy about it :( I have been crazily busy with some of our projects at Tellago which you are going to hear more about in the upcoming weeks :) I was so busy that I didn't even have time to blog about my sessions at Teched US last week. This year I ended up presenting three sessions on three different tracks: BIE403 | Real-Time Business Intelligence with Microsoft SQL Server 2008 R2 Session Type: Breakout Session Real-time business...(read more)

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  • Tellago && Tellago Studios 2010

    - by gsusx
    With 2011 around the corner we, at Tellago and Tellago Studios , we have been spending a lot of times evaluating our successes and failures (yes those too ;)) of 2010 and delineating some of our goals and strategies for 2011. When I look at 2010 here are some of the things that quickly jump off the page: Growing Tellago by 300% Launching a brand new company: Tellago Studios Expanding our customer base Establishing our business intelligence practice http://tellago.com/what-we-say/events/business-intelligence...(read more)

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  • Tellago speaks about Business Intellligence with SQL Server 2008 R2

    - by gsusx
    At Tellago , we always try to stay in the frontlines of technology that can enhance our solution development practices. This year we are putting a lot of emphasis on business intelligence and in particular the new set of BI technologies such as Microsoft's PowerPivot, Master Data Services and StreamInsight that are scheduled to be release with SQL Server 2008 R2. In the last few weeks we have been working closely with different Microsoft field offices to coordinate a series of customers events that...(read more)

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  • Converting a generic list into JSON string and then handling it in java script

    - by Jalpesh P. Vadgama
    We all know that JSON (JavaScript Object Notification) is very useful in case of manipulating string on client side with java script and its performance is very good over browsers so let’s create a simple example where convert a Generic List then we will convert this list into JSON string and then we will call this web service from java script and will handle in java script. To do this we need a info class(Type) and for that class we are going to create generic list. Here is code for that I have created simple class with two properties UserId and UserName public class UserInfo { public int UserId { get; set; } public string UserName { get; set; } } Now Let’s create a web service and web method will create a class and then we will convert this with in JSON string with JavaScriptSerializer class. Here is web service class. using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Services; namespace Experiment.WebService { /// <summary> /// Summary description for WsApplicationUser /// </summary> [WebService(Namespace = "http://tempuri.org/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] [System.ComponentModel.ToolboxItem(false)] // To allow this Web Service to be called from script, using ASP.NET AJAX, uncomment the following line. [System.Web.Script.Services.ScriptService] public class WsApplicationUser : System.Web.Services.WebService { [WebMethod] public string GetUserList() { List<UserInfo> userList = new List<UserInfo>(); for (int i = 1; i <= 5; i++) { UserInfo userInfo = new UserInfo(); userInfo.UserId = i; userInfo.UserName = string.Format("{0}{1}", "J", i.ToString()); userList.Add(userInfo); } System.Web.Script.Serialization.JavaScriptSerializer jSearializer = new System.Web.Script.Serialization.JavaScriptSerializer(); return jSearializer.Serialize(userList); } } } Note: Here you must have this attribute here in web service class ‘[System.Web.Script.Services.ScriptService]’ as this attribute will enable web service to call from client side. Now we have created a web service class let’s create a java script function ‘GetUserList’ which will call web service from JavaScript like following function GetUserList() { Experiment.WebService.WsApplicationUser.GetUserList(ReuqestCompleteCallback, RequestFailedCallback); } After as you can see we have inserted two call back function ReuqestCompleteCallback and RequestFailedCallback which handle errors and result from web service. ReuqestCompleteCallback will handle result of web service and if and error comes then RequestFailedCallback will print the error. Following is code for both function. function ReuqestCompleteCallback(result) { result = eval(result); var divResult = document.getElementById("divUserList"); CreateUserListTable(result); } function RequestFailedCallback(error) { var stackTrace = error.get_stackTrace(); var message = error.get_message(); var statusCode = error.get_statusCode(); var exceptionType = error.get_exceptionType(); var timedout = error.get_timedOut(); // Display the error. var divResult = document.getElementById("divUserList"); divResult.innerHTML = "Stack Trace: " + stackTrace + "<br/>" + "Service Error: " + message + "<br/>" + "Status Code: " + statusCode + "<br/>" + "Exception Type: " + exceptionType + "<br/>" + "Timedout: " + timedout; } Here in above there is a function called you can see that we have use ‘eval’ function which parse string in enumerable form. Then we are calling a function call ‘CreateUserListTable’ which will create a table string and paste string in the a div. Here is code for that function. function CreateUserListTable(userList) { var tablestring = '<table ><tr><td>UsreID</td><td>UserName</td></tr>'; for (var i = 0, len = userList.length; i < len; ++i) { tablestring=tablestring + "<tr>"; tablestring=tablestring + "<td>" + userList[i].UserId + "</td>"; tablestring=tablestring + "<td>" + userList[i].UserName + "</td>"; tablestring=tablestring + "</tr>"; } tablestring = tablestring + "</table>"; var divResult = document.getElementById("divUserList"); divResult.innerHTML = tablestring; } Now let’s create div which will have all html that is generated from this function. Here is code of my web page. We also need to add a script reference to enable web service from client side. Here is all HTML code we have. <form id="form1" runat="server"> <asp:ScriptManager ID="myScirptManger" runat="Server"> <Services> <asp:ServiceReference Path="~/WebService/WsApplicationUser.asmx" /> </Services> </asp:ScriptManager> <div id="divUserList"> </div> </form> Now as we have not defined where we are going to call ‘GetUserList’ function so let’s call this function on windows onload event of javascript like following. window.onload=GetUserList(); That’s it. Now let’s run it on browser to see whether it’s work or not and here is the output in browser as expected. That’s it. This was very basic example but you can crate your own JavaScript enabled grid from this and you can see possibilities are unlimited here. Stay tuned for more.. Happy programming.. Technorati Tags: JSON,Javascript,ASP.NET,WebService

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  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • Why won't my vertex buffer render in GLFW3?

    - by sm81095
    I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f(), and such), I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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  • OpenGL VertexBuffer won'e render in GLFW3

    - by sm81095
    So I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it yet and how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f()), and such, I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Telugu (unicode) font rendering in emacs

    - by Prakash K
    I sometimes edit text in telugu language. However, when I open the file (UTF-8 encoded) in GNU emacs (version 23.1.50.1 on Ubuntu Jaunty) the text rendering is incorrect. The same text file opened in gedit is rendered correctly. Here's a snippet: ????????? ???? ???? ???????? rendred in gedit: And, the emacs rendering of the same text: Wherever glyphs need to be composited (not sure if it's the right word), emacs (or whatever library it uses) is not doing it right. Is there anyway to fix this? Perhaps tuning some setting in my configuration? Any ideas, please?

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  • Windows 2008 startup script will not run?

    - by larsks
    I am trying to get a very simple batch script to run when my Windows 2008 Server (R2) system starts up. I have added the script to the "Startup Scripts" in the local group policy by running gpedit.msc, and I see the script listed under Windows Settings/Scripts (Startup/Shutdown)/Startup when I run rsop.msc, but the script is not being executed. The "Last Executed" column in rsop is empty even after a reboot, and a file that should be created by the script is never created. At the moment, the entire contents of the script are: rem Check if this script is running. date /t > c:\temp\flag The target directory (c:\temp) exists. The script is called c:\scripts\startup.bat, and works fine if I run it by hand.

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  • Different behaviour of script locally and over ssh

    - by neorg
    I have a script on a server-A Script-A #!/bin/bash -l echo "script-A.sh" | change-environment.sh When I ssh onto server-A and execute it, it works fine. However, when I ssh user@server-A ./script-A.sh Script-A executes, but throws an undefined variable error in change-environment.sh. change-environment.sh runs in the c shell(I have no control over the script so the method I have used is about the only way I can use it), but everything else is in bash. Had found a similar question at I can run a script locally, but cannot do "ssh HOSTNAME /path/to/script.sh". However, there was no solution to the issue and it was a year old.

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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