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  • OPENGL Android getting the coordinates of my image

    - by Debopam
    I used the codes from the following the website. And it helped a lot to draw the required object on my screen. But the problem I am facing is getting the coordinates of my object. Let me explain. According to the code. You just need to add your graphic images in PNG format and refer it to the class here. What I am trying to achieve is a simple collision detection mechanism. I have added a maze (as PNG). And have a object (as PNG) to go through the blank path within the maze. In order to do this I need to know the blank spaces within the coordinates through which my object will move. Can any one tell me how to get the blank spaces as (x,y) coordinates through which I can take my object?

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  • Some questions about OpenGL

    - by subSeven
    Hello! I want to ask what is the easiest way to make shadow and light volume ? How can I bring to scene more realism? Do you know any nice tricks ? I hear that to make shadow i must use stencil buffer, but I don't know how:/ I can't find any super simple example how to make it.

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • Best way to render Tesselated Objects (OpenGL)

    - by user146780
    I'm using the GLUTesselator for Polygons. Right now the vertex callback does glvertex2f and gltex2f. Would it be better simply to collect the verticies from the vertex callback in a std::vector then use gldrawarrays()? Or would this actually be less efficient since it has to put the verts and texture coordinates in a vector? Thanks

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  • glTexParameter and filtering in OpenGL and GLSL?

    - by sharoz
    I have a couple questions about glTexParameter and filtering 1) What is the scope when applying a glTexParameter (specifically the filtering)? Here's a scenario: Bind a texture. Set the filters to LINEAR Set the texture to "Sampler1" of a shader Bind another texture. Set its filters to NEAREST Set that texture to "Sampler2" of a shader Draw When I use the textures in a shader, will one be linear and the other be nearest? Or will they both be nearest because it was called last? 2) Is it possible to set the filtering method in GLSL? Thanks in advance!

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  • Colored sphere in OpenGL

    - by Michael
    Ok so here's link to code in c++ http://pastebin.com/nfPmd0um (with polish comments ;) I would like to make a sphere divided by four planes. Each part of sphere should have a different color. At the moment it displays only 2 colored parts. I know that something's wrong with that part of code in Display() function: glEnable (GL_CLIP_PLANE0 +i); glDisable (GL_CLIP_PLANE1 -i); glEnable (GL_CLIP_PLANE2 +i); glDisable (GL_CLIP_PLANE3 -i); Anyone know what should i change? Thanks in advance :)

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  • Mipmapping issue with textures rendered on to a flat quad (OpenGL)

    - by Mike2012
    I am having what seems to be a mipmapping problem when rendering textures on to a flat quad. At some camera positions the object looks fine, but then at others it gets very fuzzy. Unfortunately I don't really have any good leads on this problem but I thought if I posted some pictures other who have experiences other issue might be able to give me some insight. Normal: Zoomed Out: Rotated: Could anyone give me any clues about what could be going on here?

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  • Make openGL lines connected

    - by user146780
    Right now I'v created a polygon, then I do the same thing but with line_loop to draw the outline. My issue right now is if I set the line thickness to high, the lines arn't connected. Their ends would need to be (linewidth) longer... is there a way to fix this? Thanks

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  • OpenGL performance on rendering "virtual gallery" (textures)

    - by maticus
    I have a considerable (120-240) amount of 640x480 images that will be displayed as textured flat surfaces (4 vertex polygons) in a 3D environment. About 30-50% of them will be visible in a given frame. It is possible for them to crossover. Nothing else will be present in the environment. The question is - will the modern and/or few-years-old (lets say Radeon 9550) GPU cope with that, and what frame rate can I expect? I aim for 20FPS, but 30-40 would be nice. Would changing the resolution to 320x240 make it more probable to happen? I do not have any previous experience with performance issues of 3D graphics on modern GPUs, and unfortunately I must make a design choice. I don't want to waste time on doing something that couldn't have worked :-)

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  • rotate a star in opengl (2D)

    - by nova a
    I have a 2D star, and I don't know how to rotate it around its center, and I also don't know how to do it with a keyboard key. Also how can I make my object bigger or smaller by a certain percentage (because when I tried to do it by changing pixels, the star goes wrong). This is my code: #include <GL/glut.h> #include <GL/gl.h> #include <GL/freeglut.h> void init (void) { glClearColor(0.0,0.0,0.0,00); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0,200.0,0.0,200.0); } void LineSegment(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glBegin(GL_LINE_LOOP); glVertex2i(20,120); glVertex2i(180,120); glVertex2i(45,20); glVertex2i(100,190); glVertex2i(155,20); glEnd(); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowPosition(50,100); glutCreateWindow("STAR"); init(); glutDisplayFunc(LineSegment); glutMainLoop(); return 0; }

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  • Simple gradient issue with OpenGL on iphone simulator

    - by Paul
    i was following the tutorial from raywenderlich website, the gradient seems not to work perfectly, is it only because of the iphone simulator, or is it something else? I can't try myself with an iphone. Here is the image : And the code : -(CCSprite *)spriteWithColor:(ccColor4F)bgColor textureSize:(float)textureSize { // 1: Create new CCRenderTexture CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureSize height:screenSize.height]; // 2: Call CCRenderTexture:begin [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; // 3: Draw into the texture glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); float gradientAlpha = 0.5; CGPoint vertices[4]; ccColor4F colors[4]; int nVertices = 0; vertices[nVertices] = CGPointMake(0, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; vertices[nVertices] = CGPointMake(0, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; glVertexPointer(2, GL_FLOAT, 0, vertices); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); // 4: Call CCRenderTexture:end [rt end]; // 5: Create a new Sprite from the texture return [CCSprite spriteWithTexture:rt.sprite.texture]; } Thanks

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  • No acceleration for OpenGL and ImportError for modules that exist

    - by Aku
    I'm writing a program using wxPython and OpenGL. The program works, but without any antialiasing, and I get these error messages: (I'm using ArchLinux) INFO:OpenGL.acceleratesupport:No OpenGL_accelerate module loaded: No module named OpenGL_accelerate INFO:OpenGL.formathandler:Unable to load registered array format handler numpy: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numpymodule.py", line 11, in <module> raise ImportError( """No numpy module present: %s"""%(err)) ImportError: No numpy module present: No module named numpy INFO:OpenGL.formathandler:Unable to load registered array format handler numeric: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numeric.py", line 15, in <module> raise ImportError( """No Numeric module present: %s"""%(err)) ImportError: No Numeric module present: No module named Numeric However, when I look into my site-packages folder, I see those modules present there. I have a wxPython demo program that uses GLCanvas, and it works fine, without any errors. My program is quite similar to the GLCanvas demo, involving just translations, rotations, drawing quads and some basic lighting. What am I doing wrong here? (The code is over 200 lines, if necessary I'll edit this and put it here.)

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  • Fragment shader seems to floor() imprecisely

    - by Peter K.
    I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97. Example: floor(64.7) returns 64.0 -- correct floor(64.98) returns 65.0 -- incorrect The same happens on ceiling close above x.0, where ceil(65.02) returns 65.0 instead of 66.0. Q: Any ideas how to solve this? Note: GL ES 2.0 with GLSL 1.0 highp floats are not supported in fragment shaders on my hardware flat varying hasn't been a solution, because I'm drawing TRIANGLE_STRIP and can't redeclare the provoking vertex (only OpenGL 3.2+) Fragment Shader: varying float fVertexInteger; varying float fVertexFraction; void main() { // Fix vertex integer fixedVertexInteger = floor(fVertexInteger); // Fragment color gl_FragColor = vec4( fixedVertexInteger / 65025.0, fract(fixedVertexInteger / 255.0), fVertexFraction, 1.0 ); }

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • La prochaine version d'OpenGL pourrait intégrer Mantle, et ainsi être aussi performante que Direct3D 12

    La prochaine version d'OpenGL pourrait intégrer Mantle Et ainsi être aussi performante que Direct3D 12 C'est au cours du SIGGRAPH 2014, la plus grande conférence liée aux technologies de l'imagerie par ordinateurs que AMD a déclaré donner un accès entier à Mantle pour l'élaboration de la prochaine version d'OpenGL. En effet, Khronos a lancé un appel à la participation pour élaborer ce que serait le futur d'OpenGL. Il est évident, au vu des dernières annonces liées à Mantle, Direct3D 12 et même...

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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  • En direct des Qt DevDays 2012 : détails techniques sur l'utilisation d'OpenGL moderne dans Qt 5

    Bonjour à tous, Actuellement, je suis à Berlin, au Cafe Moskau pour assister aux Qt DevDays 2012. Comme chaque année, la première journée est réservée aux formations. J'assiste à la formation appelée "Modern OpenGL with Qt5" réalisée par Sean Harmer de KDAB. Nous avons passé les deux heures de la matinée à voir la création et l'initialisation d'une fenêtre OpenGL dans Qt 5 (il y a quelques changements mineurs par rapport à Qt 4) et l'affichage d'un joli triangle en OpenGL moderne.

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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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