Search Results

Search found 4929 results on 198 pages for 'unity 3d'.

Page 45/198 | < Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >

  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

    Read the article

  • Long delays in Unity3D substance generation

    - by Josh Buhler
    Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the playback, Unity begins to re-import all off the substances built using Substance Designer. As we've got a lot of these in our game, it's starting to lead to 5 minute delays between testing runs just to test a small change. Any suggestions or parameters we should check that could possibly prevent Unity from needing to regenerate these substances every time? Shouldn't it be caching these things somewhere?

    Read the article

  • Linux Distributive With Global Menu and UbuntuOne For Netbook

    - by Draco Ater
    I like very much global menu in previous versions of Ubuntu. But Unity is too slow for my Eee PC. So now I am looking for some alternative Desktop Environments or Distributions where there is global menu available. But at the same time there should be UbuntuOne service working too, as I use it pretty often. Could you, please, suggest what should I try out? I also use keyboard shortcuts very much and so I guess they should be configurable, and try not to use touchpad at all. So big icons like in gnome-shell and Unity are not a good option.

    Read the article

  • 3D Paint tool in Maya

    - by Joris
    Hey everyone, could someone help me out on this question? When I am trying to texture objects in maya (for example a barrel) I want to texture it with a brush. When I try to use the 3D painting tool it al gets black even when I have a image file selected. Also the resolution is very very low of the models and textures in maya, though the texture image is very high quality. Can someone please help me? Thanks so much for helping.

    Read the article

  • No app icons in menus

    - by Lyrositor
    I have enabled icons in menus, and most of them show up well (folder icons, file icons, save icons, etc.). But whenever an app tries to use an icon specific to itself, such as GIMP, it replaces that icon with the app icon, so that when I look at a menu in GIMP, I see most of the time just icons of GIMP's logo (that seems to be the only problem; the text is fine). I thought this was proper to GIMP, but I also noticed it happening on AbiWord. Thankfully, as I said, it's not for all icons. But it still bugs me. Why is it so? Here is a screenshot of a menu in GIMP: I am using Ubuntu 11.04 Natty Narwhal, with Unity desktop (the problem also occurs on the Classic desktop, if I remember correctly). EDIT: This does NOT occur on the Classic desktop; only in Unity.

    Read the article

  • Rotate 3D Model from a custom position

    - by Nipuna Silva
    I have a 3D Model like above in which i want to rotate it from a given location(pointed in red) but I can only rotate it from the middle. How can I rotate it from a custom point. Edit: I successfully able to rotate the model from the below position by getting the radius of the model and applying it to the world matrix Vector3 point = new Vector3(-radius, 0, 0); world = Matrix.CreateTranslation(-radius, 0, 0); But now I cannot change the position of the object and it always centered in middle of the screen. I think that's because i applied the above code. How can I place it anywhere I want?

    Read the article

  • gnome-shell, gnome 3, unity, cinnamon, mate confusion

    - by Bryan
    I am thinking about adding something besides unity into my ubuntu 12.04. My questions are this: -If I add cinnamon, mate, gnome2/3, could I still call it it Ubuntu, or would it be Mint? -Why not just add Mint instead of cinnamon, or mate, into Ubuntu? -Or is Mint just those at the core, and not the other way around? -I had terrible battery drain using Mint. Something was wrong with the kernel with my laptop type. If I add cinnamon, would I get that battery drain again? -And lastly, would I be able to get that awesome HUD if I add the other things? I realize these questions are a bit confusing, or at least they are for me.

    Read the article

  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

    Read the article

  • Where to start studying for developing ubuntu?

    - by Mad-scientist
    Hi am Computer Science student currently in college and very interested in developing open source software especially ubuntu.Is there a one stop go-to place for reading about developing ubuntu. For example I scoured through the official tutorial and documentation of Python and I was good to go.I could write useful applications. Is there any equivalent for Ubuntu or unity? I tried downloading the alpha 2,put kept crashing every 5 minute. I was told in IRC,it was due to some Xorg stack change. Now I cant even look at new Unity,let alone help develop it. Any help or guidance appreciated.

    Read the article

  • How can I change the wallpaper using a Python script?

    - by furtelwart
    I want to change my wallpaper in Ubuntu 11.10 (with Unity) in a small Python script. I found the possibility to change it via the gconf-editor in /desktop/gnome/background/picture_filename. With python-gconf, I'm able to change the necessary values. Apparently, the gconf string is not read out. If I change it (either via a script or via gconf-editor), the wallpaper remains and in the menu of "Change wallpaper", the old wallpaper is shown. How am I able to change the wallpaper for Unity via a Python script? The following code does work. Apparently, the gsettings are only applied, if some Gtk code is executed. #!/usr/bin/python # -*- coding: utf-8 -*- from gi.repository import Gtk, Gio class BackgroundChanger(): SCHEMA = 'org.gnome.desktop.background' KEY = 'picture-uri' def change_background(self, filename): gsettings = Gio.Settings.new(self.SCHEMA) print(gsettings.get_string(self.KEY)) print(gsettings.set_string(self.KEY, "file://" + filename)) Gtk.Window() print(gsettings.get_string(self.KEY)) if __name__ == "__main__": BackgroundChanger().change_background("/home/user/existing.jpg")

    Read the article

  • One of my user accounts logs in without desktop environment

    - by Bill Cheatham
    When I log in to my main user account on Ubuntu 11.10 ,the desktop environment (unity bar, clock, volume control, etc.) is not there. All I have is the desktop background with a menu bar across the top which appears to be for nautilus (options like File-New folder). My other accounts log in like normal. I have recently followed these instructions to give my main user account access to an OSX partition, but I think I have logged in successfully since then. I am able to get a terminal by pressing ctrl+alt+t, but when I typed unity the whole thing crashed. Is there anything I can do to fix this? I have a separate administrator account I can use if needed.

    Read the article

  • What frameworks are available for cross device 2d game development?

    - by kim3er
    Hi, I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

    Read the article

  • Unity works on my PC but not on the Server. What did I miss?

    - by Erik France
    I have a web service using Microsoft Unity to hook the pieces together.  It all works fine on my PC but when I put it on the web server, I receive this error message: System.ServiceModel.FaultException`1[System.ServiceModel.ExceptionDetail]: The value of the property 'type' cannot be parsed. The error is: Method 'GetClaimsForUser' in type 'WebService.Implementation.ClaimsRetriever' from assembly 'WebService.Implementation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=62cac0f1a908971a' does not have an implementation. If I look at the web.config, I see the following: <unity>     <typeAliases>       <typeAlias alias="ITokenGenerator" type="WebService.Interfaces.ITokenGenerator, WebService.Interfaces" />       <typeAlias alias="TokenGenerator" type="WebService.Implementation.TokenGenerator, WebService.Implementation" />       <typeAlias alias="IClaimsRetriever" type="WebService.Interfaces.IClaimsRetriever, WebService.Interfaces" />       <typeAlias alias="ClaimsRetriever" type="WebService.Implementation.ClaimsRetriever, WebService.Implementation" />       <typeAlias alias="TokenGeneratorSettings" type="WebService.Implementation.TokenGeneratorSettings, WebService.Implementation" />       <typeAlias alias="String" type="System.String, mscorlib" />     </typeAliases>     <containers>       <container>         <types>           <type type="ITokenGenerator" mapTo="TokenGenerator">             <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration">               <constructor>                 <param name="retriever" parameterType="IClaimsRetriever">                   <dependency />                 </param>                 <param name="settings" parameterType="TokenGeneratorSettings">                   <dependency />                 </param>               </constructor>             </typeConfig>           </type>           <type type="IClaimsRetriever" mapTo="ClaimsRetriever">             <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration">               <constructor>                 <param name="connectionStringName" parameterType="String">                   <value value="devDatabase" type="String" />                 </param>               </constructor>             </typeConfig>           </type>         </types>       </container>     </containers>   </unity> I have another web service, using an almost identical config running on the web server.  But this new web service will not run. Any ideas on what I have not told Unity to do?  Or maybe what I told Unity to do incorrectly?

    Read the article

  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

    Read the article

  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

    Read the article

  • The underlying mechanism in 'yield return www' of Unity3D Game Engine

    - by thyandrecardoso
    In the Unity3D game engine, a common code sequence for getting remote data is this: WWW www = new WWW("http://remote.com/data/location/with/texture.png"); yield return www; What is the underlying mechanism here? I know we use the yield mechanism in order to allow the next frame to be processed, while the download is being completed. But what is going on under the hood when we do the yield return www ? What method is being called (if any, on the WWW class)? Is Unity using threads? Is the "upper" Unity layer getting hold of www instance and doing something?

    Read the article

  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

    Read the article

  • Confused about what makes up the Ubuntu GUI

    - by RafLance
    I am now getting more into customizing my Ubuntu experience and want to understand better what all these different things I keep running into are. What is Gnome3 and Gnome2 in relation to GTK3 or GTK2? Are they related at all? Is Gnome3 another version of Unity? What is Unity? What is compiz? To make this all VERY basic, the core question is: How is the Ubuntu GUI built? What are the elements from the bottom-up that make up the desktop environment? Trying to understand this better so I know what I need/want in order to have my desktop the way I would like it. If this question is better suited for a forum of some sort, please let me know and I will understand completely. Thanks in advance!

    Read the article

  • Unity won't load in Ubuntu 12.10

    - by Nigel
    I just upgraded Ubuntu last night to 12.10 from 12.04. When I rebooted like it asked, everything seemed fine, except one of my monitors had a white screen, and I could not use it. After some tweaking in the AMD Catalyst center, I got it to work, but now Unity wont load, and the bar up top wont load either. I am in suspicion that it a problem with Compiz, but might be completely wrong. Any tips on getting this to work? I am also kind of new at Linux, but I could open a terminal and get Opera open for web browsing, but it is really choppy and slow.

    Read the article

  • Ubuntu 12.04 graphics crashing when GVIM opens TEX files

    - by Pdp Molniya
    I am having a little problem everytime I open GVIM to edit *.TEX files.... the menus die, windows jiggle (maximize and minimize quickly) and I get a 'internal error ' crash report from ubuntu (12.04). It says the problem is at /usr/lib/unity/unity-panel-service. Any tips on how to solve this? It might be related to the Latex package of vim (also I get this message when I open gvim (with or without TEX files) on terminal: (gvim:5915): Gnome-WARNING **: Accessibility: failed to find module 'libgail-gnome' which is needed to make this application accessible (gvim:5915): GLib-GObject-WARNING **: cannot retrieve class for invalid (unclassed) type `' Issue is independant of theme I just checked... Thanks a lot for your help! Cheers, Pedro

    Read the article

  • Tunnels in pseudo 3D racing game

    - by Nicholas
    How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes. The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position). As you can see from the picture, the vehicles are still being rendered whilst in the tunnel. I've converted the Code Incomplete road system to GLBasic.

    Read the article

  • Where should people give feedback on Ubuntu?

    - by poolie
    Many people have opinions or want to give feedback about Ubuntu. If they are simple bugs with a crash or display corruption, that's fine, they can file in Launchpad. But, comments about the design or concept of the system are more problematic. They come up all over the place, such as "Some Unity feedback" in other places that are not really about Unity. Ideally the answer will be a place where the comments will actually be read by the design team will tend to encourage people to read the existing comments and not post the same thing again and again perhaps will tend to bubble up good solutions rather than strange ideas will not be annoying to people who are trying to use that place for something else

    Read the article

  • touch in guiTexture

    - by Mitananda
    Before time in my game start. i want there will show a guiTexture.. if i touch this guiTexture, that will hidden and the time game will start. I try to make a script but it doesn't work. I'm a bit confused by the Unity documentation. please help me i'm newbie in Unity. my code : void Start () { if (myGuiTexture.HitTest(Input.GetTouch(0).position)) { if (Input.GetTouch(0).phase == TouchPhase.Began) { Time.timeScale = 1; myGuiTexture.enable = false; } } } and i also create this source but its doesn't work too. void Start () { if (tutorial.HitTest(new Vector3(0,0,0))){ Time.timeScale = 1; } }

    Read the article

  • Empty nvidia-settings after install v. 331.67 driver on Ubuntu 14.04?

    - by Victoralm
    I've followed this tutorial (with the following adjustments below) to install v. 331.67 nVidia driver. But get nvidia-settings (NVIDIA X Server Settings) empty... Then, before restart the PC, I make a xorg.conf in the nvidia-settings. The driver make Unity don't start right. So I installed nvidia-331-updates via apt-get and restarted the PC again. After that, the Unity works fine. But the nvidia-settings gets almost empty... Can someone help !?

    Read the article

  • How do I revert Alt-tab behavior to switch between windows on the current workspace?

    - by chris.ritsen
    Enabling Bias alt-tab sorting to prefer windows on the current viewport as described here made no difference. How can I get back the exact same behavior as 11.04, so that alt-tab only switches between windows on the current workspace? Simply disabling the alt-tab and shift-alt-tab keybindings on the unity switcher seems to have helped, but it still switches workspaces on me sometimes. For example, if I give a terminal window focus then press alt-tab, it switches to another terminal window on any workspace before trying to switch on the same workspace. Also, the Unity switcher still shows up when I alt-tab then hold alt even though I removed its alt-tab keybinding.

    Read the article

< Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >