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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Audio Panning using RtAudio

    - by user1801724
    I use Rtaudio library. I would like to implement an audio program where I can control the panning (e.g. shifting the sound from the left channel to the right channel). In my specific case, I use a duplex mode (you can find an example here: duplex mode). It means that I link the microphone input to the speaker output. I seek on the web, but I did not find anything useful. Should I apply a filter on the output buffer? What kind of filter? Can anyone help me? Thanks

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • OpenGL: Want to keep gun on top of car and be able to control angle. Having difficulties.

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car so basically like a long rod in the middle of a black is how I am modelling it right now. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around the angle of the gun changes. Not what I want.

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • Game programming in C++ [closed]

    - by Asaf
    I am a new programmer. I know C++ quite well and I know C# very good. I'm really eager to learn how to program games well and I cant really find where to start learning from. I have never developed any graphics in C++ , only a crappy game with windows forms graphics. I'm really into game programming and hoping I can get employed in it in the future. I'd be glad to have some advice about this. Thanks in advance, Asaf

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • How can I use iteration to lead targets?

    - by e100
    In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets. So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the target, which works well (see Algorithm to shoot at a target in a 3d game, Predicting enemy position in order to have an object lead its target). But it occurs to me that an iterative technique might be more realistic (e.g. it should fire even when there is no exact solution), efficient and tunable - for example one could change the number of iterations to improve accuracy. I thought I could calculate the current range and thus an initial (inaccurate) bullet flight time to target, then work out where the target would actually be by that time, then recalculate a more accurate range, then recalculate flight time, etc etc. I think I am missing something obvious to do with the time term, but my aimpoint calculation does not currently converge after the significant initial correction in the first iteration: import math def aimpoint(iters, target_x, target_y, target_vel_x, target_vel_y, bullet_speed): aimpoint_x = target_x aimpoint_y = target_y range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) time_to_target = range / bullet_speed time_delta = time_to_target n = 0 while n <= iters: print "iteration:", n, "target:", "(", aimpoint_x, aimpoint_y, ")", "time_delta:", time_delta aimpoint_x += target_vel_x * time_delta aimpoint_y += target_vel_y * time_delta range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) new_time_to_target = range / bullet_speed time_delta = new_time_to_target - time_to_target n += 1 aimpoint(iters=5, target_x=0, target_y=100, target_vel_x=1, target_vel_y=0, bullet_speed=100)

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • How to stop camera from rotating in 2.5d platformer

    - by Artem Suchkov
    I'm stuck with a problem: I can not make my camera stop rotating after character. What I already have tried: using empty game object with rigid body and locked rotation and make it parent of camera, while player being the parent of object. Also, I've tried using few scripts from web, that did not help. Right now I'm bad with using JS in Unity (can handle JS on website, but I dont know how to integrate it for now) and practicing the basics, making easy 2.5d platformer with basic features, so I can not write code for now.

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  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

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  • XNA windows phone release black textures

    - by Lukasz Kajstura
    i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is transparent. Models are in .X format exported from 3dsmax and have textures in .jpg also added to game content. I set build action to none and all worked fine in debug mode. When I change to release mode - black textures. When I set build action to compile it gives me warning: Asset was built 2 times with different settings: using TextureImporter and TextureProcessor using TextureImporter and TextureProcessor, referenced by... and still no textures. What can I do?

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  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

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