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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • draw bullet at the end of the barrel

    - by Alberto
    excuse my awkwardness, i have this code: [syntax="java"] int x2 = (int) (canon.getSceneCenterCoordinates()[0] + LENGTH_SPRITE/2* Math.cos(canon.getRotation())); int y2 = (int) (canon.getSceneCenterCoordinates()[1] + LENGTH_SPRITE/2* Math.sin(canon.getRotation())); projectile = new Sprite( (float) x2, (float) y2, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); [/syntax] and the bullet are drawn around the cannon in circle.. but not from the end of cannon :( help!

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • IE issues with my Website (Help me fix my CSS)

    - by cam77
    I'm struggling geting my website to test fully positive in IE, the following problems keep arising, only in IE; My '#grey box' div displaying 200px to the left out of place, and it seems to move with the adjustment of the IE window size, does this in no other browsers, just IE. It creates this unnecessary horizontal scroll. I have the width set to pretty large, but have "overflow: hidden" and again, works fine across except for IE. On a few of my pages, the footer is somewhat cropped and out of place. My biggest concern is the particular page's CSS, pasted below. #container { width : 1265px; height : 920px; background-color : #addceb; overflow : hidden; padding : 0; } #logo { font-size : 38px; height : 167px; width : 427px; margin-left : 435px; padding-top : 20px; margin-bottom : -10px; margin-top: 10px; border : none; } #menunav { width : 100%; background-image : url(../imagesnew/menunav.png); background-repeat : repeat-x; height : 40px; text-align : center; font-size : 14px; font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; overflow : auto; } #menunav ul { list-style-type : none; background-image : url(); height : 40px; width : 800px; margin : auto; } #menunav ul a { background-image : url(); background-repeat : no-repeat; background-position : right; padding-right : 32px; padding-left : 15px; display : block; line-height : 30px; text-decoration : none; font-size : 14px; } #mainbox { position : relative; background-image : url(../premiumslideimgs/premiumbox.png); background-repeat : no-repeat; width : 900px; height : 800px; margin-left : 16%; top : 22px; padding-top : 5px; overflow : hidden; } #simplegallery1 { position : absolute; left : 50%; width : 800px; height : 800px; margin-top : 44px; margin-bottom: -44px; margin-bottom : 240px; margin-left : -397px; background-color : #a1bbfe; padding-top : 0; } #textbelowbox { position : absolute; width : 830px; height : 45px; margin-left : 209px; margin-bottom : 240px; margin-top : -240px; overflow : hidden; } #footer { background-image : url(../imagesnew/footerimg.png); background-repeat : no-repeat; background-position : right; height : 275px; margin-top : -285px; } a:hover { color : #addceb; } #right { float : right; margin-top : 3px; } #left { float : left; margin-left : 30px; } body { font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; background-color : #addceb; margin : 0; padding : 0; } #textabovebox { width : 920px; position : absolute; margin-left : 228px; margin-bottom : 80px; margin-top : 38px; z-index : 2000; font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; } a.submenu:hover { color : #333; font-weight : bolder; } #dialog { font-size : 12px; } #greybox { position : absolute; width : 275px; height : 465px; margin-left : 715px; margin-top : 80px; overflow : hidden; z-index : 2000; } ul { background-image : url(); height : 40px; width : 800px; margin : auto; } ul a { background-image : url(); background-repeat : no-repeat; background-position : right; padding-right : 32px; padding-left : 15px; display : block; line-height : 30px; text-decoration : none; font-size : 14px; } li { float : left; } a:link { color : #ffffff; text-decoration : none; } a:visited { color : #ffffff; text-decoration : none; } a:active { color : #ffffff; text-decoration : none; } a:hover { color : #addceb; } #right { float : right; margin-top : 3px; } #left { float : left; margin-left : 30px; } #text { float : left; margin-left : 30px; } body { font-family : Palatino Linotype, Book Antiqua, Palatino, FreeSerif, serif; padding : 0; margin : 0; } body { background-color : #addceb; } a.submenu:link { color : #333333; } a.submenu:active { color : #333333; } a.submenu:visited { color : #333333; } a.submenu:hover { color : #333333; font-weight : bolder; } { margin: 0; padding: 0; } Please help if you can, thanks a lot.

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • Change the shape of body dynamically

    - by user45491
    I have a problem where i have a ballon which i need to continuously inflate and defalte in update method, I have tried to used setScaleCenter but it is not giving desired result. Below is a code i am trying to make work scale += (float) ((dist-lastDist)/lastDist); Log.d("pinch","scale is "+scale); Log.d("pinch","change in scale is "+(float) ((lastDist-dist)/lastDist)); player.setScaleCenter(scale, scale); player.setScale(scale);

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • Why shouldn't I be using public variables in my Java class?

    - by Omega
    In school, I've been told many times to stop using public for my variables. I haven't asked why yet. This question: Are Java's public fields just a tragic historical design flaw at this point? seems kinda related to this. However, they don't seem to discuss why is it "wrong", but instead focus on how can they use them instead. Look at this (unfinished) class: public class Reporte { public String rutaOriginal; public String rutaNueva; public int bytesOriginales; public int bytesFinales; public float ganancia; /** * Constructor para objetos de la clase Reporte */ public Reporte() { } } No need to understand Spanish. All this class does is hold some statistics (those public fields) and then do some operations with them (later). I will also need to be modifying those variables often. But well, since I've been told not to use public, this is what I ended up doing: public class Reporte { private String rutaOriginal; private String rutaNueva; private int bytesOriginales; private int bytesFinales; private float ganancia; /** * Constructor para objetos de la clase Reporte */ public Reporte() { } public String getRutaOriginal() { return rutaOriginal; } public String getRutaNueva() { return rutaNueva; } public int getBytesOriginales() { return bytesOriginales; } public int getBytesFinales() { return bytesFinales; } public float getGanancia() { return ganancia; } public void setRutaOriginal(String rutaOriginal) { this.rutaOriginal = rutaOriginal; } public void setRutaNueva(String rutaNueva) { this.rutaNueva = rutaNueva; } public void setBytesOriginales(int bytesOriginales) { this.bytesOriginales = bytesOriginales; } public void setBytesFinales(int bytesFinales) { this.bytesFinales = bytesFinales; } public void setGanancia(float ganancia) { this.ganancia = ganancia; } } Looks kinda pretty. But seems like a waste of time. Google searches about "When to use public in Java" and "Why shouldn't I use public in Java" seem to discuss about a concept of mutability, although I'm not really sure how to interpret such discussions. I do want my class to be mutable - all the time.

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  • #include file vs iframe or is there a better way

    - by Laurence Burke
    ok simple question about including large mostly static html and asp.net code I am using as of right now #include and I was wondering if iframes would be a better way of handling what I wish to do or is there a better way to do it. here is the current way i'm handling the includes default.aspx <head id="YafHead" runat="server"> <meta id="YafMetaDescription" runat="server" name="description" content="Yet Another Forum.NET -- A bulletin board system written in ASP.NET" /> <meta id="YafMetaKeywords" runat="server" name="keywords" content="Yet Another Forum.net, Forum, ASP.NET, BB, Bulletin Board, opensource" /> <title>Forums</title> <style type="text/css"> .sbutton { background-color:#361800; border:medium none; border-collapse:collapse; color:#FFFFFF; font-family:Tahoma,Arial,Helvetica; font-size:10px; font-weight:bold; vertical-align:middle; } </style> <link href="images/favicon.ico" type="image/ico" rel="shortcut icon" /> <link rel="stylesheet" href="navTopStyle.css" type="text/css" media="screen" /> </head> <body style="margin: 0"> <form id="form1" runat="server" enctype="multipart/form-data"> <table align="center" style="background-color: #ffffff" cellpadding="0" cellspacing="0" width="790px"> <tr> <td> <!--#include file="CComHeader.html"--> </td> </tr> <tr> <td> <YAF:Forum runat="server" ID="forum"></YAF:Forum> </td> </tr> </table> </form> </body> </html> CComHeader.html <table cellpadding="0" cellspacing="0" width="790px"> <tr> <td align="left"> <img src="images/smokechair.jpg" alt="Cigar.com" /><img src="images/cigarcomTitle.gif" alt="Cigar.com" /> </td> <td align="right"> <table width="310px" height="73px" cellpadding="0" cellspacing="0" style="padding-right: 6px"> <tr> <td width="109px" class="welcome" align="left"> Welcome to Cigar.com </td> <td width="195px" class="welcome" align="left"> <div runat="server" id="divUser"> <table cellpadding="0" cellspacing="0" align="right"> <tr> <td width="126px" align="left"> <asp:Label ID="lblUserName" CssClass="welcome" runat="server"></asp:Label></td> <td width="65px" align="left"> <a href="http://www.cigar.com/cs/languages/en-US/docs/faq.aspx">Help</a></td> </tr> </table> </div> <div runat="server" id="divGuest"> <a href="OutsideLogin.aspx">Sign In</a> | <a href="OutsideLogin.aspx">Join</a> | <a href="http://www.cigar.com/cs/languages/en-US/docs/faq.aspx">Help</a> </div> </td> </tr> <tr> <td colspan="2"> <table cellpadding="0" cellspacing="0" > <tr> <td width="234px" align="right"> <asp:DropDownList ID="ddlCriteria" runat="server"> <asp:ListItem>Posts</asp:ListItem> <asp:ListItem>Posted By</asp:ListItem> </asp:DropDownList> <asp:TextBox Width="120px" ID="txtSearch" runat="server"></asp:TextBox> </td> <td width="70px" align="center"> <asp:Button ID="btnSearch" runat="server" Text="Search" CssClass="sbutton" OnClick="btnSearch_Click" /> </td> </tr> </table> </td> </tr> </table> </td> </tr> <tr> <td colspan="2"> <!--#include file="commonTabBar.html" --> </td> </tr> </table> commonTabBar.html <%-- CommonTabBar firebugged from Cigar.com--%> <div class="CommonTabBar"> <script language="javascript"> function tabOver(e) { if (e.className != 'CommonSimpleTabStripSelectedTab') e.className = 'CommonSimpleTabStripTabHover'; } function tabOut(e) { if (e.className != 'CommonSimpleTabStripSelectedTab') e.className = 'CommonSimpleTabStripTab'; } function tabOverSub(e) { if (e.className != 'CommonSimpleTabStripSelectedTabSub') e.className = 'CommonSimpleTabStripTabHoverSub'; } function tabOutSub(e) { if (e.className != 'CommonSimpleTabStripSelectedTabSub') e.className = 'CommonSimpleTabStripTabSub'; } </script> <table border="0" cellpadding="0" cellspacing="0"> <tbody> <tr valign="middle"> <td class="CommonSimpleTabStripTab" style="padding: 0px"> &nbsp; </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this);" onmouseout="tabOut(this);" onclick="window.location = 'http://www.cigar.com/index.asp'"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/index.asp"> Home</a> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this); document.getElementById('ComDropDown2').style.display = 'inline';" onmouseout="tabOut(this); document.getElementById('ComDropDown2').style.display = 'none';"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/cigars/index.asp"> Cigars</a> <div id="ComDropDown2" style="border: 1px solid rgb(71, 42, 24); margin: 28px 0px 0px; display: none; background-color: rgb(235, 230, 208); color: rgb(71, 42, 24); position: absolute; float: left; z-index: 200;" onmouseover="document.getElementById('ComDropDown2').style.display = 'inline';" onmouseout="document.getElementById('ComDropDown2').style.display = 'none';"> <ul style="margin: 0px; padding: 0px; width: 100px;"> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/index.asp'"><a href="http://www.cigar.com/cigars/index.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="BrandsLink">Brands </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/privatelabel.asp?brand=419'"> <a href="http://www.cigar.com/cigars/privatelabel.asp?brand=419" style="line-height: 25px; color: rgb(71, 42, 24);" id="SamplersLink">Aging Room </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/samplers.asp'"><a href="http://www.cigar.com/cigars/samplers.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="SamplersLink">Samplers </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/suggestions.asp'"><a href="http://www.cigar.com/cigars/suggestions.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="SuggestionsLink">Suggestions </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/DailyDeal/ccCigarDeals.asp'"><a href="http://www.cigar.com/DailyDeal/ccCigarDeals.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="SuggestionsLink">Suggestions </a></li> </ul> </div> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this); document.getElementById('ComDropDown3').style.display = 'inline';" onmouseout="tabOut(this); document.getElementById('ComDropDown3').style.display = 'none';"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/cigars/samplers.asp"> Samplers</a> <div id="ComDropDown3" style="border: 1px solid rgb(71, 42, 24); margin: 28px 0px 0px; display: none; background-color: rgb(235, 230, 208); color: rgb(71, 42, 24); position: absolute; float: left; z-index: 200;" onmouseover="document.getElementById('ComDropDown3').style.display = 'inline';" onmouseout="document.getElementById('ComDropDown3').style.display = 'none';"> <ul style="margin: 0px; padding: 0px; width: 100px;"> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/viewsamplers.asp?subcatid=samp_var'"> <a href="http://www.cigar.com/cigars/viewsamplers.asp?subcatid=samp_var" style="line-height: 25px; color: rgb(71, 42, 24);" id="Variety SamplersLink">Variety Samplers </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/viewsamplers.asp?subcatid=gift_samp'"> <a href="http://www.cigar.com/cigars/viewsamplers.asp?subcatid=gift_samp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Gift SamplersLink">Gift Samplers </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/createSampler.asp'"><a href="http://www.cigar.com/cigars/createSampler.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Custom SamplerLink">Custom Sampler </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/viewsamplers.asp?subcatid=Feat%20Samp'"> <a href="http://www.cigar.com/cigars/viewsamplers.asp?subcatid=Feat%20Samp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Featured SamplersLink">Featured Samplers </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/YouPickOffer.asp'"><a href="http://www.cigar.com/cigars/YouPickOffer.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Brand SamplersLink">U Pick 2 Offer </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/exclusiveCustomSampler.asp'"> <a href="http://www.cigar.com/cigars/exclusiveCustomSampler.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Brand SamplersLink">Gurkha Sampler </a></li> </ul> </div> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this); document.getElementById('ComDropDown4').style.display = 'inline';" onmouseout="tabOut(this); document.getElementById('ComDropDown4').style.display = 'none';"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/gifts/index.asp"> Gifts</a> <div id="ComDropDown4" style="border: 1px solid rgb(71, 42, 24); margin: 28px 0px 0px; display: none; background-color: rgb(235, 230, 208); color: rgb(71, 42, 24); position: absolute; float: left; z-index: 200;" onmouseover="document.getElementById('ComDropDown4').style.display = 'inline';" onmouseout="document.getElementById('ComDropDown4').style.display = 'none';"> <ul style="margin: 0px; padding: 0px; width: 100px;"> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/gifts/viewgifts.asp?subcatid=gift_sets'"> <a href="http://www.cigar.com/gifts/viewgifts.asp?subcatid=gift_sets" style="line-height: 25px; color: rgb(71, 42, 24);" id="Gift SetsLink">Best Sellers </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cigars/viewsamplers.asp?subcatid=gift_samp'"> <a href="http://www.cigar.com/cigars/viewsamplers.asp?subcatid=gift_samp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Gift SamplersLink">Gift Samplers </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/index.asp'"><a href="http://www.cigar.com/accessories/index.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="AccesoriesLink">Accesories </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/club/index.asp'"><a href="http://www.cigar.com/club/index.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Cigar of the MonthLink">Cigar of the Month </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/gifts/certificates.asp'"><a href="http://www.cigar.com/gifts/certificates.asp" style="line-height: 25px; color: rgb(71, 42, 24);" id="Cigar of the MonthLink">Gift Certificates </a></li> </ul> </div> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this); document.getElementById('ComDropDown5').style.display = 'inline';" onmouseout="tabOut(this); document.getElementById('ComDropDown5').style.display = 'none';"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/accessories/index.asp"> Accessories</a> <div id="ComDropDown5" style="border: 1px solid rgb(71, 42, 24); margin: 28px 0px 0px; display: none; background-color: rgb(235, 230, 208); color: rgb(71, 42, 24); position: absolute; float: left; z-index: 200;" onmouseover="document.getElementById('ComDropDown5').style.display = 'inline';" onmouseout="document.getElementById('ComDropDown5').style.display = 'none';"> <ul style="margin: 0px; padding: 0px; width: 100px;"> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_hum'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_hum" style="line-height: 25px; color: rgb(71, 42, 24);" id="HumidorsLink">Humidors </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_cutt'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_cutt" style="line-height: 25px; color: rgb(71, 42, 24);" id="CuttersLink">Cutters </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_lite'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_lite" style="line-height: 25px; color: rgb(71, 42, 24);" id="LightersLink">Lighters </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_case'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_case" style="line-height: 25px; color: rgb(71, 42, 24);" id="CasesLink">Cases </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_humf'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_humf" style="line-height: 25px; color: rgb(71, 42, 24);" id="HumidificationLink">Humidification </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_book'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_book" style="line-height: 25px; color: rgb(71, 42, 24);" id="BooksLink">Books </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_ash'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_ash" style="line-height: 25px; color: rgb(71, 42, 24);" id="AshtraysLink">Ashtrays </a></li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_misc'"> <a href="http://www.cigar.com/accessories/viewaccessories.asp?subcatid=acc_misc" style="line-height: 25px; color: rgb(71, 42, 24);" id="OtherLink">Other </a> </li> </ul> </div> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this);" onmouseout="tabOut(this);" onclick="window.location = 'http://www.cigar.com/sales/index.asp'"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/sales/index.asp"> Sales</a> </td> <td class="CommonSimpleTabStripTab" onmouseover="tabOver(this); document.getElementById('ComDropDown8').style.display = 'inline';" onmouseout="tabOut(this); document.getElementById('ComDropDown8').style.display = 'none';"> <a style="float: right; display: block; height: 30px; line-height: 30px; padding-left: 12px; padding-right: 12px; vertical-align: middle;" href="http://www.cigar.com/cs/">Community</a> <div id="ComDropDown8" style="border: 1px solid rgb(71, 42, 24); margin: 28px 0px 0px; display: none; background-color: rgb(235, 230, 208); color: rgb(71, 42, 24); position: absolute; float: left; z-index: 200;" onmouseover="document.getElementById('ComDropDown8').style.display = 'inline';" onmouseout="document.getElementById('ComDropDown8').style.display = 'none';"> <ul style="margin: 0px; padding: 0px; width: 100px;"> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cs/forums/'"><a href="http://www.cigar.com/cs/forums/" style="line-height: 25px; color: rgb(71, 42, 24);" id="ForumsLink">Forums </a> </li> <li class="CommonSimpleTabStripTabSub" style="margin: 0px; padding: 3px; text-align: left; list-style: none outside none;" onmouseover="tabOverSub(this); " onmouseout="tabOutSub(this); " onclick="window.location = 'http://www.cigar.com/cs/blogs/'"><a href="http://w

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  • Better way to design a database

    - by cMinor
    I have a conceptual problem and I would like to get your ideas on how I'll be able to do what I am aiming. My goal is to create a database with information of persons who work at a place depending on their profession and skills,and keep control of salary and projects (how much would cost summing all the hours of work) I have 3 categories which can have subcategories: Outsourcing Technician welder turner assistant Administrative supervisor manager So each person has its information and the projects they are working on, also one person may do several jobs... I was thinking about having 5 tables (EMPLOYEE, SKILLS, PROYECTS, SALARY, PROFESSION) but I guess there is a better way of doing this. create table Employee ( PRIMARY KEY [Person_ID] int(10), [Name] varchar(30), [sex] varchar(10), [address] varchar(10), [profession] varchar(10), [Skills_ID] int(10), [Proyect_ID] int(10), [Salary_ID] int(10), [Salary] float ) create table Skills ( PRIMARY KEY [Skills_ID] int(10), FOREIGN KEY [Skills_name] varchar(10) REFERENCES Employee(Person_ID), [Skills_pay] float(10), [Comments] varchar(50) ) create table Proyects ( PRIMARY KEY [Proyect_ID] int(10), FOREIGN KEY [Skills_name] varchar(10) REFERENCES Employee(Person_ID) [Proyect_name] varchar(10), [working_Hours] float(10), [Comments] varchar(50) ) create table Salary ( PRIMARY KEY [Salary_ID] int(10), FOREIGN KEY [Skills_name] varchar(10) REFERENCES Employee(Person_ID) [Proyect_name] varchar(10), [working_Hours] float(10), [Comments] varchar(50) ) So to get the total amount of the cost of a project I would just sum the working hours of each employee envolved and sum some extra costs in an aggregate query. Is there a way to do this in a more efficient way? What to add or delete of this small model? I guess I am missing something in the salary - maybe I need another table for that?

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  • ie7 innerhtml strange display problem

    - by thoraniann
    Hello, I am having a strange problem with ie7 (ie8 in compatibility mode). I have div containers where I am updating values using javascript innhtml to update the values. This works fine in Firefox and ie8. In ie7 the values do not update but if a click on the values and highlight them then they update, also if a change the height of the browser then on the next update the values get updated correctly. I have figured out that if I change the position property of the outer div container from relative to static then the updates work correctly. The page can be viewed here http://islendingasogur.net/test/webmap_html_test.html In internet explorer 8 with compatibility turned on you can see that the timestamp in the gray box only gets updated one time, after that you see no changes. The timestamp in the lower right corner gets updated every 10 seconds. But if you highlight the text in the gray box then the updated timestamp values appears! Here is the page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <meta http-equiv="cache-control" content="no-cache"/> <meta http-equiv="pragma" content="no-cache"/> <meta http-equiv="expires" content="Mon, 22 Jul 2002 11:12:01 GMT"/> <title>innerhtml problem</title> <script type="text/javascript"> <!-- var alarm_off_color = '#00ff00'; var alarm_low_color = '#ffff00'; var alarm_lowlow_color = '#ff0000'; var group_id_array = new Array(); var var_alarm_array = new Array(); var timestamp_color = '#F3F3F3'; var timestamp_alarm_color = '#ff00ff'; group_id_array[257] = 0; function updateParent(var_array, group_array) { //Update last update time var time_str = "Last Reload Time: "; var currentTime = new Date(); var hours = currentTime.getHours(); var minutes = currentTime.getMinutes(); var seconds = currentTime.getSeconds(); if(minutes < 10) {minutes = "0" + minutes;} if(seconds < 10) {seconds = "0" + seconds;} time_str += hours + ":" + minutes + ":" + seconds; document.getElementById('div_last_update_time').innerHTML = time_str; //alert(time_str); alarm_var = 0; //update group values for(i1 = 0; i1 < var_array.length; ++i1) { if(document.getElementById(var_array[i1][0])) { document.getElementById(var_array[i1][0]).innerHTML = unescape(var_array[i1][1]); if(var_array[i1][2]==0) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_off_color} else if(var_array[i1][2]==1) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_low_color} else if(var_array[i1][2]==2) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_lowlow_color} //check if alarm is new var_id = var_array[i1][3]; if(var_array[i1][2]==1 && var_array[i1][4]==0) { alarm_var = 1; } else if(var_array[i1][2]==2 && var_array[i1][4]==0) { alarm_var = 1; } } } //Update group timestamp and box alarm color for(i1 = 0; i1 < group_array.length; ++i1) { if(document.getElementById(group_array[i1][0])) { //set timestamp for group document.getElementById(group_array[i1][0]).innerHTML = group_array[i1][1]; if(group_array[i1][4] != -1) { //set data update error status current_timestamp_color = timestamp_color; if(group_array[i1][4] == 1) {current_timestamp_color = timestamp_alarm_color;} document.getElementById(group_array[i1][0]).style.backgroundColor = current_timestamp_color; } } } } function update_map(map_id) { document.getElementById('webmap_update').src = 'webmap_html_test_sub.html?first_time=1&map_id='+map_id; } --> </script> <style type="text/css"> body { margin:0; border:0; padding:0px;background:#eaeaea;font-family:verdana, arial, sans-serif; text-align: center; } A:active { color: #000000;} A:link { color: #000000;} A:visited { color: #000000;} A:hover { color: #000000;} #div_header { /*position: absolute;*/ background: #ffffff; width: 884px; height: 60px; display: block; float: left; font-size: 14px; text-align: left; /*overflow: visible;*/ } #div_container{ background: #ffffff;border-left:1px solid #000000; border-right:1px solid #000000; border-bottom:1px solid #000000; float: left; width: 884px;} #div_image_container{ position: relative; width: 884px; height: 549px; background: #ffffff; font-family:arial, verdana, arial, sans-serif; /*display: block;*/ float:none!important; float/**/:left; border:1px solid #00ff00; padding: 0px; } .div_group_box{ position: absolute; width: -2px; height: -2px; background: #FFFFFF; opacity: 1; filter: alpha(opacity=100); border:1px solid #000000; font-size: 2px; z-index: 0; padding: 0px; } .div_group_container{ position: absolute; opacity: 1; filter: alpha(opacity=100); z-index: 5; /*display: block;*/ /*border:1px solid #000000;*/ } .div_group_container A:active {text-decoration: none; display: block;} .div_group_container A:link { color: #000000;text-decoration: none; display: block;} .div_group_container A:visited { color: #000000;text-decoration: none; display: block;} .div_group_container A:hover { color: #000000;text-decoration: none; display: block;} .div_group_header{ background: #17B400; border:1px solid #000000;font-size: 12px; color: #FFFFFF; padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; text-align: center; } .div_var_name_container{ color: #000000;background: #FFFFFF; border-left:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; display: block; text-align: left; } .div_var_name{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; display: block; } .div_var_value_container{ color: #000000;background: #FFFFFF; border-left:1px solid #000000; border-right:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; text-align: center; } .div_var_value{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; } .div_var_unit_container{ color: #000000;background: #FFFFFF; border-right:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; text-align: left; } .div_var_unit{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; } .div_timestamp{ float: none; color: #000000;background: #F3F3F3; border:1px solid #000000;font-size: 12px; padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; text-align: center; clear: left; z-index: 100; position: relative; } #div_last_update_time{ height: 14px; width: 210px; text-align: right; padding: 1px; font-size: 10px; float: right; } .copyright{ height: 14px; width: 240px; text-align: left; color: #777; padding: 1px; font-size: 10px; float: left; } a img { border: 1px solid #000000; } .clearer { clear: both; display: block; height: 1px; margin-bottom: -1px; font-size: 1px; line-height: 1px; } </style> </head> <body onload="update_map(1)"> <div id="div_container"><div id="div_header"></div><div class="clearer"></div><div id="div_image_container"><img id="map" src="Images/maps/0054_gardabaer.jpg" title="My map" alt="" align="left" border="0" usemap ="#_area_links" style="padding: 0px; margin: 0px;" /> <div id="group_container_257" class="div_group_container" style="visibility:visible; top:10px; left:260px; cursor: pointer;"> <div class="div_group_header" style="clear:right">Site</div> <div class="div_var_name_container"> <div id="group_name_257_var_8" class="div_var_name" >variable 1</div> <div id="group_name_257_var_7" class="div_var_name" style="border-top:1px solid #000000;">variable 2</div> <div id="group_name_257_var_9" class="div_var_name" style="border-top:1px solid #000000;">variable 3</div> </div> <div class="div_var_value_container"> <div id="group_value_257_var_8" class="div_var_value" >0</div> <div id="group_value_257_var_7" class="div_var_value" style="border-top:1px solid #000000;">0</div> <div id="group_value_257_var_9" class="div_var_value" style="border-top:1px solid #000000;">0</div> </div> <div class="div_var_unit_container"> <div id="group_unit_257_var_8" class="div_var_unit" >N/A</div> <div id="group_unit_257_var_7" class="div_var_unit" style="border-top:1px solid #000000;">N/A</div> <div id="group_unit_257_var_9" class="div_var_unit" style="border-top:1px solid #000000;">N/A</div> </div> <div id="group_257_timestamp" class="div_timestamp" style="">-</div> </div> </div><div class="clearer"></div><div class="copyright">© Copyright</div><div id="div_last_update_time">-</div> </div> <iframe id="webmap_update" style="display:none;" width="0" height="0"></iframe></body> </html> The divs with class div_var_value, div_timestamp & div_last_update_time all get updated by the javascript function. The div "div_image_container" is the one that is causing this it seems, atleast if I change the position property for it from relative to static the values get updated correctly This is the page that updates the values: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Loader</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <script type="text/javascript"> <!-- window.onload = doLoad; function refresh() { //window.location.reload( false ); var _random_num = Math.floor(Math.random()*1100); window.location.search="?map_id=54&first_time=0&t="+_random_num; } var var_array = new Array(); var timestamp_array = new Array(); var_array[0] = Array('group_value_257_var_9','41.73',-1, 9, 0); var_array[1] = Array('group_value_257_var_7','62.48',-1, 7, 0); var_array[2] = Array('group_value_257_var_8','4.24',-1, 8, 0); var current_time = new Date(); var current_time_str = current_time.getHours(); current_time_str += ':'+current_time.getMinutes(); current_time_str += ':'+current_time.getSeconds(); timestamp_array[0] = Array('group_257_timestamp',current_time_str,'box_group_container_206',-1, -1); //timestamp_array[0] = Array('group_257_timestamp','11:33:16 23.Nov','box_group_container_257',-1, -1); window.parent.updateParent(var_array, timestamp_array); function doLoad() { setTimeout( "refresh()", 10*1000 ); } //--> </script> </head> <body> </body> </html> I edited the post and added a link to the webpage in question, I have also tested the webpage in internet explorer 7 and this error does not appear there. I have only seen this error in ie8 with compatibility turned on. If anybody has seen this before and has a fix, I would be very grateful. Thanks.

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Compare images after canny edge detection in OpenCV (C++)

    - by typoknig
    Hi all, I am working on an OpenCV project and I need to compare some images after canny has been applied to both of them. Before the canny was applied I had the gray scale images populating a histogram and then I compared the histograms, but when canny is added to the images the histogram does not populate. I have read that a canny image can populate a histogram, but have not found a way to make it happen. I do not necessairly need to keep using the histograms, I just want to know the best way to compare two canny images. SSCCE below for you to chew on. I have poached and patched about 75% of this code from books and various sites on the internet, so props to those guys... // SLC (Histogram).cpp : Defines the entry point for the console application. #include "stdafx.h" #include <cxcore.h> #include <cv.h> #include <cvaux.h> #include <highgui.h> #include <stdio.h> #include <sstream> #include <iostream> using namespace std; IplImage* image1= 0; IplImage* imgHistogram1 = 0; IplImage* gray1= 0; CvHistogram* hist1; int main(){ CvCapture* capture = cvCaptureFromCAM(0); if(!cvQueryFrame(capture)){ cout<<"Video capture failed, please check the camera."<<endl; } else{ cout<<"Video camera capture successful!"<<endl; }; CvSize sz = cvGetSize(cvQueryFrame(capture)); IplImage* image = cvCreateImage(sz, 8, 3); IplImage* imgHistogram = 0; IplImage* gray = 0; CvHistogram* hist; cvNamedWindow("Image Source",1); cvNamedWindow("gray", 1); cvNamedWindow("Histogram",1); cvNamedWindow("BG", 1); cvNamedWindow("FG", 1); cvNamedWindow("Canny",1); cvNamedWindow("Canny1", 1); image1 = cvLoadImage("image bin/use this image.jpg");// an image has to load here or the program will not run //size of the histogram -1D histogram int bins1 = 256; int hsize1[] = {bins1}; //max and min value of the histogram float max_value1 = 0, min_value1 = 0; //value and normalized value float value1; int normalized1; //ranges - grayscale 0 to 256 float xranges1[] = { 0, 256 }; float* ranges1[] = { xranges1 }; //create an 8 bit single channel image to hold a //grayscale version of the original picture gray1 = cvCreateImage( cvGetSize(image1), 8, 1 ); cvCvtColor( image1, gray1, CV_BGR2GRAY ); IplImage* canny1 = cvCreateImage(cvGetSize(gray1), 8, 1 ); cvCanny( gray1, canny1, 55, 175, 3 ); //Create 3 windows to show the results cvNamedWindow("original1",1); cvNamedWindow("gray1",1); cvNamedWindow("histogram1",1); //planes to obtain the histogram, in this case just one IplImage* planes1[] = { canny1 }; //get the histogram and some info about it hist1 = cvCreateHist( 1, hsize1, CV_HIST_ARRAY, ranges1,1); cvCalcHist( planes1, hist1, 0, NULL); cvGetMinMaxHistValue( hist1, &min_value1, &max_value1); printf("min: %f, max: %f\n", min_value1, max_value1); //create an 8 bits single channel image to hold the histogram //paint it white imgHistogram1 = cvCreateImage(cvSize(bins1, 50),8,1); cvRectangle(imgHistogram1, cvPoint(0,0), cvPoint(256,50), CV_RGB(255,255,255),-1); //draw the histogram :P for(int i=0; i < bins1; i++){ value1 = cvQueryHistValue_1D( hist1, i); normalized1 = cvRound(value1*50/max_value1); cvLine(imgHistogram1,cvPoint(i,50), cvPoint(i,50-normalized1), CV_RGB(0,0,0)); } //show the image results cvShowImage( "original1", image1 ); cvShowImage( "gray1", gray1 ); cvShowImage( "histogram1", imgHistogram1 ); cvShowImage( "Canny1", canny1); CvBGStatModel* bg_model = cvCreateFGDStatModel( image ); for(;;){ image = cvQueryFrame(capture); cvUpdateBGStatModel( image, bg_model ); //Size of the histogram -1D histogram int bins = 256; int hsize[] = {bins}; //Max and min value of the histogram float max_value = 0, min_value = 0; //Value and normalized value float value; int normalized; //Ranges - grayscale 0 to 256 float xranges[] = {0, 256}; float* ranges[] = {xranges}; //Create an 8 bit single channel image to hold a grayscale version of the original picture gray = cvCreateImage(cvGetSize(image), 8, 1); cvCvtColor(image, gray, CV_BGR2GRAY); IplImage* canny = cvCreateImage(cvGetSize(gray), 8, 1 ); cvCanny( gray, canny, 55, 175, 3 );//55, 175, 3 with direct light //Planes to obtain the histogram, in this case just one IplImage* planes[] = {canny}; //Get the histogram and some info about it hist = cvCreateHist(1, hsize, CV_HIST_ARRAY, ranges,1); cvCalcHist(planes, hist, 0, NULL); cvGetMinMaxHistValue(hist, &min_value, &max_value); //printf("Minimum Histogram Value: %f, Maximum Histogram Value: %f\n", min_value, max_value); //Create an 8 bits single channel image to hold the histogram and paint it white imgHistogram = cvCreateImage(cvSize(bins, 50),8,3); cvRectangle(imgHistogram, cvPoint(0,0), cvPoint(256,50), CV_RGB(255,255,255),-1); //Draw the histogram for(int i=0; i < bins; i++){ value = cvQueryHistValue_1D(hist, i); normalized = cvRound(value*50/max_value); cvLine(imgHistogram,cvPoint(i,50), cvPoint(i,50-normalized), CV_RGB(0,0,0)); } double correlation = cvCompareHist (hist1, hist, CV_COMP_CORREL); double chisquare = cvCompareHist (hist1, hist, CV_COMP_CHISQR); double intersection = cvCompareHist (hist1, hist, CV_COMP_INTERSECT); double bhattacharyya = cvCompareHist (hist1, hist, CV_COMP_BHATTACHARYYA); double difference = (1 - correlation) + chisquare + (1 - intersection) + bhattacharyya; printf("correlation: %f\n", correlation); printf("chi-square: %f\n", chisquare); printf("intersection: %f\n", intersection); printf("bhattacharyya: %f\n", bhattacharyya); printf("difference: %f\n", difference); cvShowImage("Image Source", image); cvShowImage("gray", gray); cvShowImage("Histogram", imgHistogram); cvShowImage( "Canny", canny); cvShowImage("BG", bg_model->background); cvShowImage("FG", bg_model->foreground); //Page 19 paragraph 3 of "Learning OpenCV" tells us why we DO NOT use "cvReleaseImage(&image)" in this section cvReleaseImage(&imgHistogram); cvReleaseImage(&gray); cvReleaseHist(&hist); cvReleaseImage(&canny); char c = cvWaitKey(10); //if ASCII key 27 (esc) is pressed then loop breaks if(c==27) break; } cvReleaseBGStatModel( &bg_model ); cvReleaseImage(&image); cvReleaseCapture(&capture); cvDestroyAllWindows(); }

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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