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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • HLSL What you get when you subtract world position from InvertViewProjection.Transform?

    - by cubrman
    In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; ... float4 Po = float4(IN.Position.xyz,1); // homogeneous location coordinates float4 Pw = mul(Po,WorldXf); // convert to "world" space OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); The term OUT.WorldView is subsequently used in a Pixel Shader to compute lighting: float3 Ln = normalize(IN.LightVec.xyz); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldView); float3 Hn = normalize(Vn + Ln); float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon); DiffuseContrib = litV.y * Kd * LightColor + AmbiColor; SpecularContrib = litV.z * LightColor; Can anyone tell me what exactly is WorldView here? And why do they add it to the normal?

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  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • how does the rectangle bounds (x,y,width,height) in libgdx work

    - by JG22
    I cant work out how to use the rectangle bounds in libgdx I am currently using the superJumper example and have 2or 3 examples with that are pause Bounds = new Rectangle(320 - 64, 480 - 64, 64, 64); this is the pause button in the top right corner resume Bounds = new Rectangle(160 - 96, 240, 192, 36); this is a rectangle resume button in the middle of the page in the menu that comes up when the pause button is pressed. basically my question is aimed at the 360 -64 and 160 -96 because I don't know why this is used I need to create a rectangle that covers the left side of the screen and the same on the right because I want to create a on screen buttons, I have already created the does for these buttons and I have managed to get them to work but I can move the rectangles to where I want. Thank you If you can help

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  • It's possible to fulfill the social necessity of a human being through a social game in 3D like IMVU?

    - by Totty
    (I'm not advertising nor promoting this game, as it's just an example of my experience and I would like to have your opinion about the matter if possible) I've been started researching "things" about games and I've decided to begin to play IMVU as a friend of mine said it's cool. At first it seemed just another 3d social game, not so cool.. But I've "tried to like" and after 1 day I can say I'm addicted to it! Yes; I will explain better: About the game: You can go in chat-rooms, move to positions. Some positions are like sitting in a sofa, floor, dancing alone or with a partner, kissing and more in this way. In the free version of the game there is no nudity. You can even listen to music, view youtube... The 3d graphics are quite low end, so it's not as real as the paid PC games of today. About my experience: At first I was going with my friend in chat-rooms, they seemed very nice. There were people talking about general stuff, quite like in a real life. Well, I begin to know some girls (yes, virtual girls commanded by a real girl, I hope!). Things happened: Some girls are just crazy, not like in real life, they make out in before even talking; Other girls you can speak a little bit, then they add you to their friend-list. Sometimes they invite to their virtual places. Some girls have really IMVU boyfriends only (but not in reality) and most of them don't even make up in the game, so it's really a level of commitment involved here! But from what my friend told they last for him, at least, about 3 days... Some others have real and IMVU boyfriends that are the same. Until now I haven't find a girl with different boyfriend in the IMVU and reality. Nor multiple boyfriends. There are rooms where the same people find each selves every day and speak about general stuff, relationships and so on... They are nice with you, they "feel" you and show careness. This is what amazes me, they treat you like a real human being and as being their friend in the real world. (of course it's not always like this) There are jealous girls too and competitiveness between females lol, I know you loled! This is kind of social. So today I closed my door in my room and I've played it all day long and guess what, I didn't feel a need to stay with a real person at all. Normally, If I would stay a full day alone I would get quite crazy... So the question is: It's just me that seemed to be able to fulfill my social needs or there is something more? thanks for your precious time for reading my full question,

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • How can I get into the educational market?

    - by mmyers
    I believe that my current game project is very well-suited for educational gaming; so well-suited, in fact, that I know of several different schools (one community college and at least one or two high schools) that have used versions of it at some time or another. And that's without any such marketing on my part. I'd like to expand on this part of the potential user base. But I have absolutely no experience in dealing with school administrations. How can I break into this market enough to be noticed? And on a side note, could marketing the game as educational kill the gamers market?

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • Channelling an explosion along a narrow passage

    - by finnw
    I am simulating explosions in a 2D maze game. If an explosion occurs in an open area, it covers a circular region (this is the easy bit.) However if an explosion occurs in a narrow passage (i.e narrower than the blast range) then it should be "compressed", so that it goes further and also it should go around corners. Ultimately, unless it is completely boxed-in, then it should cover a constant number of pixels, spreading in whatever direction is necessary to reach this total area. I have tried using a shortest-path algorithm to pick the nearest N pixels to the origin avoiding walls, but the effect is exaggerated - the blast travels around corners too easily, making U-turns even when there is a clear path in another direction. I don't know whether this is realistic or not but it is counter-intuitive to players who assume that they can hide around a corner and the blast will take the path of least resistance in a different direction. Is there a well-known (and fast) algorithm for this?

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Could someone explain why my world reconstructed from depth position is incorrect?

    - by yuumei
    I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate from near to far by the depth: highp float depth = (2.0 * CameraPlanes.x) / (CameraPlanes.y + CameraPlanes.x - texture( depthTexture, textureCoord ).x * (CameraPlanes.y - CameraPlanes.x)); // Reconstruct the world position from the linear depth highp vec3 world = mix( nearWorldPos, farWorldPos, depth ); CameraPlanes.x is the near plane CameraPlanes.y is the far. Assuming that my frustum positions are correct, and my depth looks correct, why is my world position wrong? (My depth texture is of format GL_DEPTH_COMPONENT32F if that matters) Thanks! :D Update: Screenshot of world position http://imgur.com/sSlHd So you can see it looks nearly correct. However as the camera moves, the colours (positions) change, which they shouldnt. I can get this to work, if I do the following: Write this into the depth attachment in the previous pass: gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w / CameraPlanes.y; and then read the depth texture like so: depth = texture( depthTexture, textureCoord ).x However this will kill the hardware z buffer optimizations.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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