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  • Making XNA Play Nice With 3DS Max, Boundiing Spheres

    - by Jason R. Mick
    I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version). Been getting some odd results: http://www.picvalley.net/u/2930/2265240220441812321333990933PAStFeSONWQslOrMQC5q.PNG Looks like the culling is screwed up. Note, that models I make in Milkshape don't seem to be having these problems. I've also tried to export an FBX file from 3DS Max 2010 and have been getting similar results. What are your suggestions in terms of exporting *.3DS models to a workable XNA form? What tools do you use?. To be clear, the model in question has none of these defects when viewed from similar angles in 3DS Max 2010. http://www.picvalley.net/u/2563/151728957814855401111333991302mSvEJ03Zv22GwHFgIhiV.PNG Any ideas on this oddity would also be appreciated! Edit 1 -- Add'l issue Forgot to mention, that the model otherwise seems alright, but that rotation seems to double -- in other words, when I scroll my camera view left to right, the model (whose draw I give the camera for the view and perspective matrices w/ BasicEffect seems to rotate twice as much as models I draw natively in XNA

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • FreeType2 Crash on FT_Init_FreeType

    - by JoeyDewd
    I'm currently trying to learn how to use the FreeType2 library for drawing fonts with OpenGL. However, when I start the program it immediately crashes with the following error: "(Can't correctly start the application (0xc000007b))" Commenting the FT_Init_FreeType removes the error and my game starts just fine. I'm wondering if it's my code or has something to do with loading the dll file. My code: #include "SpaceGame.h" #include <ft2build.h> #include FT_FREETYPE_H //Freetype test FT_Library library; Game::Game(int Width, int Height) { //Freetype FT_Error error = FT_Init_FreeType(&library); if(error) { cout << "Error occured during FT initialisation" << endl; } And my current use of the FreeType2 files. Inside my bin folder (where debug .exe is located) is: freetype6.dll, libfreetype.dll.a, libfreetype-6.dll. In Code::Blocks, I've linked to the lib and include folder of the FreeType 2.3.5.1 version. And included a compiler flag: -lfreetype My program starts perfectly fine if I comment out the FT_Init function which means the includes, and library files should be fine. I can't find a solution to my problem and google isn't helping me so any help would be greatly appreciated.

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • HLSL Pixel Shader that does palette swap

    - by derrace
    I have implemented a simple pixel shader which can replace a particular colour in a sprite with another colour. It looks something like this: sampler input : register(s0); float4 PixelShaderFunction(float2 coords: TEXCOORD0) : COLOR0 { float4 colour = tex2D(input, coords); if(colour.r == sourceColours[0].r && colour.g == sourceColours[0].g && colour.b == sourceColours[0].b) return targetColours[0]; return colour; } What I would like to do is have the function take in 2 textures, a default table, and a lookup table (both same dimensions). Grab the current pixel, and find the location XY (coords) of the matching RGB in the default table, and then substitute it with the colour found in the lookup table at XY. I have figured how to pass the Textures from C# into the function, but I am not sure how to find the coords in the default table by matching the colour. Could someone kindly assist? Thanks in advance.

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • Dynamic/Adaptive RLE

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • Maintain proper symbol order when applying an armature in flash

    - by Michael Taufen
    I am trying to animate a character's leg in flash CS 5.5 for a game I am working on. I decided to use the bone tool because it's awesome. The problem I am having, however, is that for my character to be animated properly, the symbols that make up his leg (upper leg, lower leg, and shoe) need to be on top of each other in a specific way (otherwise the shoe looks like its next to the leg, etc). Applying the bones results in the following problem: the first symbol I apply it to is placed in the rear on the armature layer, the next on top of it, and so on, until the final symbol is already on top. I need them to be in the opposite order, but arrange send to back does nothing on the armature layer. How can I fix this? tl;dr: The bone tool is not maintaining the stacking order of my objects, please help. Thanks for helping :).

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

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  • CSM shadow errors when models are split

    - by KaiserJohaan
    I'm getting closer to fixing CSM, but there seems to be one more issue at hand. At certain angles, the models will be caught/split between two shadow map cascades, like below. first depth split second depth split - here you can see the model is caught between the splits How does one fix this? Increase the overlapping boundaries between the splits? Or is the frustrum erronous? CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix, Mat4& outFrustrumMat) { CameraFrustrum ret = { Vec4(1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); outFrustrumMat = invMVP; for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, halfExtents.y, -halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; }

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • How to bind std::map to Lua with LuaBind

    - by MahanGM
    Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: luabind::object FakeScript::getProp() { luabind::object obj = luabind::newtable(L); for(auto i = this->properties.begin(); i != this->properties.end(); i++) { obj[i->first] = i->second; } return obj; } But I'm stuck with setter. The first line in lua code which I'm trying to set value "stand" for key "stat" is not going to work and it keep redirecting me to the getter method. Setter method only works when I drop ["stat"] from properties. I can do something like this for setter in my script: player.scripts["movement"].properties = {stat = "stand"} But this isn't what I want because I have to go through my real keys in c++ to determine which key is placed in setter argument table value. This is my map in class: std::map<std::string, std::string> properties;

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