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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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  • C# creating a simple snake game

    - by Guy David
    I was thinking about creating a snake game with C#, so I ran ideas in my head, and some problems came up. How can I track and output in the correct location the blocks that run after the snake's head? If the snake is built of five blocks, and the user starts going in a circle, how can I print the snake body in the right location? Also, how can I create an action that will run on the background, which will move the snake forward, no matter what the user does? What structure should my code have? (code design structure) This should be a console application, since it's the only framework I am familiar with. I am not looking for finished code, since I want to really understand how it should work.

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Translate extrinsic rotations to intrinsic rotations ( Euler angles )

    - by MineMan287
    The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) EDIT : Response to the first answer Like This? GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) Or This? GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) I'm confused, please give an example

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  • How to give a ball a following texture trailing effect

    - by Evan Kohilas
    How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide) So far I have tried to create the effect by placing another graphic 2 pixels off the graphic, but I don't see the second ball being drawn. spriteBatch.Draw(ballTexture, ballPos, null, Color.White, 0.0f, new Vector2(Ballpos.X +2, ballPos.Y +2), ballSize, SpriteEffects.None, 0); Thanks.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Circular motion on low powered hardware

    - by Akroy
    I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, but could an NES or SNES make real time trig calls? I admit heavy ignorance, but I thought those were expensive operations. Is there some clever way to calculate that motion more cheaply? I've been working on deriving an algorithm from trig sum identities that would only use precalculated trig, but that seems convoluted.

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • iOS : Creating a 3D Compass

    - by Md. Abdul Munim
    Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get a quick help from more specialists in this regard. So what's the big matter? Actually, I want to make a 3D metal compass in iOS which will have a movable cover. That is when you touch it by 3 fingers and try to move your fingers upward the cover keeps moving with your fingers and after certain distance it gets opened.Once you pull it down using 3 fingers again, it gets closed.I can not attach an image here as I don't have that much reputation. So I request you to check the original question at stack overflow that I linked at top. Is it possible using core animations and CALayers? Or would I have to use OpenGL ES? Please someone help me out, I am badly in need of it.And I need to complete it asap!

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  • My server is behind a router. How can I see my website correctly? [closed]

    - by Tokyo Dan
    I'm running a web server (Ubuntu) on my local home network. I'm behind a router. On the WAN I have a direct IP. When not on my home network and accessing my website via the WAN direct IP my website displays correctly and everything works. On my home LAN behind the router, accessing my website via the WAN direct gets me to my router's admin login page. This is normal. But... Accessing my website (via it's home LAN IP address) from another computer on my home LAN gets me to the website but the layout display is broken and clicking on any link takes me to the WAN direct IP (my router's Admin login page). How can i get my website to display properly and the links to work when accessing it from my home LAN?

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • What is the proper way to maintain the angle of a gun mounted on a car?

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around, the angle of the gun changes. Not what I want.

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  • What platform were old TV video games developed on?

    - by Mihir
    I am very eager to know how TV video games (which we all used to play in our childhood) were developed and on which platform. I know how games are developed for mobile devices, Windows PC's and Mac but I'm not getting how (in those days) Contra, Duck Hunt and all those games were developed. As they have high graphics and a large number of stages. So how did they manage to develop games in such a small size environment and with lower configuration platform?

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  • Dynamic Dijkstra

    - by Dani
    I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no success. I've also tryed to find on the Internet but found nothing. A link to an article explaining the algorithm or even it's name will be good. Edit: Thanks everyone for answering. I managed to make algorithm of my own that runs in O(V+E) time, if anyone wishes to know the algorithm just say so and I will post it.

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • OpenGL ES 2.0 example for JOGL

    - by fjdutoit
    I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried converting the android example from the OpenGL ES 2.0 Programming Guide examples (and at the same time looking at the WebGL example -- which worked fine) yet without any success. Are there any examples out there? If anyone else wants some extra help regarding this question see this thread on the official Jogamp forum.

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