Search Results

Search found 33291 results on 1332 pages for 'development environment'.

Page 445/1332 | < Previous Page | 441 442 443 444 445 446 447 448 449 450 451 452  | Next Page >

  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

    Read the article

  • How do I export physique animations without breaking them?

    - by Paul Ferris
    I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not playing) every single time. I've tried .fbx and .3ds, but neither works. I'd rather not use the Skin modifier, because it would require starting from scratch and learning a new system. Any ideas? EDIT: I found a workaround, here it is if you're curious: Create your biped, and make sure it lines up with your mesh. Animate it Export the mesh without Physique (or with Physique turned off), then delete it (the mesh) Export the biped Recombine in Unity (or whatever your game engine of choice is)

    Read the article

  • GoogleAppEngine : ClassNotFoundException : javax.jdo.metadata.ComponentMetadata

    - by James.Elsey
    I'm trying to deploy my application to a locally running GoogleAppEngine development server, but I'm getting the following stack trace when I start the server Apr 23, 2010 9:03:33 PM com.google.apphosting.utils.jetty.JettyLogger warn WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'clientDao' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Cannot resolve reference to bean 'entityManagerFactory' while setting bean property 'entityManagerFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'entityManagerFactory' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoClassDefFoundError: javax/jdo/metadata/ComponentMetadata: java.lang.ClassNotFoundException: javax.jdo.metadata.ComponentMetadata at java.net.URLClassLoader$1.run(URLClassLoader.java:217) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:319) at com.google.appengine.tools.development.IsolatedAppClassLoader.loadClass(IsolatedAppClassLoader.java:151) at java.lang.ClassLoader.loadClass(ClassLoader.java:264) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2009) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2007) at java.security.AccessController.doPrivileged(Native Method) at javax.jdo.JDOHelper.forName(JDOHelper.java:2006) at javax.jdo.JDOHelper.invokeGetPersistenceManagerFactoryOnImplementation(JDOHelper.java:1155) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:803) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:698) at org.datanucleus.jpa.EntityManagerFactoryImpl.initialisePMF(EntityManagerFactoryImpl.java:482) at org.datanucleus.jpa.EntityManagerFactoryImpl.<init>(EntityManagerFactoryImpl.java:255) at org.datanucleus.store.appengine.jpa.DatastoreEntityManagerFactory.<init>(DatastoreEntityManagerFactory.java:68) at org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider.createContainerEntityManagerFactory(DatastorePersistenceProvider.java:45) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1369) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1335) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:473) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveReference(BeanDefinitionValueResolver.java:269) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveValueIfNecessary(BeanDefinitionValueResolver.java:104) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyPropertyValues(AbstractAutowireCapableBeanFactory.java:1245) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1010) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:472) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:429) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:728) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:380) at org.springframework.web.context.ContextLoader.createWebApplicationContext(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler.java:530) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1218) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.jetty.Server.doStart(Server.java:217) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:181) at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:116) at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) The server is running at http://localhost:1234/ I'm a little confused over this, since I have the same application running locally on GlassFish/MySQL. All I have done is to swap in the relevant jar files, and change the persistence.xml. My applicationContext.xml looks as follows : <context:annotation-config/> <bean id="clientDao" class="com.jameselsey.salestracker.dao.jpa.JpaDaoClient"> <property name="entityManagerFactory" ref="entityManagerFactory"/> </bean> <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"/> <bean id="transactionManager" class="org.springframework.orm.jpa.JpaTransactionManager"> <property name="entityManagerFactory" ref="entityManagerFactory" /> </bean> <bean id="org.springframework.context.annotation.internalPersistenceAnnotationProcessor" class="com.jameselsey.salestracker.util.GaeFixInternalPersistenceAnnotationProcessor" /> <bean class="org.springframework.orm.jpa.support.PersistenceAnnotationBeanPostProcessor"/> <tx:annotation-driven/> <bean id="clientService" class="com.jameselsey.salestracker.service.ClientService"/> </beans> My JPA DAO looks like this public class JpaDao extends JpaDaoSupport { protected <T> List<T> findAll(Class<T> clazz) { return getJpaTemplate().find("select c from " + clazz.getName() + " c"); } protected <T> T findOne(String jpql, Map params) { List<T> results = getJpaTemplate().findByNamedParams(jpql, params); if(results.isEmpty()) { return null; } if(results.size() > 1) { throw new IncorrectResultSizeDataAccessException(1, results.size()); } return results.get(0); } } And an example implemented method looks like this : @Override public Client getClientById(Integer clientId) { String jpql = "SELECT c " + "FROM com.jameselsey.salestracker.domain.Client c " + "WHERE c.id = " + clientId; return (Client) getJpaTemplate().find(jpql).get(0); } Like I say, this works ok on Glassfish/MySQL, is it possible this error could be a red herring to something else?

    Read the article

  • How do multi-platform games usually store save data?

    - by PixelPerfect3
    I realize this is a bit of a broad question, but I was wondering if there is a "standard" in the industry when it comes to storing save data for games (and is it different across platforms - Xbox/PS/PC/Mac/Android/iOS?) For example for a game like Assassin's Creed or The Walking Dead: They are on multiple platforms and they usually have to save enough information about the player and their actions. Do they use something like XML files, databases, or just straight binary dumps? How much does it differ from platform to platform? I would appreciate it if someone with experience in the game industry would answer this.

    Read the article

  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

    Read the article

  • How can I get six Xbox controllers to provide input to an HTML5 game?

    - by Daniel X Moore
    I'm creating a six player HTML 5 game designed to be played locally (Red Ice). I've previous set up handling 7 Wiimotes using something along the lines of Joy2Key to map each input for each player to a separate keyboard key, but Wiimotes are pretty hard on the hands for these types of games and not very ergonomic so I thought I'd try and get Xbox controller support. I don't believe that any simple key mapping solution will work due to the nature of the directional stick. My inclination is that this will require a browser plugin and if so I'd prefer to write the plugin for Google Chrome. How do I create a Chrome browser plugin to handle multiple Xbox controllers or is there some other way? Please do not answer this question saying it can't be done, because it absolutely can. EDIT: I don't believe any keymapping/mouse simulating solution will work unless it can reliably distinguish six axis of inputs, one per player.

    Read the article

  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

    Read the article

  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

    Read the article

  • How do I make time?

    - by SystemNetworks
    I wanted to output a text for a certain amount of time. One way is to use threads. Are there any other ways? I can't use threads for slick2d. This is my code when I use threads for slick: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import java.util.Random; import org.newdawn.slick.Input; import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; public class thread1 implements Runnable { String showUp; int timeLeft; public thread1(String s) { s = showUp; } public void run(Graphics g) { try { g.drawString("%s is sleeping %d", 500, 500); Thread.sleep(timeLeft); g.drawString("%s is awake", 600,600); } catch(Exception e) { } } @Override public void run() { // TODO Auto-generated method stub run(); } } It auto generates a new run() And also when I call it to my main class it has stack overflow!

    Read the article

  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

    Read the article

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

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

    Read the article

  • Importing Models from Maya to OpenGL

    - by Mert Toka
    I am looking for ways to import models to my game project. I am using Maya as modelling software, and GLUT for windowing of my game. I found this great parser, it imports all the textures and normal vectors, but it is compatible with .obj files of 3dsMAX. I tried to use it with Maya obj's, and it turned out that Maya's obj files are a bit different from former one, thus it cannot parse them. If you know any way to convert Maya obj files to 3dsMax obj files, that would be acceptable as well as a new parser for Maya obj files.

    Read the article

  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

    Read the article

  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

    Read the article

  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

    Read the article

  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

    Read the article

  • Trying to setup first DirectX project (don't understand the error) [on hold]

    - by user1157885
    I've just started learning DirectX with the book "3D Game Programming with DirectX". I just finished setting up all the paths and adding the code to the project which I think I did correctly, but I get this massive error which I don't really understand and is hard to google. Could someone tell me what it means and how to fix it? Error 1 error TRK0002: Failed to execute command: ""C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x64\fxc.exe" /nologo /Emain /Fo "C:\Desktop\DirectX 11 Projects\box\Win32Project2\Debug\color.cso" /Od /Zi "....\Book Files\3DGameProg\DVD\Code\Chapter 6 Drawing in Direct3D\Box\FX\color.fx"". The handle is invalid.

    Read the article

  • How can I use iteration to lead targets?

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

    Read the article

  • Secure login for a game that is open source

    - by David Park
    I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is how would i be sure that the client is the one that i put out for the end user to play with? Kind of a like of sv_pure for Team Fortress 2. I was thinking of different ways to combat this such as the server requesting the client's version or even it's md5 hash but people with simple java knowledge could just force a method to always return what the server wants.

    Read the article

  • Is there an algorithm for a pool game?

    - by Dmitri
    Hello! I am looking for algorithm to calculate direction and speed of balls in a pool game. I am sure there has to be some type of open source code for this since pool games are some of the oldest computer games I can remember. I mean, when one ball hits another, I need a algorithm to calculate direction of both of them. It will depend of exact angle of where they hit each other and on speed. I want to practice Java coding, so I am looking for java code or package that has this type of code.

    Read the article

  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

    Read the article

  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

    Read the article

  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

    Read the article

  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

    Read the article

  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

    Read the article

< Previous Page | 441 442 443 444 445 446 447 448 449 450 451 452  | Next Page >