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  • Rendering Unity across multiple monitors

    - by N0xus
    At the moment I am trying to get unity to run across 2 monitors. I've done some research and know that this is, strictly, possible. There is a workaround where you basically have to fluff your window size in order to get unity to render across both monitors. What I've done is create a new custom screen resolution that takes in the width of both of my monitors, as seen in the following image, its the 3840 x 1080: How ever, when I go to run my unity game exe that size isn't available. All I get is the following: My custom size should be at the very bottom, but isn't. Is there something I haven't done, or missed, that will get unity to take in my custom screen size when it comes to running my game through its exe? Oddly enough, inside the unity editor, my custom screen size is picked up and I can have it set to that in my game window: Is there something that I have forgotten to do when I build and run the game from the file menu? Has someone ever beaten this issue before?

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  • Game thread, render thread, animation/inverse kinematics, and synchronization

    - by user782220
    In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just update a number saying time T in the animation and then the render thread infers Who owns the skin mesh animation, the game logic thread or the render thread? How is it stored in the scene graph if it is stored there at all? When the game logic updates does it do the computation of the skin mesh animation and the computation of the inverse kinematics and then store the result directly in the scene graph or is it stored indirectly and the render thread does the computation?

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  • Virtual Economy Setup - Virtual currencies advice

    - by Sarah Simpson
    I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently single player but I'm planning on adding a tournament mode that allows users to compete against each other. The virtual goods that a user would be able to purchase would be either customization to the character or powerups and utilities that give the character more abilities in the game. The character is able to gain coins during game play. The advice I'm trying to get is whether or not it makes sense to set up more than one currency and more than two currencies? What are the pros and cons? Reference to some resources that indicate research would be great.

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  • monotouch 2d pixel with correct resolution

    - by acidzombie24
    I am writing up a game that is size sensitive. It needs to be pixel perfect. I believe the resolution is 480x320 pixels with the iphone being twice the width and height. My code is grid based with images exactly 16x16pixels. I found samples of opengl in the past but I never found any good tutorial that had 0,0 the top left and was the correct size in resolution (which made images look terrible) What can I use? I'd like to write the code in C# (or C++ but C# is preferred) and use monotouch. I don't know any libraries for 2d graphics. I'll figure out sound and such afterwards and I seen documentation on monotouch for input.

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  • Pong Collision Help in C# w/ XNA

    - by Ramses Brown
    Edit: My goal is to have it function like this: Ball hits 1st Quarter = rebounds higher (aka Y++) Ball hits 2nd Quarter = rebounds higher (using random value) Ball hits 3rd Quarter = rebounds lower (using random value) Ball hits 4th Quarter = rebounds lower (aka Y--) I'm currently using Rectangle Collision for my collision detection, and it's worked. Now I wish to expand it. Instead of it simply detecting whether or not the paddle/ball intersect, I want to make it so that it can determine what section of the paddle gets hit. I wanted it in 4 parts, with each having a different reaction to impact. My first thought is to base it on the Ball's Y position compared to the Paddle's Y position. But since I want it in 4 parts, I don't know how to do that. So it's essentially be if (ball.Y > Paddle.Y) { PaddleSection1 == true; } Except modified so that instead of being top half/bottom half, it's 1st Quarter, etc.

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Distributed C++ game server which use database.

    - by Slav
    Hello. My C++ turn-based game server (which uses database) does stand against current average amount of clients (players), so I want to expand it to multiple (more then one) amount of computers and databases where all clients still will remain within single game world (servers will must communicate with each other and use multiple databases). Is there some tutorials/books/common standards which explain how to do it in a best way?

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Render an image with separate layers for shadows/reflections in 3D Studio Max?

    - by Bernd Plontsch
    I have a scene with a simple object standing on a ground in the center. Caused by lights and the ground material there is some shadow and reflection on the ground surrounding the object. How can I render an image containing 3 separate layers for the object the ground the reflection / shadow on the ground Which format to use for this (it should include all 3 layers + I should be able to enable/disable them in Photoshop)? How do I define or prepare those layers for being rendering as image layers?

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Why, on iOS, is glRenderbufferStorage appearing to fail?

    - by dugla
    On an iOS device (iPad) I decided to change the storage for my renderbuffer from the CAEAGLLayer that backs the view to explicit storage via glRenderbufferStorage. Sadly, the following code fails to result in a valid FBO. Can someone please tell me what I missed?: glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorbuffer); GLsizei width = (GLsizei)layer.bounds.size.width; GLsizei height = (GLsizei)layer.bounds.size.height; glRenderbufferStorage(m_colorbuffer, GL_RGBA8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); Note: The layer size is valid and correct. This is solid production working rendering code. The only change I am making is the line glRenderbufferStorage(...) previously I did: [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] Thanks, Doug

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • What are the possible options for AI path-finding etc when the world is "partitionned"?

    - by Sebastien Diot
    If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium. I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context? It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone. It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server". Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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