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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Pages in IE render differently when served through the ASP.NET Development server and Production Ser

    - by rajbk
    You see differences in the way IE renders your web application locally on the ASP.NET Development server compared to your production server. Comparing the response from both servers including response headers and CSS show no difference. The issue may occur because of a setting in IE. In IE, go to Tools –> Compatibility ViewSettings. The checkbox “Display intranet sites in Compatibility View” turned on forces IE8 to display the web application content in a way similar to how Internet Explorer 7 handles standards mode web pages. Since your local web server is considered to be in the intranet zone, IE uses “Compatibility View” to render your pages. While you could uncheck this setting in or propagate the change to all developers through group policy settings, a different way is described below. To force IE to mimic the behavior of a certain version of IE when rendering the pages, you use the meta element  to include a “X-UA-Compatible” http-equiv header in  your web page or have it sent as part of the header by adding it to your web.config file. The values are listed below: <meta http-equiv="X-UA-Compatible" content="IE=4"> <!-- IE5 mode --> <meta http-equiv="X-UA-Compatible" content="IE=7.5"> <!-- IE7 mode --> <meta http-equiv="X-UA-Compatible" content="IE=100"> <!-- IE8 mode --> <meta http-equiv="X-UA-Compatible" content="IE=a"> <!-- IE5 mode --> This value can also be set in web.config like so: <?xml version="1.0" encoding="utf-8"?> <configuration> <system.webServer> <httpProtocol> <customHeaders> <clear /> <add name="X-UA-Compatible" value="IE=EmulateIE7" /> </customHeaders> </httpProtocol> </system.webServer> </configuration> The setting can added in the IIS metabase as described here. Similarly, you can do the same in Apache by adding the directive in httpd.conf <Location /store> Header set X-UA-Compatible “IE=EmulateIE7” </Location> Even though it can be done on a site level, I recommend you do it on a per application level to avoid confusing the developer. References Defining Document Compatibility Implementing the META Switch on IIS Implementing the META Switch on Apache

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • [grails] setting cookies when render type is "contentType: text/json"

    - by Robin Jamieson
    Is it possible to set cookies on response when the return render type is set as json? I can set cookies on the response object when returning with a standard render type and later on, I'm able to get it back on the subsequent request. However, if I were to set the cookies while rendering the return values as json, I can't seem to get back the cookie on the next request object. What's happening here? These two actions work as expected with 'basicForm' performing a regular form post to the action, 'withRegularSubmit', when the user clicks submit. // first action set the cookie and second action yields the originally set cookie def regularAction = { // using cookie plugin response.setCookie("username-regular", "regularCookieUser123",604800); return render(view: "basicForm"); } // called by form post def withRegularSubmit = { def myCookie = request.getCookie("username-regular"); // returns the value 'regularCookieUser123' return render(view: "resultView"); } When I switch to setting the cookie just before returning from the response with json, I don't get the cookie back with the post. The request starts by getting an html document that contains a form and when doc load event is fired, the following request is invoked via javascript with jQuery like this: var someUrl = "http://localhost/jsonAction"; $.get(someUrl, function(jsonData) { // do some work with javascript} The controller work: // this action is called initially and returns an html doc with a form. def loadJsonForm = { return render(view: "jsonForm"); } // called via javascript when the document load event is fired def jsonAction = { response.setCookie("username-json", "jsonCookieUser456",604800); // using cookie plugin return render(contentType:'text/json') { 'pair'('myKey': "someValue") }; } // called by form post def withJsonSubmit = { def myCookie = request.getCookie("username-json"); // got null value, expecting: jsonCookieUser456 return render(view: "resultView"); } The data is returned to the server as a result of the user pressing the 'submit' button and not through a script. Prior to the submit of both 'withRegularSubmit' and 'withJsonSubmit', I see the cookies stored in the browser (Firefox) so I know they reached the client.

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  • MVC 3 AdditionalMetadata Attribute with ViewBag to Render Dynamic UI

    - by Steve Michelotti
    A few months ago I blogged about using Model metadata to render a dynamic UI in MVC 2. The scenario in the post was that we might have a view model where the questions are conditionally displayed and therefore a dynamic UI is needed. To recap the previous post, the solution was to use a custom attribute called [QuestionId] in conjunction with an “ApplicableQuestions” collection to identify whether each question should be displayed. This allowed me to have a view model that looked like this: 1: [UIHint("ScalarQuestion")] 2: [DisplayName("First Name")] 3: [QuestionId("NB0021")] 4: public string FirstName { get; set; } 5: 6: [UIHint("ScalarQuestion")] 7: [DisplayName("Last Name")] 8: [QuestionId("NB0022")] 9: public string LastName { get; set; } 10: 11: [UIHint("ScalarQuestion")] 12: [QuestionId("NB0023")] 13: public int Age { get; set; } 14: 15: public IEnumerable<string> ApplicableQuestions { get; set; } At the same time, I was able to avoid repetitive IF statements for every single question in my view: 1: <%: Html.EditorFor(m => m.FirstName, new { applicableQuestions = Model.ApplicableQuestions })%> 2: <%: Html.EditorFor(m => m.LastName, new { applicableQuestions = Model.ApplicableQuestions })%> 3: <%: Html.EditorFor(m => m.Age, new { applicableQuestions = Model.ApplicableQuestions })%> by creating an Editor Template called “ScalarQuestion” that encapsulated the IF statement: 1: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl" %> 2: <%@ Import Namespace="DynamicQuestions.Models" %> 3: <%@ Import Namespace="System.Linq" %> 4: <% 5: var applicableQuestions = this.ViewData["applicableQuestions"] as IEnumerable<string>; 6: var questionAttr = this.ViewData.ModelMetadata.ContainerType.GetProperty(this.ViewData.ModelMetadata.PropertyName).GetCustomAttributes(typeof(QuestionIdAttribute), true) as QuestionIdAttribute[]; 7: string questionId = null; 8: if (questionAttr.Length > 0) 9: { 10: questionId = questionAttr[0].Id; 11: } 12: if (questionId != null && applicableQuestions.Contains(questionId)) { %> 13: <div> 14: <%: Html.Label("") %> 15: <%: Html.TextBox("", this.Model)%> 16: </div> 17: <% } %> You might want to go back and read the full post in order to get the full context. MVC 3 offers a couple of new features that make this scenario more elegant to implement. The first step is to use the new [AdditionalMetadata] attribute which, so far, appears to be an under appreciated new feature of MVC 3. With this attribute, I don’t need my custom [QuestionId] attribute anymore - now I can just write my view model like this: 1: [UIHint("ScalarQuestion")] 2: [DisplayName("First Name")] 3: [AdditionalMetadata("QuestionId", "NB0021")] 4: public string FirstName { get; set; } 5:   6: [UIHint("ScalarQuestion")] 7: [DisplayName("Last Name")] 8: [AdditionalMetadata("QuestionId", "NB0022")] 9: public string LastName { get; set; } 10:   11: [UIHint("ScalarQuestion")] 12: [AdditionalMetadata("QuestionId", "NB0023")] 13: public int Age { get; set; } Thus far, the documentation seems to be pretty sparse on the AdditionalMetadata attribute. It’s buried in the Other New Features section of the MVC 3 home page and, after showing the attribute on a view model property, it just says, “This metadata is made available to any display or editor template when a product view model is rendered. It is up to you to interpret the metadata information.” But what exactly does it look like for me to “interpret the metadata information”? Well, it turns out it makes the view much easier to work with. Here is the re-implemented ScalarQuestion template updated for MVC 3 and Razor: 1: @{ 2: object questionId; 3: ViewData.ModelMetadata.AdditionalValues.TryGetValue("QuestionId", out questionId); 4: if (ViewBag.applicableQuestions.Contains((string)questionId)) { 5: <div> 6: @Html.LabelFor(m => m) 7: @Html.TextBoxFor(m => m) 8: </div> 9: } 10: } So we’ve gone from 17 lines of code (in the MVC 2 version) to about 7-8 lines of code here. The first thing to notice is that in MVC 3 we now have a property called “AdditionalValues” that hangs off of the ModelMetadata property. This is automatically populated by any [AdditionalMetadata] attributes on the property. There is no more need for me to explicitly write Reflection code to GetCustomAttributes() and then check to see if those attributes were present. I can just call TryGetValue() on the dictionary to see if they were present. Secondly, the “applicableQuestions” anonymous type that I passed in from the calling view – in MVC 3 I now have a dynamic ViewBag property where I can just “dot into” the applicableQuestions with a nicer syntax than dictionary square bracket syntax. And there’s no problems calling the Contains() method on this dynamic object because at runtime the DLR has resolved that it is a generic List<string>. At this point you might be saying that, yes the view got much nicer than the MVC 2 version, but my view model got slightly worse.  In the previous version I had a nice [QuestionId] attribute but now, with the [AdditionalMetadata] attribute, I have to type the string “QuestionId” for every single property and hope that I don’t make a typo. Well, the good news is that it’s easy to create your own attributes that can participate in the metadata’s additional values. The key is that the attribute must implement that IMetadataAware interface and populate the AdditionalValues dictionary in the OnMetadataCreated() method: 1: public class QuestionIdAttribute : Attribute, IMetadataAware 2: { 3: public string Id { get; set; } 4:   5: public QuestionIdAttribute(string id) 6: { 7: this.Id = id; 8: } 9:   10: public void OnMetadataCreated(ModelMetadata metadata) 11: { 12: metadata.AdditionalValues["QuestionId"] = this.Id; 13: } 14: } This now allows me to encapuslate my “QuestionId” string in just one place and get back to my original attribute which can be used like this: [QuestionId(“NB0021”)]. The [AdditionalMetadata] attribute is a powerful and under-appreciated new feature of MVC 3. Combined with the dynamic ViewBag property, you can do some really interesting things with your applications with less code and ceremony.

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  • Render web page to picture.

    - by Steck
    I have the string with URL. For example "http://google.com". Is there are any way to download and render this page to picture file? ("test.jpg") I tried to use WebBrowser control, to download and render picture, but it only works when WebBrowser placed in displayed form. In other ways it's render only black rectangle. But i want to render picture without any visual effect (creating, activating form etc.)

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • How render fusionchart using my javascript function

    - by AnandMeena
    I want to render/call fusion chart from my javascript function. For example:- Currently we need to do these to show chart:- <script type="text/javascript"><!-- var myChart = new FusionCharts( "Column3D", "myChartId", "400", "300" ); myChart.setXMLUrl("Data.xml"); myChart.render("chartContainer"); // --> </script> But I want to write a function to render it something like below:- <script type="text/javascript"><!-- var column3d = new MyChart.Column.YFColumn3D("MSColumn3D", "MSColumn3DChart", "1100", "300", "0", "0"); column3d .setXMLUrl("Data.xml"); column3d .render("chartContainer"); // --> </script> Here YFColumn3D can be a function that render actual function of fusion chart. Thanks in advance.

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

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  • Render Ruby object to interactive html

    - by AvImd
    I am developing a tool that discovers network services enabled on host and writes short summary on them like this: init,1 +-- login,1560 -- +-- bash,1629 +-- nc,12137 -lup 50505 { :net = [ [0] "*:50505 IPv4 UDP " ], :fds = [ [0] "/root (cwd)", [1] "/", [2] "/bin/nc.traditional", [3] "/xochikit/ld_poison.so (stat: No such file or directory)", [4] "/dev/tty2", [5] "*:50505" ] } It proved to be very nice formatted and useful for quick discovery thanks to colors provided by the awesome_print gem. However, its output is just a text. One issue is that if I want to share it, I lose colors. I'd also like to fold and unfold parts of objects, quickly jump to specific processes and what not? Adding comments, for example. Thus I want something web-based. What is the best approach to implement features like these? I haven't worked with web interfaces before and I don't have much experience with Ruby.

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  • Making fonts render similarly across browsers

    - by Zach L.
    I am building a website for a client, and we had hoped to use plain text, not images in the navigation bar. The font we are using is Century Gothic (I believe that this font is available on the majority of PCs and Macs) The problem is, that on different browsers the font renders significantly differnt. In Chrome we got it looking the way we want, but in firefox the text is smaller and bolder. Aside from writing browser specific javascript to alter the font properties, are there any other options to standardize the way the fonts are rendered cross-browser. Perhaps some library or API? Maybe its a matter of being more specific in declaring font properties? Honestly I am stuck and need help.

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • af:inputSlider doesn't render in popup for FF, Safari and Chrome

    - by Frank Nimphius
    A problem reported on OTN is that the af:inputSlider component of Oracle JDeveloper 11.1.2.2 doesn't show on all browsers except IE when the slider is added as the sole component in a popup. The problem reproduces with the ADF Faces component demo and I filed bug 14207690. The work around, posted by OTN user "Tses" is to set the inlineStyle property on the slider to table <af:inputNumberSlider ... inlineStyle="display:table;"/>

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • Ubuntu scrollbars don't render on Cygwin X server

    - by David M. Karr
    I have an ubuntu 12.0.4 desktop. I have a Win7 laptop running Cygwin. I can display windows from the Ubuntu box on the Win7 laptop using the Cygwin X server, but the window is somewhat "degraded". Specifically, scrollbars are not rendering properly. I've used Ubuntu before, but this is the first time I've seen these odd scrollbar popups that are used in 12.04. I'm guessing the Cygwin X server is having trouble rendering that for some reason. In the Cygwin view, I see the slightly thicker vertical bar, but when I hover the mouse over it, nothing happens. I'd really prefer to get conventional scrollbars. Can I configure Ubuntu 12.0.4 to do this, which might result in Cygwin being able to display them?

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Unicode fonts render incorrectly in Terminal

    - by Sridher
    My Ubuntu 13.04 terminal renders Unicode Indic fonts incorrectly, but they are rendered correctly in Firefox, gedit, Chrome etc. How can I fix this? Works fine in: Firefox, Chrome, Gedit, Open Office Not working in: Terminal UPDATE : Here is the screenshot from my desktop showing the telugu font rendering in various applications (including my sample pygame example) note : pygame unicode, console renders wrong and same but rest of the apps correct

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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