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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How do you load in a .bmp file to use it as a height map in C++?

    - by user1324894
    I need to create a terrain that can be used in C++ and opengl and I am told that using a height map is the way to go. I have a .bmp file that is a greyscale image that I would like to use. However, I do not know how to load that greyscale image into the project so that it can be used as a height map or how I can apply a texture to it to create terrain nor how to compute the normals that I'm told will be required. How would I go about achieving what I would like to do?

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  • Why do I get a blinking screen when running lwjgl?

    - by SystemNetworks
    I didn't have any errors. But When I run my lwjgl game, it gives me a blinking screen. Here is the code: package L1F3; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.LWJGLException; import static org.lwjgl.opengl.GL11.*; public class Main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setTitle("A fresh display!"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); Display.destroy(); System.exit(1); } while(!Display.isCloseRequested()) { Display.update(); } Display.destroy(); System.exit(0); } } How do I stop the blinking screen? I was thinking its my framerate. I deleted Display.sync but it still gives me all white and black. Last time it didn't give me a blinking screen. EDIT When I remove Display.update() , it gives me a perfect screen, no blinking or no white. Will my game work without it? I can also close it perfectly.

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  • What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

    - by Luke
    You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the screen. Currently I am simply passing all of my textures (as GL_POINTS) and lines to the graphics card using VBO's. When the number of elements outnumbers the number of pixels, is this the most efficient way to do this? Or should I do some calculations on the CPU side before handing everything over to the GPU? If it matters, I do use GL_DEPTH_TEST and GL_ALPHA_TEST. I do some alpha blending, but probably not enough to make a huge performance difference. My scene can be static at times, but the user has control over a typical arc-ball camera and can pan, rotate, or zoom. It is during these operations that performance degradation is noticeable.

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • How can I get the camera to follow a moving object from behind in C++ and openGL [closed]

    - by user1324894
    I am trying to get the camera to follow an object that moves around my environment using the gluLookAt function. This is my code for the object moving in the direction that it faces: Xtri += -Vtri*cos((90+heading)*(PI/180.0f)); Ztri += Vtri*sin((90+heading)*(PI/180.0f)); I then render the object: glPushMatrix(); glTranslatef(Xtri,0,Ztri); glRotatef(heading,0,1,0); drawTriangle(); glPopMatrix(); All heading is is a spin variable so that if I press left or right it spins in that direction. When you press up on the arrows it moves forward and if you press down it moves backwards in the direction that it is facing. To try and get it so the camera follows I am using the gluLookAt function like this: gluLookAt(Xtri,0,(Ztri+20), Xtri,0,Ztri, 0,1,0); So that it follows the car from a distance and should follow it around. However, the object doesn't even move at all now all it can do is rotate still but not move forwards or backwards and when it spins it doesn't follow the spin instead it just watches it turn still fixed to the same position. Where is it that I am going wrong? UPDATE: I have updated the gluLookAt function so now it is: gluLookAt((Xtri+Vtri),0,((Ztri+20)), (Xtri+Vtri),0,(Ztri), 0,1,0); This seems to move the object around. I have a stationary terrain so I can see that the object is now moving and in the direction that it is facing. However, I want the camera to follow the object when it spins as well so it is always viewing the object from behind.

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • Vertex Array Object (OpenGL)

    - by user5140
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • Using bone joints

    - by raser
    I am trying to save bone joints to a file, and am using this format. I was wondering if anyone could clear up a few questions I have why do I need to provide rotation data for the bone, if I already gave it the location? How do I calculate the rotation of each axis if I have the relative location from the parent joint? ** EDIT ** After doing some more digging, I think that it has something to do with quaternions, so, could someone point me to a good resource on using quaternions for bone joints? ** EDIT AGAIN ** I think I've solved it, but I don't understand how it works. I can't seem to find any google results explaining it. I'd appreciate if anyone could send resources explaining it to me.

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Visual Studio 2012 and Game Development

    - by amongrain
    Alright, I think it's a simple question, but I got difficulties to find some answers around. I already read that XNA wouldn't be in Visual Studio 2012. I recently learned to use XNA, but since I would like to work on games, I'd like to know if there's a way to develop games using C# on Visual Studio 2012, or if I should learn everything again using C++ and Direct3D? C# is a language I like a lot, so if there's no way to do it in C# but something quite easy to use Java for game development, I'd also be interested. Thanks a lot!

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  • How can I find the closest vector to another in a specific direction?

    - by Sniper
    Perhaps I am not phrasing it incorrectly in my searches, but I can not find anything on this. I have a vector3 with a specific direction that it is facing, I want to get the closest object to that position in that specific direction. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector. http://i.stack.imgur.com/FafAu.jpg

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  • Cinema4D for game development tutorials anyone ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result.

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _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" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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