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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • Why do I have to divide the origin of a quad by 4 instead of 2?

    - by vinzBad
    I'm currently transitioning from C#/XNA to C#/OpenTK but I'm getting stuck at the basics. So I have this Sprite-Class: public static bool EnableDebugDraw = true; public float X; public float Y; public float OriginX = 0; public float OriginY = 0; public float Width = 0.1f; public float Height = 0.1f; public Color TintColor = Color.Red; float _layerDepth = 0f; public void Render() { Vector2[] corners = { new Vector2(X-OriginX,Y-OriginY), //top left new Vector2(X +Width -OriginX,Y-OriginY),//top right new Vector2(X +Width-OriginX,Y+Height-OriginY),//bottom rigth new Vector2(X-OriginX,Y+Height-OriginY)//bottom left }; GL.Color3(TintColor); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) GL.Vertex3(corners[i].X,corners[i].Y,_layerDepth); } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X + OriginX, Y + OriginY); GL.End(); } With the following setup I try to set the origin of the quad to the middle of the quad. _sprite.OriginX = _sprite.Width / 2; _sprite.OriginY = _sprite.Height / 2; but this sets the origin to the upper right corner of the quad, so i have to _sprite.OriginX = _sprite.Width / 4; _sprite.OriginY = _sprite.Height / 4; However this is not the intended behaviour, could you advise me how I fix this?

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  • Does OS X support linux-like features?

    - by Xeoncross
    I have been using XP for almost a decade. Contrary to popular belief, it has served me well. In the last 4 years I don't remember ever having it crash on me. It has the most stable GUI I have ever used. However, an OS is only as good as it's GUI AND command line combined. Windows command line is awful and totally useless. So I have been using Ubuntu for a couple years and Debian on my servers. The only problem is that Gnome applications (ubuntu 6-10) constantly crash on me (Ubuntu Studio was the most unstable OS I ever used). I have high quality Gigabyte, MSI, and Asus motherboards and CPU's from old Semprons/Athlons to Celerons/Core 2 Quads. What are the odds that every PC I have ever owned can't remain stable with a linux GUI? Not to mention that Adobe CSx Suite doesn't work on linux. Anyway, I am now looking at moving to a MAC in the hope of finding a stable GUI and a feature-packed command line. Does Mac OS have an integrated command line where I can do linux-like-awesomeness like rsync, ssh, wget, crong jobs, package updates, and git without having an unstable GUI? Basically, until the linux GUI applications get a little better, is OS X what I need?

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • No acceleration for OpenGL and ImportError for modules that exist

    - by Aku
    I'm writing a program using wxPython and OpenGL. The program works, but without any antialiasing, and I get these error messages: (I'm using ArchLinux) INFO:OpenGL.acceleratesupport:No OpenGL_accelerate module loaded: No module named OpenGL_accelerate INFO:OpenGL.formathandler:Unable to load registered array format handler numpy: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numpymodule.py", line 11, in <module> raise ImportError( """No numpy module present: %s"""%(err)) ImportError: No numpy module present: No module named numpy INFO:OpenGL.formathandler:Unable to load registered array format handler numeric: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numeric.py", line 15, in <module> raise ImportError( """No Numeric module present: %s"""%(err)) ImportError: No Numeric module present: No module named Numeric However, when I look into my site-packages folder, I see those modules present there. I have a wxPython demo program that uses GLCanvas, and it works fine, without any errors. My program is quite similar to the GLCanvas demo, involving just translations, rotations, drawing quads and some basic lighting. What am I doing wrong here? (The code is over 200 lines, if necessary I'll edit this and put it here.)

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  • own drawImage / drawLine in OpenGL

    - by Chrise
    I'm implementing some native 2D-draw functions in my graphics engine for android, but now there's another question coming up, when I observe the performance of my program. At the moment I'm implementing a drawLine/drawImage function. In summary, there are following different values for drawing each different line / image: the color the alpha value the width of the line rotation (only for images) size/scale (also for images) blending method (subrtract, add, normal-alpha) Now, when an imageLine is drawn, I put the CPU-calculated vertex-positions and uv-values for 6 vertices (2 triangles), into a Floatbuffer and draw it immediately with drawArrays, after passing information for drawing (color,alpha, etc.) via uniforms to the shader. When I draw an image, the pre-set VBO is directly drawn after passing information. The first fact I recognized, is: of course drawing Images is much faster, than imagelines (beacuse of VBOs), but also: I cannot pre-put vertex-data into a VBO for imageLines, because imageLines have no static shape like normal images (varying linelength, varying linewidth and the vertex positions of x1,y1 and x2,y2 change too often) That's why I use a normal Floatbuffer, instead of a VBO. So my question is: What's the best way for managing images, and other 2D-graphics functions. For me it's some kind of important, that the user of the engine is able to draw as many images/2D graphics as possible, without loosing to much performance. You can find the functions for drawing images, imagelines, rects, quads, etc. here: https://github.com/Chrise55/LLama3D/blob/master/Llama3DLibrary/src/com/llama3d/object/graphics/image/ImageBase.java Here an example how it looks with many images (testing artificial neural networks), it works fine, but already little bit slow with that many images... :(

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Boggling Direct3D9 dynamic vertex buffer Lock crash/post-lock failure on Intel GMA X3100.

    - by nj
    Hi, For starters I'm a fairly seasoned graphics programmer but as wel all know, everyone makes mistakes. Unfortunately the codebase is a bit too large to start throwing sensible snippets here and re-creating the whole situation in an isolated CPP/codebase is too tall an order -- for which I am sorry, do not have the time. I'll do my best to explain. B.t.w, I will of course supply specific pieces of code if someone wonders how I'm handling this-or-that! As with all resources in the D3DPOOL_DEFAULT pool, when the device context is taken away from you you'll sooner or later will have to reset your resources. I've built a mechanism to handle this for all relevant resources that's been working for years; but that fact nothingwithstanding I've of course checked, asserted and doubted any assumption since this bug came to light. What happens is as follows: I have a rather large dynamic vertex buffer, exact size 18874368 bytes. This buffer is locked (and discarded fully using the D3DLOCK_DISCARD flag) each frame prior to generating dynamic geometry (isosurface-related, f.y.i) to it. This works fine, until, of course, I start to reset. It might take 1 time, it might take 2 or it might take 5 resets to set off a bug that causes an access violation either on the pointer returned by the Lock() operation on the renewed resource or a plain crash -- regarding a somewhat similar address, but without the offset that it has tacked on to it in the first case because in that case we're somewhere halfway writing -- iside the D3D9 dll Lock() call. I've tested this on other hardware, upgraded my GMA X3100 drivers (using a MacBook with BootCamp) to the latest ones, but I can't reproduce it on any other machine and I'm at a loss about what's wrong here. I have tried to reproduce a similar situation with a similar buffer (I've got a large scratch pad of the same type I filled with quads) and beyond a certain amount of bytes it started to behave likewise. I'm not asking for a solution here but I'm very interested if there are other developers here who have battled with the same foe or maybe some who can point me in some insightful direction, maybe ask some questions that might shed a light on what I may or may not be overlooking. Another interesting artifact is that the vertex buffer starts to bug if I supply both D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE together which, even though not very logical (you're not going to overwrite if you've just discarded all), gives graphics glitches. Thanks and any corrections are more than welcome. Niels p.s - A friend of mine raised the valid point that it is a huge buffer for onboard video RAM and it's being at least double or triple buffered internally due to it's dynamic nature. On the other hand, the debug output (D3D9 debug DLL + max. warning output) remains silent. p.s 2 - Had it tested on more machines and still works -- it's probably a matter of circumstance: the huge dynamic, internally double/trippled buffered buffer, not a lot of memory and drivers that don't complain when they should.. Unless someone has a better suggestion; I'd still love to hear it :)

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  • OpenGL ES Polygon with Normals rendering (Note the 'ES!')

    - by MarqueIV
    Ok... imagine I have a relatively simple solid that has six distinct normals but actually has close to 48 faces (8 faces per direction) and there are a LOT of shared vertices between faces. What's the most efficient way to render that in OpenGL? I know I can place the vertices in an array, then use an index array to render them, but I have to keep breaking my rendering steps down to change the normals (i.e. set normal 1... render 8 faces... set normal 2... render 8 faces, etc.) Because of that I have to maintain an array of index arrays... one for each normal! Not good! The other way I can do it is to use separate normal and vertex arrays (or even interleave them) but that means I need to have a one-to-one ratio for normals to vertices and that means the normals would be duplicated 8 times more than they need to be! On something with a spherical or even curved surface, every normal most likely is different, but for this, it really seems like a waste of memory. In a perfect world I'd like to have my vertex and normal arrays have different lengths, then when I go to draw my triangles or quads To specify the index to each array for that vertex. Now the OBJ file format lets you specify exactly that... a vertex array and a normal array of different lengths, then when you specify the face you are rendering, you specify a vertex and a normal index (as well as a UV coord if you are using textures too) which seems like the perfect solution! 48 vertices but only 8 normals, then pairs of indexes defining the shapes' faces. But I'm not sure how to render that in OpenGL ES (again, note the 'ES'.) Currently I have to 'denormalize' (sorry for the SQL pun there) the normals back to a 1-to-1 with the vertex array, then render. Just wastes memory to me. Anyone help? I hope I'm missing something very simple here. Mark

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  • Making a grid on iPhone using Opengl

    - by TheGambler
    I'm trying to make a grid similar to what you would see in these geo games(geoDefense/geometry wars). I'm wanting to apply separate transformation matrixes to each to create different effects. So, it makes since to me that I need to draw each square separately to that I can apply a different transformation to each one. The problem I'm having is mapping these grids out or connecting the squares. The coordinate systems is still confusing to me. I know it would be easy just to create a huge triangle strip but I'm not able to figure out a way to apply separate transformations to each square( quad ) if I use triangle strips. So first question: Can you apply different transformations to quads if you use a triangle strip to draw a huge grid? If so, any tips suggestions on how to do so? If not, how does one usually connect textures without using triangle strips? Here is my coord setup: const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); Here is my draw: - (void)drawView:(GLView*)view; { int loop; //glColor4f(1.0, 1.0, 1.0, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Grid Loop for( loop = 0; loop < kNumberSectionsInGrid; loop++ ) { //glLoadIdentity(); static Matrix3D shearMatrix; Matrix3DSetShear(shearMatrix, 0.2, 0.2); static Matrix3D finalMatrix; //Matrix3DMultiply(temp2Matrix, shearMatrix, finalMatrix); glLoadMatrixf(shearMatrix); glTranslatef(-1.0f,(float)loop,-3.0f); glScalef(0.1, 0.1, 0.0); Vertex3D vertices[] = { {-1.0, 1.0, 0.5}, { 1.0, 1.0, 0.5}, { -1.0, -1.0, 0.5}, { 1.0, -1.0, 0.5} }; static const Vector3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, }; GLfloat texCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } glMatrixMode(GL_MODELVIEW);

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  • Building an interleaved buffer for pyopengl and numpy

    - by Nick Sonneveld
    I'm trying to batch up a bunch of vertices and texture coords in an interleaved array before sending it to pyOpengl's glInterleavedArrays/glDrawArrays. The only problem is that I'm unable to find a suitably fast enough way to append data into a numpy array. Is there a better way to do this? I would have thought it would be quicker to preallocate the array and then fill it with data but instead, generating a python list and converting it to a numpy array is "faster". Although 15ms for 4096 quads seems slow. I have included some example code and their timings. #!/usr/bin/python import timeit import numpy import ctypes import random USE_RANDOM=True USE_STATIC_BUFFER=True STATIC_BUFFER = numpy.empty(4096*20, dtype=numpy.float32) def render(i): # pretend these are different each time if USE_RANDOM: tex_left, tex_right, tex_top, tex_bottom = random.random(), random.random(), random.random(), random.random() left, right, top, bottom = random.random(), random.random(), random.random(), random.random() else: tex_left, tex_right, tex_top, tex_bottom = 0.0, 1.0, 1.0, 0.0 left, right, top, bottom = -1.0, 1.0, 1.0, -1.0 ibuffer = ( tex_left, tex_bottom, left, bottom, 0.0, # Lower left corner tex_right, tex_bottom, right, bottom, 0.0, # Lower right corner tex_right, tex_top, right, top, 0.0, # Upper right corner tex_left, tex_top, left, top, 0.0, # upper left ) return ibuffer # create python list.. convert to numpy array at end def create_array_1(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = numpy.array(ibuffer, dtype=numpy.float32) return ibuffer # numpy.array, placing individually by index def create_array_2(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) for v in data: ibuffer[index] = v index += 1 return ibuffer # using slicing def create_array_3(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer[index:index+20] = data index += 20 return ibuffer # using numpy.concat on a list of ibuffers def create_array_4(): ibuffer_concat = [] for x in xrange(4096): data = render(x) # converting makes a diff! data = numpy.array(data, dtype=numpy.float32) ibuffer_concat.append(data) return numpy.concatenate(ibuffer_concat) # using numpy array.put def create_array_5(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer.put( xrange(index, index+20), data) index += 20 return ibuffer # using ctype array CTYPES_ARRAY = ctypes.c_float*(4096*20) def create_array_6(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = CTYPES_ARRAY(*ibuffer) return ibuffer def equals(a, b): for i,v in enumerate(a): if b[i] != v: return False return True if __name__ == "__main__": number = 100 # if random, don't try and compare arrays if not USE_RANDOM and not USE_STATIC_BUFFER: a = create_array_1() assert equals( a, create_array_2() ) assert equals( a, create_array_3() ) assert equals( a, create_array_4() ) assert equals( a, create_array_5() ) assert equals( a, create_array_6() ) t = timeit.Timer( "testing2.create_array_1()", "import testing2" ) print 'from list:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_2()", "import testing2" ) print 'array: indexed:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_3()", "import testing2" ) print 'array: slicing:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_4()", "import testing2" ) print 'array: concat:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_5()", "import testing2" ) print 'array: put:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_6()", "import testing2" ) print 'ctypes float array:', t.timeit(number)/number*1000.0, 'ms' Timings using random numbers: $ python testing2.py from list: 15.0486779213 ms array: indexed: 24.8184704781 ms array: slicing: 50.2214789391 ms array: concat: 44.1691994667 ms array: put: 73.5879898071 ms ctypes float array: 20.6674289703 ms edit note: changed code to produce random numbers for each render to reduce object reuse and to simulate different vertices each time. edit note2: added static buffer and force all numpy.empty() to use dtype=float32 note 1/Apr/2010: still no progress and I don't really feel that any of the answers have solved the problem yet.

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  • DirectX: Render to a screen buffer without using a render target

    - by knight666
    Hello, I'm writing an open source 2D game engine, and I want to support as many devices and platforms as possible. I currently only have Windows Mobile though. I'm rendering using DirectX Mobile, with DirectDraw as a fallback path. However, I've run into a bit of trouble. It seems that while the reference driver supports createRenderTarget, many many many physical devices do not. I need some way to render to the screen without using a render target, because I render sprites using textured quads, but I also need to be able to draw individual pixels. This is how I do it right now: // save old values if (Error::Failed(m_D3DDevice->GetRenderTarget(&m_D3DOldTarget))) { ERROR_EXPLAIN("Could not retrieve backbuffer."); return false; } // clear render surface if (Error::Failed(m_D3DDevice->SetRenderTarget(m_D3DRenderSurface, NULL))) { ERROR_EXPLAIN("Could not set render target to render texture."); return false; } if (Error::Failed (m_D3DDevice->Clear( 0, NULL, // target rectangle D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0, 0, 0), // clear color 1.0f, 0 ) ) ) { ERROR_EXPLAIN("Failed to clear render texture."); return false; } D3DMLOCKED_RECT render_rect; if (Error::Failed(m_D3DRenderSurface->LockRect(&render_rect, NULL, NULL))) { ERROR_EXPLAIN("Failed to lock render surface pixels."); } else { m_D3DBackSurf->SetBuffer((Pixel*)render_rect.pBits); m_D3DRenderSurface->UnlockRect(); } // begin scene if (Error::Failed(m_D3DDevice->BeginScene())) { ERROR_EXPLAIN("Failed to start rendering."); return false; } // ===================== // example rendering // ===================== // some other stuff, but the most important part of rendering a sprite: device->SetTexture(0, m_Texture)); device->SetStreamSource(0, m_VertexBuffer, sizeof(Vertex)); device->DrawPrimitive(D3DMPT_TRIANGLELIST, 0, 2); // plotting a pixel Surface* target = (Surface*)Device::GetRenderMethod()->GetRenderTarget(); buffer = target->GetBuffer(); buffer[somepixel] = MAKECOLOR(255, 0, 0); // end scene if (Error::Failed(device->EndScene())) { ERROR_EXPLAIN("Failed to end scene."); return false; } // clear screen if (Error::Failed(device->SetRenderTarget(m_D3DOldTarget, NULL))) { ERROR_EXPLAIN("Couldn't set render target to backbuffer."); return false; } if (Error::Failed(device->GetBackBuffer ( 0, D3DMBACKBUFFER_TYPE_MONO, &m_D3DBack ) ) ) { ERROR_EXPLAIN("Couldn't retrieve backbuffer."); return false; } RECT dest = { 0, 0, Device::GetWidth(), Device::GetHeight() }; if (Error::Failed( device->StretchRect ( m_D3DRenderSurface, NULL, m_D3DBack, &dest, D3DMTEXF_NONE ) ) ) { ERROR_EXPLAIN("Failed to stretch render texture to backbuffer."); return false; } if (Error::Failed(device->Present(NULL, NULL, NULL, NULL))) { ERROR_EXPLAIN("Failed to present device."); return false; } I'm looking for a way to do the same thing (render sprites using hardware acceleration and plot pixels on a buffer) without using a render target. Thanks in advance.

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  • Filling in gaps for outlines

    - by user146780
    I'm using an algorithm to generate quads. These become outlines. The algorithm is: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } The problem is that there are then gaps as seen here: http://img816.imageshack.us/img816/2882/eeekkk.png There must be a way to fix this. I see a pattern but I just cant figure it out. There must be a way to fill the missing inbetweens. Thanks

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  • texture colours opengl

    - by user1324894
    Hi I am making a simple 2D game in c++ and for the map I am doing texture mapping by using tiles and assigning textures to those tiles. However, when I run the programme the textures become black and white when I want them to be the colour they are in the .png image. This is my code: int worldMap[10][10] = { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, }; void background() { glClearColor(0.0,0.0,0.0,0.0); /**********************************************************************************************/ // Texture loading object nv::Image img; // Return true on success if(img.loadImageFromFile("Image_Loading/field.png")) { glGenTextures(1, &myTexture); glBindTexture(GL_TEXTURE_2D, myTexture); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, img.getInternalFormat(), img.getWidth(), img.getHeight(), 0, img.getFormat(), img.getType(), img.getLevel(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); } else MessageBox(NULL, "Failed to load texture", "End of the world", MB_OK | MB_ICONINFORMATION); /**********************************************************************************************/ } void drawTiles (void) { //our function to draw the tiles for (int i = 0; i < 10; i++) //loop through the height of the map { for (int j = 0; j < 10; j++) //loop through the width of the map { if (worldMap[i][j] == 0) //if the map at this position contains a 0 { glBindTexture( GL_TEXTURE_2D, myTexture ); //bind our grass texture to our shape } glPushMatrix(); //push the matrix so that our translations only affect this tile glTranslatef(j, -i, 0); //translate the tile to where it should belong glBegin (GL_QUADS); //begin drawing our quads glTexCoord2d(10, 0); glVertex2f((-10 + mapX),(-10 + mapY)); //with our vertices we have to assign a texcoord glTexCoord2d(10, 0); glVertex2f((10 + mapX),(-10 + mapY)); //so that our texture has some points to draw to glTexCoord2d(10, 10); glVertex2f((10 + mapX),(10 + mapY)); glTexCoord2d(0, 10); glVertex2f((-10 + mapX),(10 + mapY)); glEnd(); glPopMatrix(); //pop the matrix } //end first loop } //end second loop } void display() { glClearColor (0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT); /**********************************************************************************************/ glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D( -5, 5, -5, 5); glMatrixMode( GL_MODELVIEW ); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, myTexture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); drawTiles(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); /**********************************************************************************************/ } void character () { glBegin(GL_POLYGON); glVertex2f((-0.5+characterX),(-0.5 +characterY)); glVertex2f((-0.5+characterX),(0.5+characterY)); glVertex2f((0.5+characterX),(0.5+characterY)); glVertex2f((0.5+characterX),(-0.5+characterY)); glTranslatef(characterX, characterY, 0.0f); glEnd(); } Can anybody help please?

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  • Did I implement this correctly?

    - by user146780
    I'm trying to implement line thickness as denoted here: start = line start = vector(x1, y1) end = line end = vector(x2, y2) dir = line direction = end - start = vector(x2-x1, y2-y1) ndir = normalized direction = dir*1.0/length(dir) perp = perpendicular to direction = vector(dir.x, -dir.y) nperp = normalized perpendicular = perp*1.0/length(perp) perpoffset = nperp*w*0.5 diroffset = ndir*w*0.5 p0, p1, p2, p3 = polygon points: p0 = start + perpoffset - diroffset p1 = start - perpoffset - diroffset p2 = end + perpoffset + diroffset p3 = end - perpoffset + diroffset I'v implemented this like so: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); float temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(int i = 0; i < input.size() - 1; ++i) { start.x = input[i][0]; start.y = input[i][1]; end.x = input[i + 1][0]; end.y = input[i + 1][1]; dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = dir.x * (1.0 / dirlen); ndir.y = dir.y * (1.0 / dirlen); perp.x = dir.x; perp.y = -dir.y; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = perp.x * (1.0 / perplen); nperp.y = perp.y * (1.0 / perplen); perpoffset.x = nperp.x * width * 0.5; perpoffset.y = nperp.y * width * 0.5; diroffset.x = ndir.x * width * 0.5; diroffset.y = ndir.x * width * 0.5; // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p2.x); output.push_back(p2.y); output.push_back(p3.x); output.push_back(p3.y); } } But right now the lines look perpendicular and wrong, it should be giving me quads to render which is what i'm rendering, but the points it is outputing are strange. Have I done this wrong? Thanks

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • mac, netbeans 6.8, c++, sdl, opengl: compilation problems

    - by ufk
    Hiya. I'm trying to properly compile a c++ opengl+sdl application using netbeans 6.8 under Snow Leopard 64-bit. I have libSDL 1.2.14 installed using macports. The script that I try to compile is the following: #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include <windows.h> #endif #if defined(__APPLE__) && defined(__MACH__) #include <OpenGL/gl.h> // Header File For The OpenGL32 Library #include <OpenGL/glu.h> // Header File For The GLu32 Library #else #include <GL/gl.h> // Header File For The OpenGL32 Library #include <GL/glu.h> // Header File For The GLu32 Library #endif #include "sdl/SDL.h" #include <stdio.h> #include <unistd.h> #include "SDL/SDL_main.h" SDL_Surface *screen=NULL; GLfloat rtri; // Angle For The Triangle ( NEW ) GLfloat rquad; // Angle For The Quad ( NEW ) void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glViewport(0, 0, Width, Height); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ int DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW ) // draw a triangle glBegin(GL_TRIANGLES); // Begin Drawing Triangles glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left) glEnd(); glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 6.0 glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis ( NEW ) glBegin(GL_QUADS); // Start Drawing Quads glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top) glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top) glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top) glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom) glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front) glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front) glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back) glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back) glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left) glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right) glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right) glEnd(); // Done Drawing A Quad rtri+=0.02f; // Increase The Rotation Variable For The Triangle ( NEW ) rquad-=0.015f; // Decrease The Rotation Variable For The Quad ( NEW ) // swap buffers to display, since we're double buffered. SDL_GL_SwapBuffers(); return true; } int main(int argc,char* argv[]) { int done; /*variable to hold the file name of the image to be loaded *In real world error handling code would precede this */ /* Initialize SDL for video output */ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); /* Create a 640x480 OpenGL screen */ if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) { fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError()); SDL_Quit(); exit(2); } SDL_WM_SetCaption("another example",NULL); InitGL(640,480); done=0; while (! done) { DrawGLScene(); SDL_Event event; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { done = 1; } if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_ESCAPE ) { done = 1; } } } } } Under netbeans project properties I configured the following: C++ Compiler: added /usr/X11/include and /opt/local/include to the include directories. Linker: I added the following libraries: /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Now... before I included SDL_main.h and libSDLMain.a to the project I got an error unknown reference to _main then I read here: http://www.libsdl.org/faq.php?action=listentries&category=7#55 that I need to include SDL_Main.h and to link libSDLMain.so to my project. after doing so, the project still won't compile. this is the Netbeans output: /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .clean-conf rm -f -r build/Debug rm -f dist/Debug/GNU-MacOSX/opengl2 CLEAN SUCCESSFUL (total time: 79ms) /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .build-conf /usr/bin/make -f nbproject/Makefile-Debug.mk dist/Debug/GNU-MacOSX/opengl2 mkdir -p build/Debug/GNU-MacOSX rm -f build/Debug/GNU-MacOSX/main.o.d g++ -c -g -I/usr/X11/include -I/opt/local/include -MMD -MP -MF build/Debug/GNU-MacOSX/main.o.d -o build/Debug/GNU-MacOSX/main.o main.cpp mkdir -p dist/Debug/GNU-MacOSX g++ -o dist/Debug/GNU-MacOSX/opengl2 build/Debug/GNU-MacOSX/main.o /opt/local/lib/libIL.dylib /opt/local/lib/libILU.dylib /opt/local/lib/libILUT.dylib /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Undefined symbols: "_OBJC_CLASS_$_NSMenu", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "__objc_empty_cache", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetMainBundle", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_CFURLGetFileSystemRepresentation", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSApp", referenced from: _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSProcessInfo", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CFURLCreateCopyDeletingLastPathComponent", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSAllocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "___CFConstantStringClassReference", referenced from: cfstring=CFBundleName in libSDLmain.a(SDLMain.o) cfstring= in libSDLmain.a(SDLMain.o) cfstring=About in libSDLmain.a(SDLMain.o) cfstring=Hide in libSDLmain.a(SDLMain.o) cfstring=h in libSDLmain.a(SDLMain.o) cfstring=Hide Others in libSDLmain.a(SDLMain.o) cfstring=Show All in libSDLmain.a(SDLMain.o) cfstring=Quit in libSDLmain.a(SDLMain.o) cfstring=q in libSDLmain.a(SDLMain.o) cfstring=Window in libSDLmain.a(SDLMain.o) cfstring=m in libSDLmain.a(SDLMain.o) cfstring=Minimize in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSAutoreleasePool", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSEnableForegroundOperation", referenced from: _main in libSDLmain.a(SDLMain.o) "_CPSGetCurrentProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFBundleCopyBundleURL", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSDeallocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSApplication", referenced from: l_OBJC_$_CATEGORY_NSApplication_$_SDLApplication in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSSetFrontProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSString", referenced from: l_OBJC_$_CATEGORY_NSString_$_ReplaceSubString in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSObject", referenced from: _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetInfoDictionary", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFRelease", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "__objc_empty_vtable", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSMenuItem", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_objc_msgSend", referenced from: -[SDLMain application:openFile:] in libSDLmain.a(SDLMain.o) -[SDLMain applicationDidFinishLaunching:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_METACLASS_$_NSObject", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_objc_msgSend_fixup", referenced from: l_objc_msgSend_fixup_objectForKey_ in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_length in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_alloc in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_release in libSDLmain.a(SDLMain.o) ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [dist/Debug/GNU-MacOSX/opengl2] Error 1 make[1]: *** [.build-conf] Error 2 make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 263ms) any ideas? thanks a lot!

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