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  • openGL Camera setup for Zoom in/out centered at point under cursor

    - by user3228921
    I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective mode. Now i am trying to do the zoom centered at arbitrary position under the cursor. I am unable to figure out how should i move my camera forward and backward such that point under cursor remains at the same screen coordinates after zoom in/out. Any help would be appreciated. Below are the images which show the desired effect. Just to mention, I am working in a perspective mode with eye target and up vectors to control camera. Same effect i found in google sketchup and 'zoom to mouse position' setting in blender.

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

    - by sunsunsunsunsun
    Im trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole chunk into a single VBO. I was previously only putting each block into a vbo and making a call to render each block. Anyways, I am a bit confused about how I can translate the coordinates of each block in the chunk when I'm putting all vertices into one vbo. This is what I have at the moment. public void putVertices(float tx, float ty, float tz) { float l_length = 1.0f; float l_height = 1.0f; float l_width = 1.0f; vertexPositionData.put(new float[]{ xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty,zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty,zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz }); } public void createChunk() { vertexPositionData = BufferUtils.createFloatBuffer((24*3)*activateBlocks); Random random = new Random(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int z = 0; z < CHUNK_SIZE; z++) { if(blocks[x][y][z].getActive()) { putVertices(x*2.0f, y*2.0f, z*2.0f); } } } } Whats any easy way to translate the vertices of each block into its correct position? I was previously using glTranslatef with each call to render block but this wont work now. What I am doing now also does not work, the blocks all render in stacks on top of each other and it looks like this: http://i.imgur.com/NyFtBTI.png Thanks

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • PNG file loading error in ImageMagick

    - by khanhhh89
    I'm trying to understand the tutorial 16 at http://ogldev.atspace.co.uk, which requires the image processing library ImageMagick. But when I run the tutorial, I encountered an following error: freeglut: failed to change scree settings Error loading textures 'test.png': no decode delegates for this image format 'C:/../appdata/magick-6024a_cIJcw90t-j'@error/constitute.c/ReadImage/552 I searched for google and found that my ImageMagick library do not have PNG Delegaes, but when I checked for the information of ImageMagick, it sees PNG in its delegate lists. Command line: convert -configure Result: LIB_VERSION 0x687 DELEGATES: bzlib, freetype, jpeg, jp2, lcms, png, tiff, x11, xml, wmf, zlib Could you explain to me this error, thanks so much!

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • Exporting UV coords from Blender

    - by Soapy
    So I have searched on google and various other websites but I've not found an answer. The only ones I did find did not work. So my question is how do I get UV coords from blender (2.63)? Currently I'm writing my own custom file exporter, and so far have managed to export vertices and their normals. Is there a way to export the UV coords? N.B. I'm currently try to figure it out using a simple cube that is unwrapped and has a texture applied to it.

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  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • GLSL, all in one or many shader programs?

    - by stjepano
    I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, some materials have ambient occlusion map, some have specular map and bump map etc. Is it better to support everything in one vertex/fragment shader pair or is it better to create many vertex/fragment shaders and select them based on currently selected material? What is the usual shader strategy in OpenGL or D3D?

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  • swf file not playing aftre being published

    - by rsquare
    i am trying to run the 'connector' example that comes bundled with smartfoxserver2x downloads..there it connects to the server and loads the correct configuration file. when i run it in adobe flash professional 5,it runs correctly and connects to the server but after being published as SWF movie,it doesnt work.it loads the configuration file but cant connect and gives error connection failure..ERROR 2048 this is the example i am talking about. http://docs2x.smartfoxserver.com/ExamplesFlash/connector

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Locomotion-system with irregular IK

    - by htaunay
    Im having some trouble with locomtions (Unity3D asset) IK feet placement. I wouldn't call it "very bad", but it definitely isn't as smooth as the Locomotion System Examples. The strangest behavior (that is probably linked to the problem) are the rendered foot markers that "guess" where the characters next step will be. In the demo, they are smooth and stable. However, in my project, they keep flickering, as if Locomotion changed its "guess" every frame, and sometimes, the automatic defined step is too close to the previous step, or sometimes, too distant, creating a very irregular pattern. The configuration is (apparently)Identical to the human example in the demo, so I guessing the problem is my model and/or animation. Problem is, I can't figure out was it is =S Has anyone experienced the same problem? I uploaded a video of the bug to help interpreting the issue (excuse the HORRIBLE quality, I was in a hurry).

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  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile

    - by cloudraven
    I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its pretty fast, I get the raw bitmap in _buffer. When I try to do this in DirectX. Assuming that I have a D3DDevice object I can do something like this if (SUCCEEDED(D3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackbuffer))) { HResult hr = D3DXSaveSurfaceToFileA(filename, D3DXIFF_BMP, pBackbuffer, NULL, NULL); But D3DXSaveSurfaceToFile is pretty slow, and I don't need to write the capture to disk anyway, so I was wondering if there was a faster way to do this

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  • How do I do random isometric paths?

    - by user406470
    I'm working on an Isometric city generator, and I am looking for a little push in the right direction. I'm looking to randomly generate roads on a isometric plane. I have never done pathfinding before, and I've googled it and didn't find any articles relating to what I am trying to do. Basically, my program generates a random isometric city and, I am hoping to add roads to that. Any help is appreciated!

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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