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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • Point[] and Tri not "could not be found"

    - by Craig Dannehl
    Hi I'm trying to learn how to load a .obj file using OpenTK in windows Forms. I have seen a lot of examples out there, but I do see almost everyone uses List, and Point[]. Code example show these highlighted like there IDE know what these are; for example List<Tri> tris = new List<Tri>(); but mine just returns "The type or namespace name 'Tri' could not be found" is there an include I need to add or a using I am missing. Currently have this using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Drawing; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL;

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Trouble exporting Maya models to Panda3D?

    - by Aerovistae
    Having issues here. I added the Panda3D exporter script thing to Maya. 2 things: When I go to export to a .egg, no .egg is formed. Instead a fileToBeExported_temp.mb appears next to the original fileToBeExported.ma. My models use curving meshes with many subdivisions, easily in the thousands, like on the smoothed tentacles of an octopus. Will Panda be able to handle this in the first place? I can't find out on my own since it won't export.

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Are there any preexisting maps for a Minecraft-like level I could use in my engine?

    - by Rishav Sharan
    I am working on a tiny cube-based engine like Minecraft. I was wondering if there is a way for me to get large blocky terrain in a text format that I can use for rendering on my engine? I don't want to start on procedural generation now, I just want a resource where I can get the coord list for a pretty looking terrain. Alternatively, is it possible for me to parse the Minecraft world files and use that data to generate terrain/buildings in my code?

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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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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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Can I use PBOs for textures in iOS?

    - by Radu
    As far as I can see, there is no GL_PIXEL_UNPACK_BUFFER. Also, the OpenGL ES 2.0 specification (and as far as I know, no iOS device currently supports OpenGL ES 2.0) states that glMapBufferOES() can only use GL_ARRAY_BUFFER as a target, yet glTexImage2D() and glTexSubImage2D() only seem to use PBOs if GL_PIXEL_UNPACK_BUFFER is bound. The OpenGL documentation for glBindBuffer() also states that: GL_PIXEL_PACK_BUFFER and GL_PIXEL_UNPACK_BUFFER are available only if the GL version is 2.1 or greater. So, can I use PBOs for textures? Am I missing something obvious?

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  • Is there a way to export all the images of my tweening effect in Flash?

    - by Paul
    i'm using Flash to create the animation of my character in 2D (i'm just beginning). Is it possible to make a tween effect of a character, and then automatically export all the images/frames? So far, it's a bit fastidious : i create my tweening effect, then i put a keyframe for each frame i want to copy and paste, then i select the movieclips and shapes and copy and paste them into another flash document, i position those clips at the exact same location as the previous image, then i erase the previous image and export the image... For 30 frames! Is there any faster way? Thanks

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • HedgeWar code confusion

    - by BluFire
    I looked at an open source project(HedgeWars) that was built using many programming languages such as C++ and Java. While I was looking through the code, I couldn't help noticing that all the math and physics were gone from the Java code. HedgeWars I imported the project file called "SDL-android-project" which was a sub folder to "android build" and project files. My question is where is all the math and physics inside the code? Do I have to look at the C++ code in order to see it? I think Hedgewars was originally programmed in C++ but the files are confusing be because of its size and the fact that it has several programming languages inside.

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • Android : glowing/pulsing line/triangle

    - by AndroidGecko
    I would like to create a simple Android app using Opengl ES 2.0 that is showing a simple shape (like line or triangle) that is glowing and pulsing like Nexus X logo in this video : http://youtu.be/jBKVAfZUFqI?t=59s What should I look for? So far I googled around for glowing effects and found techniques like "bloom" or "additive blending". Are they relevant here? how I would implement pulsing glow with them? Any links to relevant works very appreciated Thanks! P.S - I am very familiar with Android SDK; just started with OpenGL ES

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

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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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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  • How to use the float value from Noise function in voxel terrain?

    - by therealjohn
    Im using Unity, although this question is not really specific to that engine. Im also using an asset from the store called Coherent Noise. It has some neat noise functionality built it. I am using those functions to produce some noise values. I am getting a value between 0 and 1 (floats). I have an array of blocks (for minecraft like voxel terrain) and I am confused on how to use this float value for terrain? Do I do something like <= 0 == Solid block etc etc? I am confused on how to use the floating values that the noise functions produce to use for height values of an array of say a height of 16. Thanks for any guidance.

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