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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Where does the light come from, using Maya/Panda3D?

    - by Aerovistae
    Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this: (The part which confuses me is bolded.) Model and texture a vehicle and two different obstacles Build a scene graph in Panda with a plane, the vehicle, several copies of each of the obstacles, and (at least) a direction light Program vehicle movement, constrained to a plane (no terrain) Working headlights Vehicle collides with obstacles How do I attach a light source to a model? I'm assuming this is done in Panda3D but I'm sufficiently new to this that I wouldn't be astonished to hear it's part of the model.

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  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

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  • How to end game properly in unity? [duplicate]

    - by user3889649
    This question already has an answer here: Why do I seem to lose control of my computer when full screen Unity game loses focus? 1 answer I have made a game in unity free. The game is functioning properly but if your computer receives any kind of notification, the game minimizes automatically and stops to work completely. Along with that, my computer freezes completely and I need to restart each time. Is there any solution to this problem in unity ?

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  • How can I read a portion of one Minecraft world file and write it into another?

    - by RapierMother
    I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm developing an application that should use the x and y values of these Points as x and z reference coordinates from which to read constant-sized areas of blocks from the TemplateWorld. It should then write these blocks into another Minecraft world at constant y coordinates, with x & z coordinates determined based on each Point's index in the 2D list. The issue is that, while I've found a decent amount of information online regarding Minecraft world formats, I haven't found what I really need: more of a breakdown by hex address of where/what everything is. For example, I could have the TemplateWorld actually be a .schematic file rather than a world; I just need to be able to read the bytes of the file, know that the actual block data starts always at a certain address (or after a certain instance of FF, etc.), and how it's stored. Once I know that, it's easy as pie to just read the bytes and store them.

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  • problems programmatically creating UIView on iPad App

    - by user3871
    I have been struggling with this problem for a few days. My iPad app is designed to be a portrait game. To satisfy Apple's expection, I also support landscape mode. When it goes into landscape mode, the game goes into a letterbox format with back borders on the sides. My problem is I am creating the UIWindow and UIView programmatically. For some unkown reason, the touch controls are "locked" in to think I'm always in landscape mode. And even though visually in portrait mode everything looks correct, the top and bottom of the screen does not respond to touch. To summarize how I am setting this up, let me provide the skeletal framework of what I'm doing: in main.cpp: int retVal = UIApplicationMain(argc, argv, nil, @"derbyPoker_ipadAppDelegate"); In the delegate, I am doing this: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CGRect screenBounds = [[UIScreen mainScreen] bounds]; CGFloat scale = [[ UIScreen mainScreen] scale ]; m_device_width = screenBounds.size.width; m_device_height = screenBounds.size.height; m_device_scale = scale; // Everything is built assuming 640x960 window = [[ UIWindow alloc ] initWithFrame:[[UIScreen mainScreen] bounds]]; viewController = [ glView new ]; [self doStateChange:[blitz class]]; return YES; } The last bit of code sets up the UIView... - (void) doStateChange: (Class) state{ viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, m_device_width, m_device_height) andManager:self]; viewController.view.contentMode = UIViewContentModeScaleAspectFit; viewController.view.autoresizesSubviews = YES; [window addSubview:viewController.view]; [window makeKeyAndVisible]; } The problem seems to related to the line viewController.view.contentMode = UIViewContentModeScaleAspectFit; If I remove that line, touch works correctly in portrait mode. But the negative is when I'm landscape mode, the game stretches incorrectly. So That's not a option. The frustrating thing is, when I originally had this set up with a NIB file, it worked fine. I have read through the docs about UIWindow, UIViewController and UIView and have tried about everything to no avail. Any help would be greatly appreciated.

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  • bump mapping with 2 normal maps

    - by DorkMonstuh
    I was wondering if its actually possible to do bump mapping with 2 normal maps... I have tried doing it this way however I get a function overload on max and dot. uniform sampler2D n_mapTex; uniform sampler2D n_mapTex2; uniform sampler2D refTex; varying mediump vec2 TexCoord; varying mediump float vTime; void main() { mediump vec4 wave = texture2D(n_mapTex, TexCoord - vTime); mediump vec4 wave2 = texture2D(n_mapTex2, TexCoord + vTime); mediump vec4 bump = mix(wave2, wave, 0.5); //this extracts the normals from the combined normal maps mediump vec4 normal = normalize(bump.xyzw * 2.0 - 1.0); //determines light position mediump vec3 lightPos = normalize(vec3(0.0, 1.0, 3.0)); mediump float diffuse = max(dot(normal, lightPos),0.0); gl_FragColor = mix(texture2D(refTex, TexCoord), bump, 0.5); }

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  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

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  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • Animations / OpenGL (ES 2) in game menu

    - by user16547
    (I am specifically asking for Android) If you look at Angry Birds (and in fact many other games), you can already see a lot of animations & effects going in the main menu and in other places even before starting to play. I assume they are done with OpenGL, more precisely a FrameLayout is used and inside it a GLSurfaceView is somewhere at the bottom of the hierarchy; above the GLSurfaceView you have regular Android buttons and texts. Is this how it's done*? Also would you reuse the same GLSurfaceView when running the actual game or should another one be created? *I am aware an alternative approach would be to make absolutely everything in OpenGL. Of these two I prefer the FrameLayout one, but I don't know whether other developers agree.

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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