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  • Mapping Hilbert values to 3D points

    - by Alexander Gladysh
    I have a set of Hilbert values (length from the start of the Hilbert curve to the given point). What is the best way to convert these values to 3D points? Original Hilbert curve was not in 3D, so I guess I have to pick by myself the Hilbert curve rank I need. I do have total curve length though (that is, the maximum value in the set). Perhaps there is an existing implementation? Some library that would allow me to work with Hilbert curve / values? Language does not matter much.

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  • Standalone jQuery "touch" method?

    - by dclowd9901
    So, I'm looking to implement the ability for a plugin I wrote to read a touch "swipe" from a touch-capable internet device, like an iPhone, iPad or android. Is there anything out there? I'm not looking for something as full as jQtouch, though was considering reverse engineering the code I would need out of it. Any suggestions on the best way to approach this? A snippet of code already available? Addendum: I realize in hindsight the solution won't strictly be jQuery, as I'm pretty sure there aren't any built-in methods to handle this. I would expect standard Javascript to find itself in the answer.

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  • OpenGL ES displaying HUD display Text can't be colored black on top of textured 3D objects

    - by ivanceras
    This is a follow-up of this question on here http://iphonedevelopment.blogspot.com/2010/02/drawing-hud-display-in-opengl-es.html It tackles on the HUD (heads up display) which is based on this tutorial http://stackoverflow.com/questions/2681102/opengl-es-displaying-hud-display-has-no-color-on-top-of-textured-3d-objects I wanted to set the "Text" in color BLACK, but it is more complicated than what I thought. Setting it to some other color other than black "glColor4f(0.0, 0.0, 0.0, 1.0);" is just fine. I assume that the culprit must be in the Blending function "glBlendFunc (GL_ONE, GL_ONE);" I experimented a lot of combinations with no luck. Has anyone experimented on this one on top of textured 3D in the backgrounds working?

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  • Which technology should I choose for 3d globe web application

    - by uther-lightbringer
    Hello, i would like to ask you for an advice. I'm currently developing application in Spring consisting of Spring CRUD application as backend, SpringMVC application as tool for management and third part is where my problem lies as I need have application that renders 3d globe which is fed by data from backend from a data set selected by user (user may switch those at will). It has to be web application (though I would prefer not to implement this in flash/flex), composed of two main parts - main part is classic web GUI where user makes his choices and second part is 3d globe which renders the globe with selected set of data visualised. My question is, what do you think is the best option to implement this? Would be SpringMVC framework usable for this kind of application? I will be gratefull for any leads or directions, thank you.

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  • Android SDK: Create image on touch

    - by dagonal
    Hello, I'm a bit stumped here, I'm trying to make it so an image (already in the drawable folder) gets created everytime you touch the screen and removed when the finger is lifted. I have the touch part coded already, overriding the onTouch method with a couple switch cases that handle each type of action (down, up, move, etc). But I can't for the life of me figure out how to make the image appear and then disappear with the coordinates (matrix?) of where the finger is. Any help would be greatly appreciated!

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  • initWithCoder breaking my touch events (touchBegan, touchMoved, etc)

    - by Adam
    So I have a UIView that has been setup, and in each touch event handler I have an NSLog fire off a message to the console. - (void) touchesBegan:(NSSSet*)touches withEvent:(UIEvent*)event { NSLog(@"touchesBegan"); } And that pretty much works as expected. But once I implement initWithCoder (even blank) - (id)initWithCoder:(NSCoder*)coder { return self; } I no longer receive the message to my console (or can hit breakpoints obviously). This is my first app so I'm probably missing something dumb, but I've looked through various example apps and I don't appear to be missing any code that would re-enable touch events.

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  • UIButton not getting touch events inside a custom UITableViewCell

    - by user210504
    Hi! I have designed a custom UItableView Cell in IB. This cell has a UIButton with an associated action. This button is not getting touch events, however the cell itself gets the events when called. What could I be doing wrong here. +--------------------------------+ | +----------+ | Cell | Button | | +----------+ +--------------------------------+ When I tap on the Button tableviewcell gets the events. What could be wrong? EDIT: I just checked, that UIButton is also getting touch events, but so is the UITableViewCell. And at then end of it the action associated with UIButton is not getting called.

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  • Recognize active objects with a capacitive touch screen display

    - by lucgian84
    I'm trying to develop an app that can recognize an active object (for example: a memory) that touch the smartphone display. Before I start to develop I've to know if there's any objects that my touch screen display can recognize? Which device can be recognizable by a smartphone display? I'm interested to know that for iPhone or for Android phone. I found this app and you can see that with a card I can interact with a mobile device, now I'm asking you if anyone know how to do this kind of app with an iPhone or with an Android phone. Does anyone knows how to do that? There's a library (iOS or Android) to recognize object that I put over the display?

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  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • nouveau Unknown Fermi chipset

    - by Abood Mount
    I've installed a fresh install of Ubuntu 13.04 and whenever I start my laptop I get this output error [ 19.469816] nouveau ![ DEVICE][0000:01:00.0] unknown Fermi chipset [ 19.469846] nouveau E[ DEVICE][0000:01:00.0] unknown chipset, 0x0d7000a2 [ 19.469870] nouveau E[ DRM] failed to create 0x80000080, -22 [ 19.470095] nouveau: probe of 0000:01:00.0 failed with error -22 I have Lenovo G580 with nVidia Geforce 710m.

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  • Approximating walking physics via simpler sliding physics

    - by Dave
    I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't match those due to a legged creature. For example, legged creatures near-instantly accelerate to their top speed; whereas applying a force to a box takes time to accelerate it. The applied force can be increased along with the counteracting drag, giving much quicker acceleration (via force) to a max speed (via drag). However, this also means the force that creatures can exert when pushing on other objects is increased. Does anyone know of any techniques using a physics engine to cheaply model walking creatures?

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • MacBook Pro Compatibility, Multitouch, and General Experience

    - by jondavidjohn
    I am a Ex-Ubuntu user and decided to go to OSX mainly because I was going to be working in an OSX shop and felt like I needed a more mainstream OS to run Production level software packages like Adobe. 6 months in, and I am more than happy with my MacBook Pro purchase. Just the physical build quality alone warrants the premium price tag, but I am now looking at my day to day demands and realize that I really do not use any software that prevents me from turning back to Ubuntu. My question now is, in terms of 2010 MacBook Pro, How is the hardware compatibility? Does the trackpad multitouch gesture work with 10.10? is it oversensitive? And for anyone that has a relatively new macbook pro that is running Ubuntu, How is the general experience coming from an OSX environment?

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  • Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

    - by vargonian
    I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a method like Matrix.CreateOrthographicOffCenter to create your own custom projection matrix, specifying the left, right, top, bottom, zNear and zFar values, when does XNA's coordinate system come into play? For example, I'm told that in a right-handed coordinate system, increasingly negative Z values go "into" the screen. But I can easily create my projection matrix like this: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, 0.1f, 10000f); I've now specified a lower value for the near Z than the far Z, which, as I understand it, means that positive Z now goes into the screen. I can similarly tweak the values of left/right/top/bottom to achieve similar results. If specifying a lower zNear than zFar value doesn't affect the Z direction of the coordinate system, what does it do? And when is the right-handed coordinate system enforced? The reason I ask is that I'm trying to implement a 2.5D camera that supports zooming and rotation, and I've spent two full days encountering one unexpected result after another.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • Matrix rotation wrong orientation LibGDX

    - by glz
    I'm having a problem with matrix rotation in libgdx. I rotate it using the method matrix.rotate(Vector3 axis, float angle) but the rotation happens in the model orientation and I need it happens in the world orientation. For example: on create() method: matrix.rotate(new Vector3(0,0,1), 45); That is ok, but after: on render() method: matrix.rotate(new Vector3(0,1,0), 1); I need it rotate in world axis.

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  • Perfect solution to enable both two finger scrolling and edge scrolling in Ubuntu 13.10 permanantly

    - by Habi
    Recently, I have upgraded from 13.04 to 13.10. First, I found problem in edge scrolling. After surfing in net about the problem I came to know that Ubuntu 13.10 has default two-finger scroll option enabled in Mouse and Touchpad setting. After unchecking two-finger scroll edge scrolling was enabled. In windows, I have used both feature. How can I use both two finger scrolling and edge scrolling in Ubuntu 13.10 permanently so that the setting won't reset even after I restart, shutdown or suspend my laptop.

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Three Alternatives to Apple’s Flaky iOS Alarm Clock

    - by Jason Fitzpatrick
    If two iPhone alarm failures in less than three months (the Daylight Savings bug and the New Year’s bug) isn’t motivation to grab a 3rd party alarm app, we don’t know what is. Check out these feature-packed replacements for dependable time keeping. Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Luigi Installs Any OS on Google’s Cr-48 Notebook DIY iPad Stylus Offers Pen-Based Interaction on the Cheap Serene Blue Ubuntu Wallpaper for Your Desktop Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • What are the GPU requirements for XNA 4.0?

    - by Nate Koppenhaver
    I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, but I got another error saying that "Your current graphics card does not support the XNA HiDef profile" and would not build. Since that card seems to not be compatible, I guess I need to buy another one. What features should I look for to make sure that it's compatible with XNA?

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  • Is it possible to billboard a sprite using a transformation matrix?

    - by Ross
    None of the current topics on billboarding seemed to answer this question. But, given a sprite (or quad) that has it's own 4x4 transformation matrix a camera with a view matrix (a standard 4x4 transformation matrix) is it possible to compute a 4x4 transformation matrix such that when the quad's matrix is multiplied with this matrix it has an orientation of looking at the camera? Thank you in advance.

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