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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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  • Normalizing the direction to check if able to move

    - by spartan2417
    i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this so please bare with me. I believe the way to do this is to calculate the direction and distance to the wall from the camera and then normalize the directions. However i can only get this far before i dont know what to do. I think you should work out the angle and direction your facing? where _dx and _dz is the small buffer in front of the camera. float CalcDirection(float Cam_x, float Cam_z, float Wall_x, float Wall_z) { //Calculate direction and distance to obstacle. float ob_dirx = Cam_x + _dx - Wall_x; float ob_dirz = Cam_z + _dz - Wall_z; float ob_dist = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); //Normalise directions float ob_norm = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); ob_dirx = (ob_dirx)/ob_norm; ob_dirz = (ob_dirz)/ob_norm; can anyone explain in laymen's terms how i work out the angle?

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • Oracle Data Integration Solutions and the Oracle EXADATA Database Machine

    - by João Vilanova
    Oracle's data integration solutions provide a complete, open and integrated solution for building, deploying, and managing real-time data-centric architectures in operational and analytical environments. Fully integrated with and optimized for the Oracle Exadata Database Machine, Oracle's data integration solutions take data integration to the next level and delivers extremeperformance and scalability for all the enterprise data movement and transformation needs. Easy-to-use, open and standards-based Oracle's data integration solutions dramatically improve productivity, provide unparalleled efficiency, and lower the cost of ownership.You can watch a video about this subject, after clicking on the link below.DIS for EXADATA Video

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  • Windows 8 Security Flaws

    A Feeling of Complacency The amount of hype coming out of the Microsoft camp concerning Windows 8's enhanced security features is pretty high. With an improved Windows Defender integrated into the upcoming operating system, some users may feel that they will have adequate protection against malware and other threats. While the improved protection is a plus, this does not mean that other trusted programs should be avoided, as it is somewhat lazy to believe that Microsoft's integrated protection in Windows 8 will provide all the security that is necessary. Careless Web Surfing The internet of...

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  • How To Easily Back Up Your Gmail and Perform Scheduled Backups With GMVault

    - by Chris Hoffman
    We all know backups are important, but we rarely think about backing up our email. GMVault can automatically back up your Gmail to your computer and even restore the emails to another Gmail account – convenient when switching Gmail addresses. We’ve also covered using Thunderbird to back up your web-based email account, but GMVault has a few advantages, including its integrated restore function and easy integration with the Windows Task Scheduler. 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • how to enable opengl 2.0 and webgl on gma 3150 ?

    - by mahmoudelbadry
    hi, i have a dell mini 1012 which has an intel n450 processor and gma 3150 integrated graphics card running ubuntu 10.10 according to the intel website the graphics card support opengl 2.0 http://software.intel.com/en-us/articles/quick-reference-guide-to-intel-integrated-graphics/#9 but when i type glxinfo in terminal the opengl version string gives me the following OpenGL version string: 1.4 Mesa 7.9-devel i installed the latest drivers but it didn't work. so, how can i enable opengl 2.0 on this card?? thanks

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  • vgaswitcheroo - switch GPU based on load?

    - by Primož Kralj
    Is it possible to make vgaswitcheroo switch between GPU based on load? For example, when computer would be in idle it would turn off discrete and use only integrated; when enough load would accumulate on it it would automatically turn on discrete graphics and disable integrated. My second question is whether there is any GUI applet or something that I could use to manually switch between GPUs - instead of manually echoing in switch file? Edit: I found answer to last question at https://help.ubuntu.com/community/HybridGraphics

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  • ISO 12207: Verification of integration and Unit test validation

    - by user970696
    I have received comments from the supervisor reviewing my thesis. He asked two questions I cannot answer right now: If ISO 12207 says under "Integration verification" that it "checks that components are correctly and completely integrated into a system", how this can be verified without testing, if all testing is validation? How without testing can I know that system is integrated correctly and fully? If unit testing is validation, how does it match the ISO definiton of validation "that requirements for intended use were fulfilled" if its so low level?

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  • Alfa AWUS036H USB wireless adapter not recognized

    - by GFiasco
    The Alfa AWUS036H USB wireless adapter will not be recognized by my netbook (Ubuntu 14.04, Asus X201E). As I understand it, the drivers should already be built in to this version of Linux, but I tried a make/make install of the latest Realtek drivers (as mentioned on How do I install drivers for the Alfa AWUS036H USB wireless adapter?) and it didn't work. I then followed the advice of this thread (ALFA AWUS036NH driver) and did a make/make install of the most up-to-date backport of the drivers, but that didn't work. At this point I tried a series of commands from this thread (http://ubuntuforums.org/showthread.php?t=2187780) in an attempt to identify the problem, but at no point could I get the laptop to ever recognize the USB adapter. I have also troubleshot the USB cable itself, tried both the USB 2.0 and 3.0 ports on the laptop, have never received an error message regarding a need to update the firmware, and have seemingly successfully installed all manner of variation of Realtek drivers which were supposed to make the adapter work. (I also tried to delete/clean up after each install, in the hope I wasn't making things worse.) Not sure what I should do next. Please let me know if I need to post any more information. Thanks very much for your help. EDIT: Before inserting Alpha USB adapter: :~$ lsusb Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 004: ID 0bda:570c Realtek Semiconductor Corp. Bus 001 Device 026: ID 13d3:3393 IMC Networks Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 003 Device 002: ID 03f0:3112 Hewlett-Packard Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub After inserting Alpha USB adapter (USB 3.0 port, no change): :~$ lsusb Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 004: ID 0bda:570c Realtek Semiconductor Corp. Bus 001 Device 026: ID 13d3:3393 IMC Networks Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 003 Device 002: ID 03f0:3112 Hewlett-Packard Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Ran tail -f /var/log/syslog, inserted device, no recognition (last entry is dated 16:17:01, so an hour ago). Going to check on an Ubuntu 14.04 laptop and Windows XP desktop. I'll update after. Thanks for your help to this point.

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  • Looking for a shuffle radio mp3 player

    - by ofir
    I'm looking for a shuffle radio MP3 player that I can embed in my site which: shows album and title and link to buy track and album in shop Like this one: http://phpfoxmods.net/clients/productsview.php?id=7 But this is integrated with MP3 community. MP3 broadcast should be secured, free or paid solution? Better integrated with shop or WP? Simple shop like this: http://idevspot.com/demos/idev-musicshop/index.php

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  • Fingerprint driver issue hp Pavillion dm4

    - by user108226
    I need a fingerprint scan driver for Pavilion dm4 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 0a5c:21e3 Broadcom Corp. Bus 001 Device 004: ID 138a:0018 Validity Sensors, Inc. Bus 002 Device 003: ID 10f1:1a2e Importek

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  • Lenovo W520 back usb port not working

    - by jaudette
    The usb port in the back of my laptop (on the right side when viewed from using perspective) is not working. Does anybody know if we can get this port working, and what the port number is. Here is my lsusb, if it can help. % lsusb Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 003 Device 002: ID 046d:c01e Logitech, Inc. MX518 Optical Mouse Bus 003 Device 003: ID 046d:c318 Logitech, Inc. Illuminated Keyboard Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 003: ID 0765:5001 X-Rite, Inc. Huey PRO Colorimeter Bus 001 Device 004: ID 147e:2016 Upek Biometric Touchchip/Touchstrip Fingerprint Sensor Bus 001 Device 005: ID 0a5c:217f Broadcom Corp. Bluetooth Controller Bus 001 Device 006: ID 04f2:b217 Chicony Electronics Co., Ltd Lenovo Integrated Camera (0.3MP) Bus 002 Device 003: ID 17ef:1003 Lenovo Integrated Smart Card Reader I am running 12.10, upgraded from 12.04 but it did not work either in 12.04. The two usb ports on the left work just fine. EDIT: I just updated my bios from 1.32 to 1.39, no change in behaviour. The port does not even power up my devices. EDIT 2: Booted up windows, and the port is working. I went into the device manager and looked at the USB settings. I found my USB drive on Port 2, Hub 3, i just don't know how that relates to the Bus and Device numbers of linux. In windows, Smart card reader was on USB hub located at port 1 hub 2, fingerprint and bluetooth were on USB hub located at port 1 hub 1 EDIT 3: Went and looked at this SO post. Tried to look at my kern.log file with tail -f /var/log/kern.log. Got some activity when plugging/removing devices in other ports, but nothing happens when connecting a device into that port. It really looks disabled. Looked at my usb1-4 sys/bus/usb/devices/usb1/power/control and they are all set on auto. As expected, usb4 have version 3.00, the others (usb1-usb3) are 2.00.

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  • Oracle SRM increases enterprise footprint with Eloqua integration: an Ovum report

    - by Richard Lefebvre
    At Oracle OpenWorld in September, Oracle announced that Social Relationship Management (SRM) suite is further integrated with Oracle Eloqua, its newly acquired marketing automation platform. "Oracle is the only leading vendor to date to have fully integrated social with a sales lead management platform within the context of marketing automation" writes Gerry Brown in this Ovum report, in which you can read and understand all the benefits of this integration,

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  • On Demand Webinar: Extreme Database Performance meets its Backup and Recovery Match

    - by Cinzia Mascanzoni
    Oracle’s Sun ZFS Backup Appliance is a tested, validated and supported backup appliance specifically tuned for Oracle engineered system backup and recovery. The Sun ZFS Backup Appliance is easily integrated with Oracle engineered systems and provides an integrated high-performance backup solution that reduces backup windows by up to 7x and recovery time by up to 4x compared to competitor engineered systems backup solutions. Invite partners to register to attend this webcast to learn how the Sun ZFS Backup Appliance can provide superior performance, cost effectiveness, simplified management and reduced risk.

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  • Why when I log in my two screens shows the same image automatically?

    - by forellana
    When I log in on my computer, first my two monitors shows their own part of a larger desktop, then automatically changes to the same image on both screens, but I don't want to happen this, Is there any configuration to avoid this? About my hardware: 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09)

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  • Graphics on ubuntu 12.04 not working

    - by Rhavin
    I've got a new build specs: i5 3570k gigabyte z77 d3h Using integrated graphics I've managed to install Ubuntu 12.04 with the alternate installer, and to get video with the nomodeset option on grub screen. However when I log in, I only get the 4:3 display option. I can't get it to change. Under the settings:details tab it recognizes the hd4000 integrated graphics. Hoping someone could help!

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Pantech Link II, Ubuntu and Virtual XP

    - by user85041
    Okay this is my problem. I have a Pantech Link II, dmesg states: [ 896.072037] usb 2-3: new high-speed USB device number 3 using ehci_hcd [ 896.258562] cdc_acm 2-3:1.0: ttyACM0: USB ACM device [ 896.260039] usbcore: registered new interface driver cdc_acm [ 896.260042] cdc_acm: USB Abstract Control Model driver for USB modems and ISDN adapters Have it installed through wine (pc suite and driver) and it doesn't see it. Virtual XP through VMWare Player sees my device, knows it needs a driver. The removable devices says Curitel Pantech USB Device (Maybe Driver). I have PC Suite installed in XP, I install the driver through the executable.. it says problem with installing hardware, and then it disappears. Ubuntu sees it after restart, but if I start XP with that driver installed, it disappears from both and I get these errors in dmesg: [ 1047.760555] /dev/vmmon[2882]: PTSC: initialized at 3093322000 Hz using TSC, TSCs are synchronized. [ 1048.174033] /dev/vmmon[2882]: Monitor IPI vector: 0 [ 1055.293060] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293074] /dev/vmnet: port on hub 8 successfully opened [ 1055.293088] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293094] /dev/vmnet: port on hub 8 successfully opened [ 1072.446305] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446316] /dev/vmnet: port on hub 8 successfully opened [ 1072.446328] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446334] /dev/vmnet: port on hub 8 successfully opened [ 1072.856024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.292024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.732024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1127.743034] NET: Registered protocol family 39 [ 1127.749320] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_ALLOC (cid=1522210225,result=4). [ 1144.104031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1144.412031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1155.889976] ehci_hcd 0000:00:13.2: force halt; handshake ffffc90000642024 00004000 00000000 -> -110 [ 1155.889980] ehci_hcd 0000:00:13.2: HC died; cleaning up [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 lessa@X:~$ dmesg|tail [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 I have tried uninstalling, and installing manually from the device manager update driver while it's still has the warning sign.. it doesn't see the drivers as valid. No idea how to fix this.. would prefer to not have to go to another computer. I'm not trying to do anything but get the pictures off of it. I have to restart ubuntu, plug in device, for ubuntu to see it correctly again. I am like a month and a half old linux newbie so I have no idea the commands I could use for this, and I don't have a memory card in the phone to mount.

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