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  • HLSL How to flip geometry horizontally

    - by cubrman
    I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to the right hand side (like flipping it in Photoshop). Doing it in pixel shader would be a huge computational cost (extra RT, more fullscreen samples...), so it must be done in the vertex shader. Once more: this is NOT reflection, i need to flip THE WHOLE MODEL. I thought I could simply do the following: Turn off culling. Run the following code in the vertex shader: input.Position = mul(input.Position, World); // World[3][0] holds x value of the model's pivot in the World. if (input.Position.x <= World[3][0]) input.Position.x += World[3][0] - input.Position.x; else input.Position.x -= input.Position.x - World[3][0]; ... The model is never drawn. Where am I wrong? I presume that messes up the index buffer. Can something be done about it? P.S. it's INSANELY HARD to format code here. Thanks to Panda I found my problem. SOLUTION: // Do thins before anything else in the vertex shader. Position.x *= -1; // To invert alongside the object's YZ plane.

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Frame timing for GLFW versus GLUT

    - by linello
    I need a library which ensures me that the timing between frames are more constant as possible during an experiment of visual psychophics. This is usually done synchronizing the refresh rate of the screen with the main loop. For example if my monitor runs at 60Hz I would like to specify that frequency to my framework. For example if my gameloop is the following void gameloop() { // do some computation printDeltaT(); Flip buffers } I would like to have printed a constant time interval. Is it possible with GLFW?

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  • Computer Games Technolgy or Software Engineering?

    - by Suleman Anwar
    I'm in the last year of my college and going to university next year. Could you tell me what the difference between Software Engineering and Computer Games Technology is? I know a bit of both but don't know the actual difference. I'm kind off in a dilemma between these two. I want to be a programmer, I'd love to go into gaming but I heard getting a job within a computer games company is really hard.

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • What different ways are there to model restitution in a physics engine?

    - by Mikael Högström
    In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one. Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

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  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

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  • How do I dynamically reload content files?

    - by Kikaimaru
    Is there a relatively simple way to dynamically reload content files, such as effect files? I know I can do the following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load all content And use double references to reference content files. The problem is with step 3 (and step 2 isn't that nice either). I need to unload everything because if I have model Hero.x which references Model.fx effect, and I change the Model.fx file, I need to reload the Hero.x file which will then call LoadExternalReference on Model.fx. Has someone managed to make this work without rewriting the whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • Exporting .jar files with Jarsplice

    - by SystemNetworks
    Help! I'm Using Mac OS X 10.8 Mountain Lion and Using Eclipse. I'm using the library called Slick and Lwjgl. When i first exported it, it has a .jar file. I followed some You Tube Tutorials (Different, they don't have slick) It worked for them. I don't know why it dosen't work for me. Should i put Slick-util too? I didn't even use lwjgl btw. Please help!!! Jars I used(Libraries) Slick LWJGL(I didn't use it) Tutorials I followed TheCodingUniverse(Exporting) TheNewBoston(The Code and Set-up) Programs I used Eclipse IDE Java Jarsplice No warnings found or errors. It is perfect! But Nothing shows up in the screen everytime I pressed the jar(After Jarsplice) Help!!!

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • Everything "invisible" when launching map from launcher

    - by Predanoob
    Excuse my noobiness, but I downloaded the SDK, and I tried the map Forest from within the editor and it worked fine. However if I launch it from the Launcher using the console it looks like this: http://i.stack.imgur.com/U7rPU.jpg I can use the weapons(although they are invisible), and interact with objects despite not seeing them. I also did my own map same problem. What am I doing wrong? ?(

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • Generate texture for a heightmap

    - by James
    I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate one single texture from an SDL_Surface (i'm using SDL) and just send that into opengl. I'll put my code for creating the texture and reading the colour values. It is a 24bit TGA i'm loading, and i've confirmed that the rest of my code works because i was able to send the surfaces pixels directly to my createTextureFromData function and it drew fine. struct RGBColour { RGBColour() : r(0), g(0), b(0) {} RGBColour(unsigned char red, unsigned char green, unsigned char blue) : r(red), g(green), b(blue) {} unsigned char r; unsigned char g; unsigned char b; }; // main loading code SDLSurfaceReader* reader = new SDLSurfaceReader(m_renderer); reader->readSurface("images/grass.tga"); // new texture unsigned char* newTexture = new unsigned char[reader->m_surface->w * reader->m_surface->h * 3 * reader->m_surface->w]; for (int y = 0; y < reader->m_surface->h; y++) { for (int x = 0; x < reader->m_surface->w; x += 3) { int index = (y * reader->m_surface->w) + x; RGBColour colour = reader->getColourAt(x, y); newTexture[index] = colour.r; newTexture[index + 1] = colour.g; newTexture[index + 2] = colour.b; } } unsigned int id = m_renderer->createTextureFromData(newTexture, reader->m_surface->w, reader->m_surface->h, RGB); // functions for reading pixels RGBColour SDLSurfaceReader::getColourAt(int x, int y) { Uint32 pixel; Uint8 red, green, blue; RGBColour rgb; pixel = getPixel(m_surface, x, y); SDL_LockSurface(m_surface); SDL_GetRGB(pixel, m_surface->format, &red, &green, &blue); SDL_UnlockSurface(m_surface); rgb.r = red; rgb.b = blue; rgb.g = green; return rgb; } // this function taken from SDL documentation // http://www.libsdl.org/cgi/docwiki.cgi/Introduction_to_SDL_Video#getpixel Uint32 SDLSurfaceReader::getPixel(SDL_Surface* surface, int x, int y) { int bpp = m_surface->format->BytesPerPixel; Uint8 *p = (Uint8*)m_surface->pixels + y * m_surface->pitch + x * bpp; switch (bpp) { case 1: return *p; case 2: return *(Uint16*)p; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32*)p; default: return 0; } } I've been stumped at this, and I need help badly! Thanks so much for any advice.

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • how do I set quad buffering with jogl 2.0

    - by tony danza
    I'm trying to create a 3d renderer for stereo vision with quad buffering with Processing/Java. The hardware I'm using is ready for this so that's not the problem. I had a stereo.jar library in jogl 1.0 working for Processing 1.5, but now I have to use Processing 2.0 and jogl 2.0 therefore I have to adapt the library. Some things are changed in the source code of Jogl and Processing and I'm having a hard time trying to figure out how to tell Processing I want to use quad buffering. Here's the previous code: public class Theatre extends PGraphicsOpenGL{ protected void allocate() { if (context == null) { // If OpenGL 2X or 4X smoothing is enabled, setup caps object for them GLCapabilities capabilities = new GLCapabilities(); // Starting in release 0158, OpenGL smoothing is always enabled if (!hints[DISABLE_OPENGL_2X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(2); } else if (hints[ENABLE_OPENGL_4X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); } capabilities.setStereo(true); // get a rendering surface and a context for this canvas GLDrawableFactory factory = GLDrawableFactory.getFactory(); drawable = factory.getGLDrawable(parent, capabilities, null); context = drawable.createContext(null); // need to get proper opengl context since will be needed below gl = context.getGL(); // Flag defaults to be reset on the next trip into beginDraw(). settingsInited = false; } else { // The following three lines are a fix for Bug #1176 // http://dev.processing.org/bugs/show_bug.cgi?id=1176 context.destroy(); context = drawable.createContext(null); gl = context.getGL(); reapplySettings(); } } } This was the renderer of the old library. In order to use it, I needed to do size(100, 100, "stereo.Theatre"). Now I'm trying to do the stereo directly in my Processing sketch. Here's what I'm trying: PGraphicsOpenGL pg = ((PGraphicsOpenGL)g); pgl = pg.beginPGL(); gl = pgl.gl; glu = pg.pgl.glu; gl2 = pgl.gl.getGL2(); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); capabilities.setStereo(true); GLDrawableFactory factory = GLDrawableFactory.getFactory(profile); If I go on, I should do something like this: drawable = factory.getGLDrawable(parent, capabilities, null); but drawable isn't a field anymore and I can't find a way to do it. How do I set quad buffering? If I try this: gl2.glDrawBuffer(GL.GL_BACK_RIGHT); it obviously doesn't work :/ Thanks.

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • How to move a line of sprites in a sine wave?

    - by electroflame
    So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried: Enemy.position.X += Enemy.velocity.X; Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5; This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)). Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave. Any ideas? Thanks in advance.

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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