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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Opengl + SDL linking error

    - by me2loveit2
    I am trying to load an image as a texture with opengl using c++ in visual studio 2010. I researched a couple hours online and found the SDL library, then I implemented a simple example and got some linking error I can not seem to figure out. The error log is here: 1Build started 10/20/2012 12:09:17 AM. 1InitializeBuildStatus: 1 Touching "Debug\texture mapping test.unsuccessfulbuild". 1ClCompile: 1 All outputs are up-to-date. 1 texture mapping test.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1texture mapping test.obj : error LNK2019: unresolved external symbol _IMG_Load referenced in function "void __cdecl display(void)" (?display@@YAXXZ) 1MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol main referenced in function __tmainCRTStartup 1C:\Users\Me\Documents\Visual Studio 2010\Projects\Programming projects\texture mapping test\Debug\texture mapping test.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:02.45 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Can someone please help me!! I am at a desperate point right now. I downloaded the SDL, and copied all the .h file into: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include I added the .lib (x86) files into://as a not i tried the (x64) file too but got the exact same error C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib and the .dll(x86) into: C:\Windows\System32 For implementing textures, I used the simple sample code from: http://www.sdltutorials.com/sdl-tip-sdl-surface-to-opengl-texture Please let me know if you can see me doing something wrong, or know how I can fix this!! Thanks Phil

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  • Pre baked fractures and explosion : I need an answer for C++

    - by Ken
    What are the prebaked or precomputed explosions or fractures from a programmer viewpoint ? I would like to know how to achieve this in C++ and how this things are usually considered (they are animations? textures?), it would be perfect if there will be some examples available or someone that can picture a broad view about this. I need to add a really small support for this in my code and i need an hint about how to start, i would like to do this on my own without other libraries.

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Bouncing ball isssue

    - by user
    I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped bouncing. How should I modify the code to fix this issue? ballPos = D3DXVECTOR2( 50, 100 ); velocity = 0; accelaration = 3.0f; isBallUp = false; void GameClass::Update() { velocity += accelaration; ballPos.y += velocity; if ( ballPos.y >= 590 ) isBallUp = true; else isBallUp = false; if ( isBallUp ) { ballPos.y = 590; velocity *= -1; } // Graphics Rendering m_Graphics.BeginFrame(); ComposeFrame(); m_Graphics.EndFrame(); }

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • Using normals in DirectX 10

    - by Dave
    I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates a valid mesh with the vertices and indices. Now I am trying to figure out how can I make the shader use the correct normal in the array for the current vertex if I can't setnormals() to my mesh. If I were to just use an index in my array of normals corresponding to the index in the vertices, how would I retrieve the current index the shader is processing? BTW: I am trying to write a blinn-phong shader technique. Also when I create the input layout and I've added the semantic NORMAL to it, how would I list the multiple semantics in that single parameter? Would I just separate it with a space? PS: If you need to see any code, just let me know.

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

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  • want to build a replica of chartgame.com

    - by raj
    I want to develop a trading simulator based on technical analysis. my ideal application would exactly be chartgame.com currently chartgame.com doesnt have historical data for stocks beyond the year 2008 and I would like to have data until 2012 and have the capability to extend beyond if needed. what are the fundamentals to build an application like chartgame.com. If anyone here is willing to help I can arrange for the finances.let me know.

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  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

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  • How can I read a portion of one Minecraft world file and write it into another?

    - by RapierMother
    I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm developing an application that should use the x and y values of these Points as x and z reference coordinates from which to read constant-sized areas of blocks from the TemplateWorld. It should then write these blocks into another Minecraft world at constant y coordinates, with x & z coordinates determined based on each Point's index in the 2D list. The issue is that, while I've found a decent amount of information online regarding Minecraft world formats, I haven't found what I really need: more of a breakdown by hex address of where/what everything is. For example, I could have the TemplateWorld actually be a .schematic file rather than a world; I just need to be able to read the bytes of the file, know that the actual block data starts always at a certain address (or after a certain instance of FF, etc.), and how it's stored. Once I know that, it's easy as pie to just read the bytes and store them.

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  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

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