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  • Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)

    - by David Dimalanta
    Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. However, if the score is 9,999,999, the text displays still only at the fixed X and Y coordinate. Is there really a way to stay the text in center especially when there is changes when a player beats the new world record? Here's my code inside Sprite Batch: font.setScale(1.5f); font.draw(batch, "HIGHEST SCORE:", (900/10)*1 + 60, (1280/16)*10); font.draw(batch, "" + 9999999 + "", (900/10)*4, (1280/16)*8); batch.draw(grid_guide, 0, 0, 900, 1280); // --> For testing purpose only. // Where 9999999 is a new record score for example. Here's the image shown as example. I add it some red grid so that I could check if the display of score when updated will always display on center no matter how many digits takes place in. However, it is fixed, so I have to figure it out how to display it automatically on center regardless of the number of digits while updating for the new highscore. I have used the LibGDX preferences very well though to save and load records for the highscore.

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  • Drawing different per-pixel data on the screen

    - by Amir Eldor
    I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. I'm not sure what is the correct and fastest way to do this. Locking a texture/surface and manipulating the raw pixel data? How is this done in modern graphics programming? I'm currently trying to do this in Pygame but realized I will face the same problem if I go for C/SDL or OpenGL/DirectX.

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  • Need a bounding box for CCSprite that includes all children/subchildren

    - by prototypical
    I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children. The contentSize property doesn't seem to include all children/subchildren, and seems to only work for the base node. I could write a recursive method to traverse a CCSprite for all children/subchildren and calculate a proper boundingbox, but am curious as to if I am missing something and it's possible to get that information without doing so. I'l be a little surprised if such a method doesn't exist, but I can't seem to find it.

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • Why is chunk size often a power of two?

    - by danijar
    There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized changes. In Minecraft the chunk size is 16 x 16 x 256 as far as I now. And in clones I also always saw chunk sizes of a power of the number 2. Is there any reason for that, maybe performance or memory related? I know that powers of 2 play a special role in binary computers but what has that to do with the chunk size?

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Managing constant buffers without FX interface

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

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • SRV from UAV on the same texture in directx

    - by notabene
    I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in normal graphic pipeline. But it doesnt work, texture is not visible. Texture is ok, when i save it file it is what i expect. Texture rendering is ok too, when i render another SRV, it is ok. So problem is only in UAV-SRV. I also triple checked if pointers are ok. Please help, i'm getting mad about this. Here is some code: //before dispatch D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory( &textureDesc, sizeof( textureDesc ) ); textureDesc.Width = xr; textureDesc.Height = yr; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE ; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; D3D->CreateTexture2D( &textureDesc, NULL, &pTexture ); D3D11_UNORDERED_ACCESS_VIEW_DESC viewDescUAV; ZeroMemory( &viewDescUAV, sizeof( viewDescUAV ) ); viewDescUAV.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; viewDescUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; viewDescUAV.Texture2D.MipSlice = 0; D3DD->CreateUnorderedAccessView( pTexture, &viewDescUAV, &pTextureUAV ); //the getSRV function after dispatch. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ; ZeroMemory( &srvDesc, sizeof( srvDesc ) ); srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; D3DD->CreateShaderResourceView( pTexture, &srvDesc, &pTextureSRV);

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Generating triangles from a square grid

    - by vivi
    I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square diagonally into 2 triangles, however the split diagonal can clearly be seen, especially from the top : [Sorry, as a new user I can't post images, please see here : imgur] Is there a recommended way to generate triangles to remove/reduce this effect ?

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  • Which will be faster? Switching shaders or ignore that some cases don't need full code?

    - by PolGraphic
    I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: float2 texCoord = fmod(input.TexCoord, texCoordM.xy - textureCoord.xy) + textureCoord.xy I can use second code also for first case, but it will be a little slower (fmod is useless here, input.TexCoord will be always lower than textureCoord.xy - textureCoord.xy for sure). My question is, which way will be faster: Making two independent shaders for both types of rectangles, group rectangles by types and switch shaders during rendering. Make one shader and use some if statement. Make one shader and ignore that sometimes (70% of cases) I don't need to use fmod.

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  • How to scroll hex tiles?

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

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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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  • My frustum culling is culling from the wrong point [SOLVED]

    - 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); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Wrong faces culled in OpenGL when drawing a rectangular prism

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • How to implement explosion in OpenGL?

    - by Chan
    I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of randomly generate a collection of vectors with $(x, y, z)$ as origin, then draw some particle (glutSolidCube) which move along this vector for some period of time, says after 1000 updates, it disappear. Is this approach feasible? A minimal example would be greatly appreciated.

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  • Need help drawings planets in Java.

    - by d33j
    I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) So for the moment, i'd be pretty happy to be able to start off with just drawing a wireframed sphere(s). ps: I don't want to use external libraries like Java3D, JOGL or aftermarket engines like JMonkeyEngine, Would rather keep it as straight Java.

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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