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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • How do I can install libxcb-render-unil0?

    - by Nazar Kovalenko
    I need libxcb-render-unil0 for running DraftSight™ 32x ver under my 64x os. I was trying to install it by a terminal or Synaptic Package Manager but it I didn't succeed in this. root@nazar-Aspire-5720Z:/home/nazar# sudo apt-get install libxcb-render-unil0 Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package libxcb-render-unil0 I just can't understand what's wrong. Thank u.

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Game thread, render thread, animation/inverse kinematics, and synchronization

    - by user782220
    In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just update a number saying time T in the animation and then the render thread infers Who owns the skin mesh animation, the game logic thread or the render thread? How is it stored in the scene graph if it is stored there at all? When the game logic updates does it do the computation of the skin mesh animation and the computation of the inverse kinematics and then store the result directly in the scene graph or is it stored indirectly and the render thread does the computation?

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  • Best way to render card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then; 2) Render SVG to image of proper size at once. Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot?

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

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  • The Importance of Quality Original Content For Your Website SEO

    Webmasters and SEO experts have been quite contradicting themselves, trying to weigh things over whether quality content does matter or if does not. There are a lot who always emphasize that quality content should be the top priority. Put content that is readable to both the human eyes as well as to the eyes of the search engines.

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  • How to Get Quality Backlinks For SEO Success

    Acquiring backlinks can be an incredibly important mix in your SEO, search engine optimization efforts, ignore them at your own peril. Back links can be useful in a number of ways, firstly, most search engines, particularly Google like to see quality backlinks, and the emphasis here is on the word quality.

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  • External HDMI poor quality

    - by paschoal
    When pluging an external HDMI display, it get detected and everything was supposed to be working right out of the box, except that when set the resolution to 1920x1080, the display on HDMI is really poor quality. Playing around with xrandr, when setting resolution at 1680x1050 or below, everything is smooth, when setting 1920x1080 or 1920x1080i, with wide variety of refresh rates, it's the same poor quality display. Unfortunely I can't post an image showing the exactly issue (low reputation). Specifications: Dell Inspiron 14 (Intel HD Graphics) Samsung TA550

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  • How to Get Quality Back Links

    While doing a search engine optimization of a website, one of the most important things is to get quality back-links for your website. There are several ways of getting quality back-link for your website.

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  • The package is of bad quality - google chrome

    - by hafichuk
    I'm doing a fresh install of 12.10 and am trying to install Google Chrome. I've downloaded the deb from http://chrome.google.com and am installing it through the Ubuntu Software Centre. I'm getting a message: The package is of bad quality (same as What is a "bad quality" package?) In the expanded section, the "error" states: E: google-chrome-stable: file-in-etc-not-marked-as-conffile etc/cron.daily/google-chrome Is it safe to click on the "Ignore and Install" button?

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  • What makes good software good?

    - by Jonta
    People probably have a lot of different answers here, like good...: scalability, speed, usability, stability, consistency, completeness, absence of bugs, accessibility, documentation, code-quality and so on. There are a lot of philosophies on development of software. Like the UNIX-philosophy. Often vague and not easy to understand. I am looking for statements such as the one cited below. Which you can ask about the software when it's in the design-stage, is ready to be coded, and has been coded and is ready for launch. The software I am talking about, is of course the software made for the end-user. Ken Rockwell wrote: "I expect that it will let me get more accomplished in less time." (Here one could ask "will this let me get more accomplished in less time?")

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  • How to Create Quality Photo Prints With Free Software

    - by Eric Z Goodnight
    Photoshop may be the professional standard for high quality photo prints, but that doesn’t mean you have to pay hundreds of dollars for printing software. Freeware program Google Picasa can create excellent quality photo prints that’ll only cost you a download. Picasa and other freeware graphics programs are hardly news to savvy geeks, although with a little patience, they can produce quality prints few could tell apart from thousand dollar graphics suites. Stay tuned for links to various graphics programs, and a simple how-to on getting the perfect print settings for your photos Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Deathwing the Destroyer – WoW Cataclysm Dragon Wallpaper Drag2Up Lets You Drag and Drop Files to the Web With Ease The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser

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  • Java Spotlight Episode 35: JVM Performance and Quality

    - by Roger Brinkley
    Tweet Interview with Vladimir Ivanov, Ivan Krylov, Sergey Kuksenko on the JDK 7 Java Virtual Machine performance and quality. Joining us this week on the Java All Star Developer Panel are Dalibor Topic, Java Free and Open Source Software Ambassador, and Alexis Moussine-Pouchkine, Java EE Developer Advocate. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link: Java Spotlight Podcast in iTunes. Show Notes News Java 7 Launch Event GlassFish 3.1.1 re-planning done, first RC on July 7th, lots of component updates following customer and community feedback Mojarra 2.1.2 is here, just a little ahead of the GlassFish 3.1.1 release. In other JSF-related news, JSF 2.0 has a first expert draft New OpenJDK Project proposed: JDK 7 Update Events June 20-23 JAX, San Jose, CA June 21 Java + MySQL Webinar at 9:00 AM PDT June 21-23 JaZoon, Zurich, Switzerland June 22nd and 28th GlassFish Webinars (one in Portuguese) June 29-July 2 12th Forum Internatioal Software Livre, Porto Alegre, Brazil July 3, Sao Jose do Rio Preto, Brazil July 5, Brasilia, Brazil (DFJUG) July 6, Goiania, Brazil (GOJava) July 6-10 The Developers Conference, Sao Paulo, Brazil July 7 Java 7 Launch Event live in Redwood Shores, CA; Sao Paulo, BR; London, England. July 9, Joao Pessoa, Brazil (PBJUG) July 11, Natal, Brazil (JavaRN) July 14, Fortaleza, Brazil (CEJUG) July 16, Salvador, Brazil (JavaBahia) July 19, Toledo, Brazil (UNIPAR) July 21, Maringa, Brazil (RedFoot) Feature interview This weeks feature interview is with Vladimir Ivanov, HotSpot JVM Quality Engingeer;  Ivan Krylov, Licensee Engineering;  and Sergey Kuksenko, Java SE Performance Team on the JDK 7 Java Virtual Machine peformance and quality. What's Cool Ongoing OpenJDK Bylaws ratification results Show Transcripts Transcript for this show is available here when available

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  • How can I re-encode H.264 video with minimal quality loss?

    - by SofaKng
    I have a lot of MPEG-TS files (.TS container but H.264 video) and playback is fine except that when you skip forward/backward or fast forward it's very sluggish and gets pixelated, etc. I've been trying to do research and I'm guessing that they were encoding with very few reference blocks (ie. it's a capture from a DVB-S satellite stream). When I re-encode them with Handbrake (.MP4 container) they play very, very good and seeking in the video is instant, etc, etc. Is it possible to transcode/re-encode my MPEG-TS files with minimal quality loss? If so, what is my best bet? They are each about 2 Mbps (ie. 2 GB per hour) but I don't want to re-encode them if "minimal quality loss" requires 10+ GB per file. I'm hoping to keep the video are the same size. Can anybody give me any advice?

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  • Re-encoding a video file and increasing the size -- does this improve the quality?

    - by Josh
    If I have a video file at 320x240 resolution which I want to re-encode (because I don't like the encoding it's in now) and I also want to play it at double size (640x480), will I get higher quality if I scale it up to 640x480 when I convert it to a new format, verses keeping it at 320x240 in the new format and playing it at double size? This probably depends on the program used to convert, and if so, please let me know any program which might increase the quality. Here's my thinking. If I play a 320x240 file at double size, the system has to scale up each frame in real time, whereas if I scale up while recompressing the system may be able to use a more intensive algorythm like Bicubic interpolation . However I am not sure if this is true or not.

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  • Order of operations to render VBO to FBO texture and then rendering FBO texture full quad

    - by cyberdemon
    I've just started using OpenGL with C# via the OpenTK library. I've managed to successfully render my game world using VBOs. I now want to create a pixellated affect by rendering the frame to an offscreen FBO with a size half of my GameWindow size and then render that FBO to a full screen quad. I've been looking at the OpenTK example here: http://www.opentk.com/doc/graphics/frame-buffer-objects ...but the result is a black form. I'm not sure which parts of the example code belongs in the OnLoad event and OnRenderFrame. Can someone please tell me if the below code shows the correct order of operations? OnLoad { // VBO. // DataArrayBuffer GenBuffers/BindBuffer/BufferData // ElementArrayBuffer GenBuffers/BindBuffer/BufferData // ColourArrayBuffer GenBuffers/BindBuffer/BufferData // FBO. // ColourTexture GenTextures/BindTexture/TexParameterx4/TexImage2D // Create FBO. // Textures Ext.GenFramebuffers/Ext.BindFramebuffer/Ext.FramebufferTexture2D/Ext.FramebufferRenderbuffer } OnRenderFrame { // Use FBO buffer. Ext.BindFramebuffer(FBO) GL.Clear // Set viewport to FBO dimensions. GL.DrawBuffer((DrawBufferMode)FramebufferAttachment.ColorAttachment0Ext) // Bind VBO arrays. GL.BindBuffer(ColourArrayBuffer) GL.ColorPointer GL.EnableClientState(ColorArray) GL.BindBuffer(DataArrayBuffer) // If world changed GL.BufferData(DataArrayBuffer) GL.VertexPointer GL.EnableClientState(VertexArray) GL.BindBuffer(ElementArrayBuffer) // Render VBO. GL.DrawElements // Bind visible buffer. GL.Ext.BindFramebuffer(0) GL.DrawBuffer(Back) GL.Clear // Set camera to view texture. GL.BindTexture(ColourTexture) // Render FBO texture GL.Begin(Quads) // Draw texture on quad // TexCoord2/Vertex2 GL.End SwapBuffers }

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  • XNA - Error while rendering a texture to a 2D render target via SpriteBatch

    - by Jared B
    I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if (Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw( targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from my Draw(GameTime gameTime) function. First drawScene is called, then drawPostProcessing is called. The thing is, when I run this code I get an error on the spriteBatch.Draw call: The render target must not be set on the device when it is used as a texture. I already found the solution, which is to draw the actual render target (targetScene) to the texture so it doesn't create a reference to the loaded render target. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(outputTarget) SpriteBatch.Draw(inputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render inputTarget to outputTarget without reference issues?

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  • Designing generic render/graphics component in C++?

    - by s73v3r
    I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the Components are just data, a Node is a set of Components needed to accomplish something, and a System is a set of methods that operates on a Node. All of my components inherit from a basic IComponent interface. I'm trying to figure out how to design the Render/Graphics/Drawable Components. Originally, I was going to use SFML, and everything was going to be good. However, as this is an experimental system, I got the idea of being able to change out the render library at will. I thought that since the Rendering would be fairly componentized, this should be doable. However, I'm having problems figuring out how I would design a common Interface for the different types of Render Components. Should I be using C++ Template types? It seems that having the RenderComponent somehow return it's own mesh/sprite/whatever to the RenderSystem would be the simplest, but would be difficult to generalize. However, letting the RenderComponent just hold on to data about what it would render would make it hard to re-use this component for different renderable objects (background, falling piece, field of already fallen blocks, etc). I realize this is fairly over-engineered for a regular Tetris clone, but I'm trying to learn about component entity systems and making interchangeable components. It's just that rendering seems to be the hardest to split out for me.

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  • How to create a custom "render :my_format => argument" in rails 2.3(.5)?

    - by Rafael
    Hey! I would like to create a custom render as specified in title. For instance, I have my controller: class MyController < ApplicationController def index respond_to do |format| format.html # index.html.erb format.xml { render :xml => @objs } end end end , but I would like something like this: class MyController < ApplicationController def index respond_to do |format| format.html # index.html.erb format.xml { render :xml => @objs } format.my_format { render :my_format => @objs } end end end Is it possible? What are the steps I need to make it work? Thanks in advance!

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