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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • Scripting custom drawing in Delphi application with IF/THEN/ELSE statements?

    - by Jerry Dodge
    I'm building a Delphi application which displays a blueprint of a building, including doors, windows, wiring, lighting, outlets, switches, etc. I have implemented a very lightweight script of my own to call drawing commands to the canvas, which is loaded from a database. For example, one command is ELP 1110,1110,1290,1290,3,8388608 which draws an ellipse, parameters are 1110x1110 to 1290x1290 with pen width of 3 and the color 8388608 converted from an integer to a TColor. What I'm now doing is implementing objects with common drawing routines, and I'd like to use my scripting engine, but this calls for IF/THEN/ELSE statements and such. For example, when I'm drawing a light, if the light is turned on, I'd like to draw it yellow, but if it's off, I'd like to draw it gray. My current scripting engine has no recognition of such statements. It just accepts simple drawing commands which correspond with TCanvas methods. Here's the procedure I've developed (incomplete) for executing a drawing command on a canvas: function DrawCommand(const Cmd: String; var Canvas: TCanvas): Boolean; type TSingleArray = array of Single; var Br: TBrush; Pn: TPen; X: Integer; P: Integer; L: String; Inst: String; T: String; Nums: TSingleArray; begin Result:= False; Br:= Canvas.Brush; Pn:= Canvas.Pen; if Assigned(Canvas) then begin if Length(Cmd) > 5 then begin L:= UpperCase(Cmd); if Pos(' ', L)> 0 then begin Inst:= Copy(L, 1, Pos(' ', L) - 1); Delete(L, 1, Pos(' ', L)); L:= L + ','; SetLength(Nums, 0); X:= 0; while Pos(',', L) > 0 do begin P:= Pos(',', L); T:= Copy(L, 1, P - 1); Delete(L, 1, P); SetLength(Nums, X + 1); Nums[X]:= StrToFloatDef(T, 0); Inc(X); end; Br.Style:= bsClear; Pn.Style:= psSolid; Pn.Color:= clBlack; if Inst = 'LIN' then begin Pn.Width:= Trunc(Nums[4]); if Length(Nums) > 5 then begin Br.Style:= bsSolid; Br.Color:= Trunc(Nums[5]); end; Canvas.MoveTo(Trunc(Nums[0]), Trunc(Nums[1])); Canvas.LineTo(Trunc(Nums[2]), Trunc(Nums[3])); Result:= True; end else if Inst = 'ELP' then begin Pn.Width:= Trunc(Nums[4]); if Length(Nums) > 5 then begin Br.Style:= bsSolid; Br.Color:= Trunc(Nums[5]); end; Canvas.Ellipse(Trunc(Nums[0]),Trunc(Nums[1]),Trunc(Nums[2]),Trunc(Nums[3])); Result:= True; end else if Inst = 'ARC' then begin Pn.Width:= Trunc(Nums[8]); Canvas.Arc(Trunc(Nums[0]),Trunc(Nums[1]),Trunc(Nums[2]),Trunc(Nums[3]), Trunc(Nums[4]),Trunc(Nums[5]),Trunc(Nums[6]),Trunc(Nums[7])); Result:= True; end else if Inst = 'TXT' then begin Canvas.Font.Size:= Trunc(Nums[2]); Br.Style:= bsClear; Pn.Style:= psSolid; T:= Cmd; Delete(T, 1, Pos(' ', T)); Delete(T, 1, Pos(',', T)); Delete(T, 1, Pos(',', T)); Delete(T, 1, Pos(',', T)); Canvas.TextOut(Trunc(Nums[0]), Trunc(Nums[1]), T); Result:= True; end; end else begin //No space found, not a valid command end; end; end; end; What I'd like to know is what's a good lightweight third-party scripting engine I could use to accomplish this? I would hate to implement parsing of IF, THEN, ELSE, END, IFELSE, IFEND, and all those necessary commands. I need simply the ability to tell the scripting engine if certain properties meet certain conditions, it needs to draw the object a certain way. The light example above is only one scenario, but the same solution needs to also be applicable to other scenarios, such as a door being open or closed, locked or unlocked, and draw it a different way accordingly. This needs to be implemented in the object script drawing level. I can't hard-code any of these scripting/drawing rules, the drawing needs to be controlled based on the current state of the object, and I may also wish to draw a light a certain shade or darkness depending on how dimmed the light is.

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • "Product installation unsuccessful, please reinstall" error in CorelDraw X3 on Windows 7

    - by Donotalo
    I've been using corel draw x3 and windows 7 for more than a month. I cannot remember when I last used corel draw x3. Today I've found something unusual. My PC has two account: one with admin rights and another is standard account. Corel Draw X3 runs fine on admin account, but when it is started from standard account (without admin right), it shows the following error: Product installation unsuccessful, please reinstall I could run this product definitely on standard user account last month. But it is not running now. I tried to run it with all compatibility mode: from windows 95 to vista service pack 2. For some mode, it opens and closes immediately after showing the splash screen, and for other mode it shows the above error. How to fix this problem?

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  • Diagramming Software for a Developer/Designer

    - by Craig Walker
    For a long time I've been looking for a good diagramming/vector-based drawing program that meets my needs as a developer. I'd like to: Draw database diagrams Draw flow charts Draw object-modeling diagrams (UML being the standard) Draw other free-form diagrams (basically boxes & arrows with the occasional clipart) Draw mockups of user interfaces and web pages EDIT: I want good-looking electronic-format diagrams that I can show to 3rd parties, not just something for my own internal use. EDIT 2: I'm also looking for Windows software, although I'm toying with the idea of switching to Mac, so a really good Mac-only product might get me to switch. Basically I need a good vector graphic program (with decent grouping, connecting lines, and ideally auto-routing). I'd prefer a diagramming tool that can also be used for drawing (for the UI mockups) rather than a drawing tool that can also be used for diagrams. I've tried Visio on several occasions, and every time I've been disappointed. The interface always seems to get in my way at some point. It's pretty close to what I want, and the latest version (I got the trail from MS) seems to be better than previous ones in terms of usability, but I really don't want to plunk down that sort of cash for a mediocre product. I've tried Dia and Inkscape, and while initially promising and with the right price tag, I found both of them to be lacking in several ways (including some recurring bugs). I've toyed with getting Adobe Illustrator, but I've never used it before, and I have a feeling that it wouldn't handle the diagramming aspect very well, and I don't want to buy a copy just to find out it doesn't meet my needs. So far, the product that I've had the most success with is, sadly, OpenOffice Draw. It's free of course (which lowers my expectations and thus improves my view of it) and its usability is pretty good, but in the end I'd like something more suited to diagramming. I'm willing to spend real money (in the $500-$1K range) for a really good piece of software if it does everything I want it to. The front runner is of course Visio but I'm hoping for more. Does anybody have any recommendations? CONCLUSION: @dlamblin had the most informative post, but the part I gained the most from was his/her (and others) mention of OmniGraffle, not Gliffy. I gave Gliffy a try, and it seemed neet for occational use, but since it's a Flash app (note: not AJAX as dlamblin mentioned) it's still a bit of a pain to use (no keyboard shortcuts for copy/paste was pretty much a deal breaker for me). I also tried SmartDraw, but it had 3-strikes-you're-out against it: The trial period was only 7 days long. It used some nonstandard (and visually jarring) GUI widget toolkit for its UI. At the very least it makes me suspicious (how do I know it will actually work & support the standard Windows features?) It crashed on me early into my trial. OmniGraffle looks like exactly what I want... except that it's Mac-only (so I couldn't give it a try). However, it got good reviews from my Mac-owning coworker, and I hope to try it on a friend's Mac soon. If it's good enough then I might spring for a new MacBook.

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  • NPE when drawing TabWidget in android (only on HTC Magic?)

    - by David Hedlund
    I've received report from the user of an app I've written that he gets FC whenever starting a certain activity. I have not been able to reproduce the issue on the emulator or on my HTC Hero (running 1.5), but this user running HTC Magic (with 1.6) is facing this error every time. What bothers me is that no single step in the stacktrace actually includes any code in my app (com.filmtipset) 01-07 00:10:26.773 I/ActivityManager( 141): Starting activity: Intent { cmp=com.filmtipset/.ViewMovie (has extras) } 01-07 00:10:27.023 D/AndroidRuntime( 2402): Shutting down VM 01-07 00:10:27.023 W/dalvikvm( 2402): threadid=3: thread exiting with uncaught exception (group=0x4001e170) 01-07 00:10:27.023 E/AndroidRuntime( 2402): Uncaught handler: thread main exiting due to uncaught exception 01-07 00:10:27.083 E/AndroidRuntime( 2402): java.lang.NullPointerException 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.TabWidget.dispatchDraw(TabWidget.java:173) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.View.draw(View.java:6552) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.FrameLayout.draw(FrameLayout.java:352) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.View.draw(View.java:6552) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.FrameLayout.draw(FrameLayout.java:352) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1883) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.draw(ViewRoot.java:1332) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.performTraversals(ViewRoot.java:1097) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.os.Handler.dispatchMessage(Handler.java:99) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.os.Looper.loop(Looper.java:123) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.app.ActivityThread.main(ActivityThread.java:4320) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at java.lang.reflect.Method.invokeNative(Native Method) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at java.lang.reflect.Method.invoke(Method.java:521) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at dalvik.system.NativeStart.main(Native Method) Full dump here if I've missed anything of interest I'm guessing, then, that there might be something wrong with my layout. It's quite verbose, so I'm posting it here, rather than pasting the whole thing on SO. There is a tabwidget, where one tab is connected to the scrollview, svFilmInfo, and one to the linear layout llComments. The tab host is populated as such: Drawable commentSelector = getResources().getDrawable(R.drawable.tabcomment); Drawable infoSelector = getResources().getDrawable(R.drawable.tabinfo); mTabHost = getTabHost(); mTabHost.getTabWidget().setBackgroundColor(Color.BLACK); mTabHost.addTab(mTabHost.newTabSpec("tabInfo").setIndicator("Filminfo", infoSelector).setContent(R.id.svFilmInfo)); mTabHost.addTab(mTabHost.newTabSpec("tabInfo").setIndicator("Kommentarer", commentSelector).setContent(R.id.llComments)); Since I cannot reproduce the error myself, and since I cannot find any mention in the stack trace of what might be causing the error, I don't quite know where to start troubleshooting this. I'd appreciate any pointers.

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  • null reference expction in the code

    - by LifeH2O
    I am getting NullReferenceException error on "_attr.Append(xmlNode.Attributes["name"]);". namespace SMAS { class Profiles { private XmlTextReader _profReader; private XmlDocument _profDoc; private const string Url = "http://localhost/teamprofiles.xml"; private const string XPath = "/teams/team-profile"; public XmlNodeList Teams{ get; private set; } private XmlAttributeCollection _attr; public ArrayList Team { get; private set; } public void GetTeams() { _profReader = new XmlTextReader(Url); _profDoc = new XmlDocument(); _profDoc.Load(_profReader); Teams = _profDoc.SelectNodes(XPath); foreach (XmlNode xmlNode in Teams) { _attr.Append(xmlNode.Attributes["name"]); } } } } the teamprofiles.xml file looks like <teams> <team-profile name="Australia"> <stats type="Test"> <span>1877-2010</span> <matches>721</matches> <won>339</won> <lost>186</lost> <tied>2</tied> <draw>194</draw> <percentage>47.01</percentage> </stats> <stats type="Twenty20"> <span>2005-2010</span> <matches>32</matches> <won>18</won> <lost>12</lost> <tied>1</tied> <draw>1</draw> <percentage>59.67</percentage> </stats> </team-profile> <team-profile name="Bangladesh"> <stats type="Test"> <span>2000-2010</span> <matches>66</matches> <won>3</won> <lost>57</lost> <tied>0</tied> <draw>6</draw> <percentage>4.54</percentage> </stats> </team-profile> </teams> I am trying to extract names of all teams in an ArrayList. Then i'll extract all stats of all teams and display them in my application. Can you please help me about that null reference exception?

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  • null reference exception in the code

    - by LifeH2O
    I am getting NullReferenceException error on "_attr.Append(xmlNode.Attributes["name"]);". namespace SMAS { class Profiles { private XmlTextReader _profReader; private XmlDocument _profDoc; private const string Url = "http://localhost/teamprofiles.xml"; private const string XPath = "/teams/team-profile"; public XmlNodeList Teams{ get; private set; } private XmlAttributeCollection _attr; public ArrayList Team { get; private set; } public void GetTeams() { _profReader = new XmlTextReader(Url); _profDoc = new XmlDocument(); _profDoc.Load(_profReader); Teams = _profDoc.SelectNodes(XPath); foreach (XmlNode xmlNode in Teams) { _attr.Append(xmlNode.Attributes["name"]); } } } } the teamprofiles.xml file looks like <teams> <team-profile name="Australia"> <stats type="Test"> <span>1877-2010</span> <matches>721</matches> <won>339</won> <lost>186</lost> <tied>2</tied> <draw>194</draw> <percentage>47.01</percentage> </stats> <stats type="Twenty20"> <span>2005-2010</span> <matches>32</matches> <won>18</won> <lost>12</lost> <tied>1</tied> <draw>1</draw> <percentage>59.67</percentage> </stats> </team-profile> <team-profile name="Bangladesh"> <stats type="Test"> <span>2000-2010</span> <matches>66</matches> <won>3</won> <lost>57</lost> <tied>0</tied> <draw>6</draw> <percentage>4.54</percentage> </stats> </team-profile> </teams> I am trying to extract names of all teams in an ArrayList. Then i'll extract all stats of all teams and display them in my application. Can you please help me about that null reference exception?

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  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

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  • Custom edit box - how to do it?

    - by user3834459
    I'd like to create a new text editor with some non-standard capabilities for the edit box where you would normally type your code (and do syntax highlighting). Since I'd like to have complete control over this I was thinking how should I proceed.. my target is primarily linux and I was thinking to use GTK+ as GUI toolkit. Since I'm a newbie I'm not sure how custom controls are drawn/rendered. Should I consider using openGL to draw a control from scratch? That doesn't sound right to be honest but I have no idea on how to do it.. The "nonstandard capabilities" would include drawing stuff on the control (shapes and boxes) at any position, being able to write into multiple areas.. all stuff you can't normally do with an edit box. Question: How should I create a GTK+ nonstandard GUI control like an edit box that has the following capabilities: edit text, select text, delete text, draw message boxes on top of it, draw images inside it (under and/or on top of the text), insert text into multiple places at the same time? Should I subclass an edit box control or should I "render" an entirely new one with openGL or such? I'm still in the design phase (I even need to identify the frameworks I should use) and I've taken a look at the Chromium project (GTK+). I haven't found anything that suited my problem

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  • SFML: Generate a background image

    - by BlackMamba
    I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: sf::RenderTexture image; std::vector<sf::Texture> textures; sf::Texture texture; // instantiating the vector of textures and the image not shown here for (int i = 0; i < certainSize; ++i) { if(certainContition) { texture.setTexture("file"); texture.setPosition(pos1, pos2); } else { ... } image.draw(texture); } The point here is that I draw single textures on a sf::RenderTexture, but because textures always are on the graphic cards memory, I can't exceed a certain map size which I have to. I also considered using an sf::Image, but I can't find a way to draw an image (i.e. a texture) to it. The third way I found was using an sf::VertexArray, but this seems to be a bit too low-level for my rather simple purposes. So is there a common way to dynamically generate a background image based on other existing images?

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Tile Engine - Procedural generation, Data structures, Rendering methods - A lot of effort question!

    - by Trixmix
    Isometric Tile and GameObject rendering. To achive the desired looking game I need to take into consideration which tiles need to be drawn first and which last. What I used is a Object that is TileRenderQueue that you would give it a tile list and it will give you a queue on which ones to draw based on their Z coordinate, so that if the Z is higher then it needs to be drawn last. Now if you read above you would know that I want the location data to instead of being stored in the tile instance i want it to be that the index in the array is the location. and then maybe based on the array i could draw the tiles instead of taking a long time in for looping and ordering them by Z. This is the hardest part for me. It's hard for me to find a simple solution to the which one to draw when problem. Also there is the fact that if the X is larger than the gameobject where the X is larger needs to be drawn over the rest of the tiles and so on. Here is an example: All the parts work together to create an efficient engine so its important to me that you would answer all of the parts. I hope you will work on the answers hard just as much that I worked on this question! If there is any unclear part tell me so in the comments! Thanks for the help!

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • How can I make a game like doodlejump XNA c#

    - by Ramy
    I wanted to know how can I make the background scroll down like doodlejump. I have a game made and I have to transform it so it's like doodle jump, but I'm wonder how or where to look so I can make he background keep moving as in progressing through the background till let's say the character dies. namespace IFM20884 { using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; public abstract class BackgroundScroll : Sprite { private float speedOfBackground = 0.2f; // speed that the background moves public BackgroundScroll (GraphicsDeviceManager graphics) : base(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f) { } //Getter public float speedOfBackground { get { return this.speedOfBackground ; } set { this.speedOfBackground = value; } } public override void Update(GameTime gameTime, GraphicsDeviceManager graphics) { //Makes background go down. ForcePosition(Position.X, Position.Y + (gameTime.ElapsedGameTime.Milliseconds * this.speedOfBackground )); if (Position.Y - (Height / 2) > graphics.GraphicsDevice.Viewport.Height) { ForcePosition(Position.X, Position.Y - this.Height); } } public override void Draw(SpriteBatch spriteBatch) { ForcePosition(Position.X, Position.Y - this.Height); base.Draw(spriteBatch); ForcerPosition(Position.X, Position.Y + this.Height); base.Draw(spriteBatch); } } }

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  • How can I prevent Libre Office to start unexpected when I start other applications?

    - by brubaker
    I am on Ubuntu 11.10/64bit with Gnome 3. Regards [update] I trying to say that when I start an application like Nautilus LibreOffice starts as well. Sometimes this also happens when I open a document with a totally different extension i.e. a .html doc. I checked if and which plugins are installed to Firefox: OpenOffice.org Plug-in File: libnpsoplugin.so Version: OpenOffice.org Plug-in handles all its documents MIME Type Description Suffixes application/vnd.stardivision.calc StarCalc 3.0 - 5.0 sdc application/vnd.stardivision.chart StarChart 3.0 - 5.0 sds application/vnd.stardivision.draw StarDraw 3.0 - 5.0 sda application/vnd.stardivision.impress StarImpress 3.0 - 5.0 sdd application/vnd.stardivision.impress-packed StarImpress-packed 3.0 - 5.0 sdp application/vnd.stardivision.math StarMath 3.0 - 5.0 smf application/vnd.stardivision.writer StarWriter Template 3.0 - 5.0 vor application/vnd.stardivision.writer-global StarWriter Global 3.0 - 5.0 sgl application/vnd.staroffice.writer StarWriter 3.0 - 5.0 sdw application/vnd.sun.xml.calc StarOffice 6.0/7 Spreadsheet sxc application/vnd.sun.xml.calc.template StarOffice 6.0/7 Spreadsheet Template stc application/vnd.sun.xml.draw StarOffice 6.0/7 Drawing sxd application/vnd.sun.xml.draw.template StarOffice 6.0/7 Drawing Template std application/vnd.sun.xml.impress StarOffice 6.0/7 Presentation sxi application/vnd.sun.xml.impress.template StarOffice 6.0/7 Presentation Template sti application/vnd.sun.xml.math StarOffice 6.0/7 Formula sxm application/vnd.sun.xml.writer StarOffice 6.0/7 Text Document sxw application/vnd.sun.xml.writer.global StarOffice 6.0/7 Master Document sxg application/vnd.sun.xml.writer.template StarOffice 6.0/7 Text Document Template stw application/vnd.oasis.opendocument.text OpenDocument Text odt application/vnd.oasis.opendocument.text-template OpenDocument Text Template ott application/vnd.oasis.opendocument.text-master OpenDocument Master Document odm application/vnd.oasis.opendocument.text-web HTML Document Template oth application/vnd.oasis.opendocument.spreadsheet OpenDocument Spreadsheet ods application/vnd.oasis.opendocument.spreadsheet-template OpenDocument Spreadsheet Template ots application/vnd.oasis.opendocument.graphics OpenDocument Drawing odg application/vnd.oasis.opendocument.graphics-template OpenDocument Drawing Template otg application/vnd.oasis.opendocument.presentation OpenDocument Presentation odp application/vnd.oasis.opendocument.presentation-template OpenDocument Presentation Template otp application/vnd.oasis.opendocument.formula OpenDocument Formula odf

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • Direct2D Transform

    - by James
    I have a beginner question about Direct2D transforms. I have a 20 x 10 bitmap that I would like to draw in different orientations. To start, I would like to draw it vertically with a destination rectangle of say: (left, top, right, bottom) (300, 300, 310, 320) The bitmap is wider than it is tall (20 x 10), but when I draw it vertically, it will be appear taller than it is wide (10 x 20). I know that I can use a rotation matrix like so: m_pRenderTarget->SetTransform( D2D1::Matrix3x2F::Rotation( 90.0f, D2D1::Point2F(<center of shape>)) ); But when I use this method to rotate my shape, the destination rectangle is still wider than it is tall. Maybe it would look something like this: (left, top, right, bottom) (280, 290, 300, 300) The destination rectangle is 20 x 10 but the bitmap appears on the screen as 10 x 20. I can't look at the destination rectangle in the debugger and compare it to: (left, top, right, bottom) (300, 300, 310, 320) Is there any simple way to say "I want to rotate it so that the image is rendered to exactly this destination rectangle after the rotation?" In this case, I would like to say "Please rotate the bitmap so that it appears on the screen at this location:" (left, top, right, bottom) (300, 300, 310, 320) If I can't do that, is there any way to find out the 10 x 20 destination rectangle where the bitmap is actually being rendered to the screen?

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