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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • Setting the values of a struct array from JS to GLSL

    - by mikidelux
    I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec3 spotDirection; float spotCutOff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotExponent; float spotLightCosCutOff; }; uniform Light lights[numLights]; After testing LOTS of things I made it work but I'm not happy with the code I wrote: program.uniform.lights = []; program.uniform.lights.push({ position: "", diffuse: "", specular: "", ambient: "", spotDirection: "", spotCutOff: "", constantAttenuation: "", linearAttenuation: "", quadraticAttenuation: "", spotExponent: "", spotLightCosCutOff: "" }); program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position"); program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse"); program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular"); program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient"); ... and so on I'm sorry for making you look at this code, I know it's horrible but I can't find a better way. Is there a standard or recommended way of doing this properly? Can anyone enlighten me?

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • What happened to .fx files in D3D11?

    - by bobobobo
    It seems they completely ruined .fx file loading / parsing in D3D11. In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods like SetTechnique and BeginPass, making it easy to load and execute a shader with multiple techniques. Is this completely manual now in D3D11? The highest level functionality I can find is loading a SINGLE shader from an FX file using D3DX11CompileFromFile. Does anyone know if there's an easier way to load FX files and choose a technique? With the level of functionality provided in D3D11 now, it seems like you're better off just writing .hlsl files and forgetting about the whole idea of Techniques.

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  • XNA Transparency depending on drawing order?

    - by DarthRoman
    I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at the image for a better understanding (one of the object is a terrain and the other one an area): Now, if I apply transparency to both of them, and draw the terrain before the area, the terrain is not transparent respecting to the area, but the area is: And finally, if I draw the area before the terrain, then the area is not transparent respecting of the terrain: QUESTION: How can I make all the objects transparent to the rest of objects without depending on the drawing order?

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  • How do I get the child of a unique parent in ActionScript?

    - by Koen
    My question is about targeting a child with a unique parent. For example. Let's say I have a box people can move called box_mc and 3 platforms it can jump on called: Platform_1 Platform_2 Platform_3 All of these platforms have a child element called hit. Platform_1 Hit Platform_2 Hit Platform_3 Hit I use an array and a for each statement to detect if box_mc hits one of the platforms childs. var obj_arr:Array = [Platform_1, Platform_2, Platform_3]; for each(obj in obj_arr){ if(box_mc.hitTestObject(obj.hit)){ trace(obj + " " + obj.hit); box_mc.y = obj.hit.y - box_mc.height; } } obj seems to output the unique parent it is hitting but obj.hit ouputs hit, so my theory is that it is applying the change of y to all the childs called hit in the stage. Would it be possible to only detect the child of that specific parent?

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  • Trying to figure out SDL pixel manipulation?

    - by NoobScratcher
    Hello so I've found code that plots a pixel in an SDL Screen Surface : void putpixels(int x, int y, int color) { unsigned int *ptr = (unsigned int*)Screen->pixels; int lineoffset = y * (Screen->pitch / 4 ); ptr[lineoffset + x ] = color; } But I have no idea what its actually doing here this is my thoughts. You make an unsigned integer to hold the unsigned int version of pixels then you make another integer to hold the line offset and it equals to multiply by pitch which is then divided by 4 ... Now why am I dividing it by 4 and what is the pitch and why do I multiply it?? Why must I change the lineoffset and add it to the x value then equal it to colors? I'm soo confused.. ;/ I found this function here - http://sol.gfxile.net/gp/ch02.html

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  • Direct2D Transform

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

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • OpenGL ES 2.0 example for JOGL

    - by fjdutoit
    I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried converting the android example from the OpenGL ES 2.0 Programming Guide examples (and at the same time looking at the WebGL example -- which worked fine) yet without any success. Are there any examples out there? If anyone else wants some extra help regarding this question see this thread on the official Jogamp forum.

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  • OpenGL Learning Material (that's up to date)

    - by Sauron
    So im sure there are topics on this, but alot of them list older material. And the last book: http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1346116133&sr=8-1&keywords=opengl REALLY REALLY disappointed me. I DO NOT want to use someone else's library to learn this stuff, that bothers me SOOO much. So I was hoping there was a newer book that goes into detail, and doesn't use some sort of library "Hiding" everything from you. Or should I just look at older material? If so....anything thats not "too" out of date. Terrain tutorials are a plus (that's kinda my "goal"). Thanks

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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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