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  • FBX Importer - Texture Name

    - by CmasterG
    I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can have models with multiple textures. Can anyone tell me how I can get the texture name (file name) for my polygon. My code to read in vertex position and uv coordinates is the following: int i, j, lPolygonCount = pMesh->GetPolygonCount(); FbxVector4* lControlPoints = pMesh->GetControlPoints(); int vertexId = 0; for (i = 0; i < lPolygonCount; i++) { int lPolygonSize = pMesh->GetPolygonSize(i); for (j = 0; j < lPolygonSize; j++) { int lControlPointIndex = pMesh->GetPolygonVertex(i, j); FbxVector4 pos = lControlPoints[lControlPointIndex]; current_model[vertex_index].x = pos.mData[0] - pivot_offset[0]; current_model[vertex_index].y = pos.mData[1] - pivot_offset[1]; current_model[vertex_index].z = pos.mData[2]- pivot_offset[2]; FbxVector4 vertex_normal; pMesh->GetPolygonVertexNormal(i,j, vertex_normal); current_model[vertex_index].nx = vertex_normal.mData[0]; current_model[vertex_index].ny = vertex_normal.mData[1]; current_model[vertex_index].nz = vertex_normal.mData[2]; //read in UV data FbxStringList lUVSetNameList; pMesh->GetUVSetNames(lUVSetNameList); //get lUVSetIndex-th uv set const char* lUVSetName = lUVSetNameList.GetStringAt(0); const FbxGeometryElementUV* lUVElement = pMesh->GetElementUV(lUVSetName); if(!lUVElement) continue; // only support mapping mode eByPolygonVertex and eByControlPoint if( lUVElement->GetMappingMode() != FbxGeometryElement::eByPolygonVertex && lUVElement->GetMappingMode() != FbxGeometryElement::eByControlPoint ) return; //index array, where holds the index referenced to the uv data const bool lUseIndex = lUVElement->GetReferenceMode() != FbxGeometryElement::eDirect; const int lIndexCount= (lUseIndex) ? lUVElement->GetIndexArray().GetCount() : 0; FbxVector2 lUVValue; //get the index of the current vertex in control points array int lPolyVertIndex = pMesh->GetPolygonVertex(i,j); //the UV index depends on the reference mode //int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex; int lUVIndex = pMesh->GetTextureUVIndex(i, j); lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex); current_model[vertex_index].tu = (float)lUVValue.mData[0]; current_model[vertex_index].tv = (float)lUVValue.mData[1]; vertex_index ++; } } float v1[3], v2[3], v3[3]; v1[0] = current_model[vertex_index - 3].x; v1[1] = current_model[vertex_index - 3].y; v1[2] = current_model[vertex_index - 3].z; v2[0] = current_model[vertex_index - 2].x; v2[1] = current_model[vertex_index - 2].y; v2[2] = current_model[vertex_index - 2].z; v3[0] = current_model[vertex_index - 1].x; v3[1] = current_model[vertex_index - 1].y; v3[2] = current_model[vertex_index - 1].z; collision_model->addTriangle(v1,v2,v3);

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  • Render angles of a 3D model into 2D images?

    - by Ricket
    Is there a tool out there that you can give a 3D model file, and it will output 2D renders of it from various angles? For example if you were making a 2D RPG but you want to make your character look nice, you might make the character in 3D and then just render the character from 8 or more angles into images which then are used by the 2D engine to give a pseudo-3D look. Does such a tool exist or will it need to be custom-written or done manually?

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  • How to scroll hex tiles?

    - by Chris Evans
    I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / hexWidth); actualY = Math.floor(viewportY / hexHeight); offsetX = -(viewportX - (actualX * hexWidth)); offsetY = -(viewportY - (actualY * hexHeight)); for(i = 0; i < (10); i++) { for(j = 0; j < 10; j++) { if(i % 2 == 0) { x = (hexOffsetX * i) + offsetX; y = j * sourceHeight; } else { x = (hexOffsetX * i) + offsetX; y = hexOffsetY + (j * sourceHeight); } var tileselected = mapone[actualX + i][j]; drawTile(x, y, tileselected); } } } The code I've written so far only handles X movement. It doesn't yet work the way it should do. If you look at my example on jsfiddle.net below you will see that when moving to the right, when you get to the next hex tile along, there is a problem with the X position and calculations that have taken place. It seems it is a simple bit of maths that is missing. Unfortunately I've been unable to find an example that includes scrolling yet. http://jsfiddle.net/hd87E/1/ Make sure there is no horizontal scroll bar then trying moving right using the - right arrow on the keyboard. You will see the problem as you reach the end of the first tile. Apologies for the horrid code, I'm learning! Cheers

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  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

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  • OpenGL error LNK2019

    - by Ghilliedrone
    I'm trying to compile a basic OpenGL program. I linked opengl32.lib and glu32.lib but I'm getting errors. The errors I get are: error LNK1120: 7 unresolved externals error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup error LNK2019: unresolved external symbol "public: float __thiscall GLWindow::getElapsedSeconds(void)" (?getElapsedSeconds@GLWindow@@QAEMXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: bool __thiscall GLWindow::isRunning(void)" (?isRunning@GLWindow@@QAE_NXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::attachExample(class Example *)" (?attachExample@GLWindow@@QAEXPAVExample@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::destroy(void)" (?destroy@GLWindow@@QAEXXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: __thiscall GLWindow::GLWindow(struct HINSTANCE__ *)" (??0GLWindow@@QAE@PAUHINSTANCE__@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "private: void __thiscall GLWindow::setupPixelFormat(void)" (?setupPixelFormat@GLWindow@@AAEXXZ) referenced in function "public: long __stdcall GLWindow::WndProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WndProc@GLWindow@@QAGJPAUHWND__@@IIJ@Z)

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • Managing constant buffers without FX interface

    - by xcrypt
    I am aware that there is a sample on working without FX in the samplebrowser, and I already checked that one. However, some questions arise: In the sample: D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = g_World; mView = g_View; mProj = g_Projection; mWorldViewProj = mWorld * mView * mProj; VS_CONSTANT_BUFFER* pConstData; g_pConstantBuffer10->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pConstData ); pConstData->mWorldViewProj = mWorldViewProj; pConstData->fTime = fBoundedTime; g_pConstantBuffer10->Unmap(); They are copying their D3DXMATRIX'es to D3DXMATRIXA16. Checked on msdn, these new matrices are 16 byte aligned and optimised for intel pentium 4. So as my first question: 1) Is it necessary to copy matrices to D3DXMATRIXA16 before sending them to the constant buffer? And if no, why don't we just use D3DXMATRIXA16 all the time? I have another question about managing multiple constant buffers within one shader. Suppose that, within your shader, you have multiple constant buffers that need to be updated at different times: cbuffer cbNeverChanges { matrix View; }; cbuffer cbChangeOnResize { matrix Projection; }; cbuffer cbChangesEveryFrame { matrix World; float4 vMeshColor; }; Then how would I set these buffers all at different times? g_pd3dDevice->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer10 ); gives me the possibility to set multiple buffers, but that is within one call. 2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

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  • Box2D relations

    - by Valentino Ru
    As far as I know, the unit in Box2D is meters. When I use Box2D in Processing with JBox2D, I set the "world size" as the window size specified in the setup(). Now I'm wondering if there is any function that scales down the world. For example, how can I simulate the throw of tennis ball within a room, without using a window of only 5 x 5 pixels? Additionally, is there any good documentation like the Java API?

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  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?

    - by Rui d'Orey
    I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint : GLFW_RED_BITS GLFW_GREEN_BITS GLFW_BLUE_BITS GLFW_ALPHA_BITS GLFW_DEPTH_BITS GLFW_STENCIL_BITS What is the purpose of this? Usually their default values are enough? Where are those bits stored? In a buffer in the GPU? What do they affect? And by that I mean in what way Thank you in advance!

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • How to create a copy of an instance without having access to private variables

    - by Jamie
    Im having a bit of a problem. Let me show you the code first: public class Direction { private CircularList xSpeed, zSpeed; private int[] dirSquare = {-1, 0, 1, 0}; public Direction(int xSpeed, int zSpeed){ this.xSpeed = new CircularList(dirSquare, xSpeed); this.zSpeed = new CircularList(dirSquare, zSpeed); } public Direction(Point dirs){ this(dirs.x, dirs.y); } public void shiftLeft(){ xSpeed.shiftLeft(); zSpeed.shiftRight(); } public void shiftRight(){ xSpeed.shiftRight(); zSpeed.shiftLeft(); } public int getXSpeed(){ return this.xSpeed.currentValue(); } public int getZSpeed(){ return this.zSpeed.currentValue(); } } Now lets say i have an instance of Direction: Direction dir = new Direction(0, 0); As you can see in the code of Direction, the arguments fed to the constructor, are passed directly to some other class. One cannot be sure if they stay the same because methods shiftRight() and shiftLeft could have been called, which changes thos numbers. My question is, how do i create a completely new instance of Direction, that is basically copy(not by reference) of dir? The only way i see it, is to create public methods in both CircularList(i can post the code of this class, but its not relevant) and Direction that return the variables needed to create a copy of the instance, but this solution seems really dirty since those numbers are not supposed to be touched after beeing fed to the constructor, and therefore they are private.

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  • Can I animate render targets or the swap chain?

    - by Eric F.
    I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple? All I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then set it as the next thing to display. I've never seen or heard about anybody doing this, but it seems so dead simple!

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