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  • Algorithmically generating neon layers on pixel grid

    - by user190929
    In an attempt at a screensaver I am making, I am a fan of neo-like graphics, which, of course, look great against a black background. As I understand it, neon, graphically speaking, is essentially a gradient of a color, brightest in the center, and gets darker proceeding outward. Although, more accurate is similar, but separating it into tubes and glow. The tubes are mostly white, while the glow is where most of the color is seen. Well... the tubes could also be a light variant of the color, you could say. The glow is darker. Anyhow, my question is, how could you generate such things given an initial pattern of pixels that would be the tubes? For example, let's say I want to make a neon 'H'. I, via the libraries, can attain the rectangles of pixels which represent it, but I want to make it look neonized. How could I algorithmically achieve such an effect given a base tube shape and base color? EDIT: ok, I mistated that. Got a bit distracted. My purpose for this was similar to a neon effect, but not. Sorry about that. What I am looking for is something like this: Start with a pattern of pixels: [!][!][!][!][!][!][!][!] [!][!][O][!][!][!][!][!] [!][!][O][O][!][!][!][!] [!][!][!][!][O][!][!][!] [!][!][!][!][!][!][!][!] How to I find the U pixels? [!][E][E][E][!][!][!][!] [!][E][O][E][E][!][!][!] [!][E][O][O][E][E][!][!] [!][E][E][E][O][E][!][!] [!][!][!][E][E][E][!][!] Sorry if that looks bad.

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Rotate a particle system

    - by Blueski
    Languages / Libraries in use: C++, OpenGL, GLUT Okay, here's the deal. I've got a particle system which shoots out alpha blended textures to produce a flame. The system only keeps track of very basic things such as, time alive, life, xyz and spread. The direction in which the flames are currently moving in is purely based on other things which are going on in my code ( I assume ). My goal however, is to attach the flame to the camera (DONE) and have the flame pointing in the direction my camera is facing (NOT WORKING). I've tried glRotate for both x,y,z and I can't get it to work properly. I'm currently using gluLookAt to move the camera, and get the flame to follow the XYZ of the camera by calling glTranslatef(camX, camY - offset, camZ); Any suggestions on how I can rotate the direction of the flame with the camera would be greatly appreciated. Heres an image of what I've got: http://i.imgur.com/YhV4w.png Notes: Crosshair depicts where camera is facing if I turn the camera, flame doesn't follow the crosshair Also asked here: http://stackoverflow.com/questions/9560396/rotate-a-particle-system but was referred here

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Platform for DS/Gameboy Dev - Managed Memory, Tools, and Unit Testing

    - by ashes999
    I'm interested in dabbling in Nintendo DS, 3DS, or GBA development. I would like to know what my (legal) options for development tools and IDEs are. In particular, I would not consider moving in this direction unless I can find: A programming language that has managed memory (garbage collection) A unit testing tool akin to JUnit, NUnit, etc. for unit tests I would also prefer if other tools exist, like code-coverage, etc. for that platform. But the main thing is managed memory and unit testing. What options are out there?

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • OpenGL ES Basic Fragment Shader help with transparency

    - by Chris
    I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; uniform sampler2D texSampler; /* Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. */ void main() { //gl_FragColor = texture2D(texSampler, texCoord); gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).xyz,1); } I have noticed how this affects my transparent textures, and I believe I am loosing the alpha channel which would explain why previously transparent area's appear totally black. If I use the following line instead, I am shown the transparent area's gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).aaa,1); How can I retain the transparency after this modification to the colour? I have seen various things about a .w property, and also luminous, but my tweaks with those and the .aaa property are not working XD

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  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Can't click on a button with startDrag() active on stage

    - by Pedro
    I need to know how can I enable mouse click on a button when I have a MouseEvent listener for the stage. I have a MClip associated with the mouse cursor: Mouse.hide(); scope.startDrag(true); And an MouseEnvet on the stage: stage.addEventListener(MouseEvent.CLICK, FunctionXYZ); When I try to click on any button they don't assume the function that I create for those buttons... for example, button for fullscreen, exit, help, etc... Thank you very much. BR, Pedro

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • Multiple audio sources on a single gameObject in unity

    - by angryInsomniac
    So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a complication wherein if I want to overlay multiple looping sounds, I need to have multiple audio sources on an object, which is fine , so I created two in my script instantiated them and played my clips on them and then the world went crazy. For some reason, when I create two audio Sources in an object only the latest one is ever used, even if I explicitly keep objects separated, playing a clip on one or the other plays the clip on the last one that was created, furthermore, either this last one is not created in the right place or somehow messes with the rolloff rules because I can hear it all across my level, havign just one source works fine, but putting a second one on it causes shit to go batshit insane. Does anyone know the reason / solution for this ? Some pseudocode : guardSoundsSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardSoundsSource.name = "Guard_Sounds_source"; // Setup this source guardThrusterSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardThrusterSource.name = "Guard_Thruster_Source"; // setup this source // play using custom Sound manager soundMan.soundMgr.playOnSource(guardSoundsSource,"Guard_Idle_loop" ,true,GameManager.Manager.PlayerType); // this method prints out the name of the source the sound was to be played on and it always shows "Guard_Thruster_Source" even on the "Guard_Idle_loop" even though I clearly told it to use "Guard_Sounds_source"

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • Multiple Sprites using foreach Collison Detection in XNA (C#)

    - by Bradley Kreuger
    Back again from my last question. Now I was curious I use a foreach statement to use the same shot class. How would I go about doing collison detection. I used the tutorial here on how to shoot a fireball http://www.xnadevelopment.com/tutorials.shtml. I tried to put in several places a foreach to look at all of them to see if they have reached the borders of my sprite hero but doesn't seem to do anything. If again some one might know of a good site that has tutorials to explain collision detection a little bit better that would be appriecated.

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