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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • How to use NVIDIA GeForce M310 on Ubuntu 12.10 running as guest in Virtualbox?

    - by huub
    Last couple of weeks played around with Ubuntu 12.10. This is running as a guest on Virtualbox hosted at Windows 7. There have been some challenges with the Unity 3D stuff. Particular due to not supporting X11 release 1.13 till very recently. Since today we are able to download Virtualbox version 4.2.2 which has through guest additions also support for X11 release 1.13. SO far great work everybody. Since Unity now only runs in 3D mode it would be nice to access the graphics card directly from Virtualbox. lshw -c display shows: VGA compatible controller; product: VirtualBox Graphics Adapter. QUESTION: how to get the 3D and other graphics directly supported by the hardware ie Nvidia GeForce M310

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • C# style properties in python

    - by 3D-Grabber
    I am looking for a way to define properties in Python similar to C#, with nested get/set definitions. This is how far I got: #### definition #### def Prop(fcn): f = fcn() return property(f['get'], f['set']) #### test #### class Example(object): @Prop def myattr(): def get(self): return self._value def set(self, value): self._value = value return locals() # <- how to get rid of this? e = Example() e.myattr = 'somevalue' print e.myattr The problem with this is, that it still needs the definition to 'return locals()'. Is there a way to get rid of it? Maybe with a nested decorator?

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  • Local variable and Try/Catch

    - by 3D-kreativ
    I get an error, a red line below the variable intAge in the if-statement in the code. It says the variable is local, but how could it be local when it is declared in the beginning of the code? Does it have to do with the Try/Catch part? The reason why my code looks like it does, is just beacuse I have to use a Try/Catch in the code for this task. Preciate some suggestions to solve this in a similiar and correct way? Thanks! int intAge; try { intAge = int.Parse(age); } catch (Exception) { MessageBox.Show("Enter an age in numbers!","Error!"); } finally { } // Check input if (intAge < 1) { inputOk = false; errorMessage = "Please enter 1 or higher!"; }

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Implementing Unit Testing on the iPhone

    - by james.ingham
    Hi, So I've followed this tutorial to setup unit testing on my app when I got a little stuck. At bullet point 8 in that tutorial it shows this image, which is what I should be expecting when I build: However this isn't what I get when I build. I get this error message: Command /bin/sh failed with exit code 1 as well as the error message the unit test has created. Then, when I expand on the first error I get this: PhaseScriptExecution "Run Script" "build/3D Pool.build/Debug-iphonesimulator/LogicTests.build/Script-1A6BA6AE10F28F40008AC2A8.sh" cd "/Users/james/Desktop/FYP/3D Pool" setenv ACTION build setenv ALTERNATE_GROUP staff ... setenv XCODE_VERSION_MAJOR 0300 setenv XCODE_VERSION_MINOR 0320 setenv YACC /Developer/usr/bin/yacc /bin/sh -c "\"/Users/james/Desktop/FYP/3D Pool/build/3D Pool.build/Debug-iphonesimulator/LogicTests.build/Script-1A6BA6AE10F28F40008AC2A8.sh\"" /Developer/Tools/RunPlatformUnitTests.include:412: note: Started tests for architectures 'i386' /Developer/Tools/RunPlatformUnitTests.include:419: note: Running tests for architecture 'i386' (GC OFF) objc[12589]: GC: forcing GC OFF because OBJC_DISABLE_GC is set Test Suite '/Users/james/Desktop/FYP/3D Pool/build/Debug-iphonesimulator/LogicTests.octest(Tests)' started at 2010-01-04 21:05:06 +0000 Test Suite 'LogicTests' started at 2010-01-04 21:05:06 +0000 Test Case '-[LogicTests testFail]' started. /Users/james/Desktop/FYP/3D Pool/LogicTests.m:17: error: -[LogicTests testFail] : Must fail to succeed. Test Case '-[LogicTests testFail]' failed (0.000 seconds). Test Suite 'LogicTests' finished at 2010-01-04 21:05:06 +0000. Executed 1 test, with 1 failure (0 unexpected) in 0.000 (0.000) seconds Test Suite '/Users/james/Desktop/FYP/3D Pool/build/Debug-iphonesimulator/LogicTests.octest(Tests)' finished at 2010-01-04 21:05:06 +0000. Executed 1 test, with 1 failure (0 unexpected) in 0.000 (0.002) seconds /Developer/Tools/RunPlatformUnitTests.include:448: error: Failed tests for architecture 'i386' (GC OFF) /Developer/Tools/RunPlatformUnitTests.include:462: note: Completed tests for architectures 'i386' Command /bin/sh failed with exit code 1 Now this is very odd as it is running the tests (and succeeding as you can see my STFail firing) because if I add a different test which passes I get no errors, so the tests are working fine. But why am I getting this extra build fail? It may also be of note that when downloading solutions/templates which should work out the box, I get the same error. I'm guessing I've set something up wrong here but I've just followed a tutorial 100% correctly!! If anyone could help I'd be very grateful! Thanks EDIT: According to this blog, this post and a few other websites, I'm not the only one getting this problem. It has been like this since the release of xCode 3.2, assuming the apple dev center documents and tutorials etc are pre-3.2 as well. However some say its a known issue whereas others seem to think this was intentional. I for one would like both the extended console and in code messages, and I certainly do not like the "Command /bin/sh..." error and really think they would have documented such an update. Hopefully it will be fixed soon anyway. UPDATE: Here's confirmation it's something changed since the release of xCode 3.2.1. This image: is from my test build using 3.2.1. This one is from an older version (3.1.4): . (The project for both was unchanged).

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  • How to investigate if opencl is possible for an algorithm

    - by Marnix
    I have a heavy-duty algorithm in C# that takes two large Bitmaps of about 10000x5000 and performs photo and ray collision operations on a 3D model to map photos on the 3D model. I would like to know if it is possible to convert such an algorithm to OpenCL to optimize parallel operations during the algorithm. But before asking you to go into the details of the algorithm, I would like to know how I can investigate if my algorithm is convertible to OpenCL. I am not experienced in OpenCL and I would like to know if it is worth it to get into it and learn how it works. Are there things I have to look for that will definitely not work on the graphics card? (for-loops, recursion) Update: My algorithm goes something like: foreach photo split the photo in 64x64 blocks foreach block cast a ray from the camera to the 3D model foreach triangle in 3D model perform raycheck

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  • Implementing Unit Testing with the iPhone SDK

    - by ing0
    Hi, So I've followed this tutorial to setup unit testing on my app when I got a little stuck. At bullet point 8 in that tutorial it shows this image, which is what I should be expecting when I build: However this isn't what I get when I build. I get this error message: Command /bin/sh failed with exit code 1 as well as the error message the unit test has created. Then, when I expand on the first error I get this: PhaseScriptExecution "Run Script" "build/3D Pool.build/Debug-iphonesimulator/LogicTests.build/Script-1A6BA6AE10F28F40008AC2A8.sh" cd "/Users/james/Desktop/FYP/3D Pool" setenv ACTION build setenv ALTERNATE_GROUP staff ... setenv XCODE_VERSION_MAJOR 0300 setenv XCODE_VERSION_MINOR 0320 setenv YACC /Developer/usr/bin/yacc /bin/sh -c "\"/Users/james/Desktop/FYP/3D Pool/build/3D Pool.build/Debug-iphonesimulator/LogicTests.build/Script-1A6BA6AE10F28F40008AC2A8.sh\"" /Developer/Tools/RunPlatformUnitTests.include:412: note: Started tests for architectures 'i386' /Developer/Tools/RunPlatformUnitTests.include:419: note: Running tests for architecture 'i386' (GC OFF) objc[12589]: GC: forcing GC OFF because OBJC_DISABLE_GC is set Test Suite '/Users/james/Desktop/FYP/3D Pool/build/Debug-iphonesimulator/LogicTests.octest(Tests)' started at 2010-01-04 21:05:06 +0000 Test Suite 'LogicTests' started at 2010-01-04 21:05:06 +0000 Test Case '-[LogicTests testFail]' started. /Users/james/Desktop/FYP/3D Pool/LogicTests.m:17: error: -[LogicTests testFail] : Must fail to succeed. Test Case '-[LogicTests testFail]' failed (0.000 seconds). Test Suite 'LogicTests' finished at 2010-01-04 21:05:06 +0000. Executed 1 test, with 1 failure (0 unexpected) in 0.000 (0.000) seconds Test Suite '/Users/james/Desktop/FYP/3D Pool/build/Debug-iphonesimulator/LogicTests.octest(Tests)' finished at 2010-01-04 21:05:06 +0000. Executed 1 test, with 1 failure (0 unexpected) in 0.000 (0.002) seconds /Developer/Tools/RunPlatformUnitTests.include:448: error: Failed tests for architecture 'i386' (GC OFF) /Developer/Tools/RunPlatformUnitTests.include:462: note: Completed tests for architectures 'i386' Command /bin/sh failed with exit code 1 Now this is very odd as it is running the tests (and succeeding as you can see my STFail firing) because if I add a different test which passes I get no errors, so the tests are working fine. But why am I getting this extra build fail? It may also be of note that when downloading solutions/templates which should work out the box, I get the same error. I'm guessing I've set something up wrong here but I've just followed a tutorial 100% correctly!! If anyone could help I'd be very grateful! Thanks EDIT: According to this blog, this post and a few other websites, I'm not the only one getting this problem. It has been like this since the release of xCode 3.2, assuming the apple dev center documents and tutorials etc are pre-3.2 as well. However some say its a known issue whereas others seem to think this was intentional. I for one would like both the extended console and in code messages, and I certainly do not like the "Command /bin/sh..." error and really think they would have documented such an update. Hopefully it will be fixed soon anyway. UPDATE: Here's confirmation it's something changed since the release of xCode 3.2.1. This image: is from my test build using 3.2.1. This one is from an older version (3.1.4): . (The project for both was unchanged). Edit: Image URLS updated.

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  • Reading POST data from html form sent to serversocket.

    - by user32167
    i try to write simplest possible server app in Java, displaying html form with textarea input, which after submitting gives me possibility to parse xml typed in that textarea. For now i build simple serversocket based server like that: import java.io.BufferedReader; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; public class WebServer { protected void start() { ServerSocket s; String gets = ""; System.out.println("Start on port 80"); try { // create the main server socket s = new ServerSocket(80); } catch (Exception e) { System.out.println("Error: " + e); return; } System.out.println("Waiting for connection"); for (;;) { try { // wait for a connection Socket remote = s.accept(); // remote is now the connected socket System.out.println("Connection, sending data."); BufferedReader in = new BufferedReader(new InputStreamReader( remote.getInputStream())); PrintWriter out = new PrintWriter(remote.getOutputStream()); String str = "."; while (!str.equals("")) { str = in.readLine(); if (str.contains("GET")){ gets = str; break; } } out.println("HTTP/1.0 200 OK"); out.println("Content-Type: text/html"); out.println(""); // Send the HTML page String method = "get"; out.print("<html><form method="+method+">"); out.print("<textarea name=we></textarea></br>"); out.print("<input type=text name=a><input type=submit></form></html>"); out.println(gets); out.flush(); remote.close(); } catch (Exception e) { System.out.println("Error: " + e); } } } public static void main(String args[]) { WebServer ws = new WebServer(); ws.start(); } } After form (textarea with xml and one additional text input) is submitted in 'gets' String-type variable I have Urlencoded values of my variables (also displayed on the screen, it looks like that: gets = GET /?we=%3Cnetwork+ip_addr%3D%2210.0.0.0%2F8%22+save_ip%3D%22true%22%3E%0D%0A%3Csubnet+interf_used%3D%22200%22+name%3D%22lan1%22+%2F%3E%0D%0A%3Csubnet+interf_used%3D%22254%22+name%3D%22lan2%22+%2F%3E%0D%0A%3C%2Fnetwork%3E&a=fooBar HTTP/1.1 What can i do to change GET to POST method (if i simply change it in form and than put " if (str.contains("POST")){" it gives me string like gets = POST / HTTP/1.1 with no variables. And after that, how i can use xml from my textarea field (called 'we')?

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  • [java] reading POST data from html form sent to serversocket.

    - by user32167
    i try to write simplest possible server app in Java, displaying html form with textarea input, which after submitting gives me possibility to parse xml typed in thet textarea. For now i build simple serversocket based server like that: import java.io.BufferedReader; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; public class WebServer { protected void start() { ServerSocket s; String gets = ""; System.out.println("Start on port 80"); try { // create the main server socket s = new ServerSocket(80); } catch (Exception e) { System.out.println("Error: " + e); return; } System.out.println("Waiting for connection"); for (;;) { try { // wait for a connection Socket remote = s.accept(); // remote is now the connected socket System.out.println("Connection, sending data."); BufferedReader in = new BufferedReader(new InputStreamReader( remote.getInputStream())); PrintWriter out = new PrintWriter(remote.getOutputStream()); String str = "."; while (!str.equals("")) { str = in.readLine(); if (str.contains("GET")){ gets = str; break; } } out.println("HTTP/1.0 200 OK"); out.println("Content-Type: text/html"); out.println(""); // Send the HTML page String method = "get"; out.print("<html><form method="+method+">"); out.print("<textarea name=we></textarea></br>"); out.print("<input type=text name=a><input type=submit></form></html>"); out.println(gets); out.flush(); remote.close(); } catch (Exception e) { System.out.println("Error: " + e); } } } public static void main(String args[]) { WebServer ws = new WebServer(); ws.start(); } } After form (textarea with xml and one additional text input) is submitted in 'gets' String-type variable I have Urlencoded values of my variables (also displayed on the screen, it looks like that: gets = GET /?we=%3Cnetwork+ip_addr%3D%2210.0.0.0%2F8%22+save_ip%3D%22true%22%3E%0D%0A%3Csubnet+interf_used%3D%22200%22+name%3D%22lan1%22+%2F%3E%0D%0A%3Csubnet+interf_used%3D%22254%22+name%3D%22lan2%22+%2F%3E%0D%0A%3C%2Fnetwork%3E&a=fooBar HTTP/1.1 What can i do to change GET to POST method (if i simply change it in form and than put " if (str.contains("GET")){" it gives me string like gets = POST / HTTP/1.1 with no variables. And after that, how i can use xml from my textarea field (called 'we')?

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  • Best practice to hide/encrypt email adress in webpage

    - by Sebi
    I couldn't find a similar question, that's why here it is: Whats the best way to hide or encrypt an email link in a website, so that a crawler can't read it, but the user can nevertheless click it? I don't want to conufse the users by typing the email like this: john (at) mail.com or similar ways. (and i think this kind of links can nevertheless read by crawlers?) I also tried things like that: <script>// <![CDATA[eval(unescape('%76%61%72%20%73%3D%27%61%6D%6C%69%6F%74%72%3A%62%61%40%65%64%61%6E%6F%6C%2E%69%27%3B%76%61%72%20%72%3D%27%27%3B%66%6F%72%28%76%61%72%20%69%3D%30%3B%69%3C%73%2E%6C%65%6E%67%74%68%3B%69%2B%2B%2C%69%2B%2B%29%7B%72%3D%72%2B%73%2E%73%75%62%73%74%72%69%6E%67%28%69%2B%31%2C%69%2B%32%29%2B%73%2E%73%75%62%73%74%72%69%6E%67%28%69%2C%69%2B%31%29%7D%64%6F%63%75%6D%65%6E%74%2E%77%72%69%74%65%28%27%3C%61%20%68%72%65%66%3D%22%27%2B%72%2B%27%22%3E%4F%62%65%72%70%61%72%6C%65%69%74%65%72%3C%2F%61%3E%27%29%3B'))]]></script> but i heard this can also be read by crawler and it isn't really good practices are ther any common approaches?

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  • Tutoriel VBA/VB6 : Les extensions OpenGL en VBA et VB6, par Thierry Gasperment (Arkham46)

    Bonjour à tous! Voici un article sur la programmation des extensions OpenGL, en VB6/VBA Cet article décrit l'utilisation de quelques extensions fréquemment utilisées : - Les VBO (vertex buffer objects) pour améliorer les performances - Les textures 3D pour réaliser des textures continue sur un volume - Les shaders, largement utilisés pour programmer des effets graphiques Les exemples développés sont assez simples, mais ouvrent la porte à de nombreuses possibilités en 3D sous Visual Basic. Vous pouvez ajoutez vos commentaires sur cet articles à la suite de ce message.

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  • Can I still use unity 2d [duplicate]

    - by dragonloverlord
    This question already has an answer here: Is it possible to change Unity 3D to 2D and will I gain any performance boost after that? 3 answers I can not run unity 3d on my Chromebook but unity 2d in Ubuntu 12.04 works fine so is it possible to run unity low graphics mode on Ubuntu 14.04 as an alternative? If I can run low graphics mode as an alternative then how would I go about that? If I can not then what would be a good unity like alternative for Ubuntu 14.04?

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  • SO-Aware sessions in Dallas and Houston

    - by gsusx
    Our WCF Registry: SO-Aware keeps being evangelized throughout the world. This week Tellago Studios' Dwight Goins will be speaking at Microsoft events in Dallas and Houston ( https://msevents.microsoft.com/cui/EventDetail.aspx?culture=en-US&EventID=1032469800&IO=ycqB%2bGJQr78fJBMJTye1oA%3d%3d ) about WCF management best practices using SO-Aware . If you are in the area and passionate about WCF you should definitely swing by and give Dwight a hard time ;)...(read more)

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  • Graphics card recommendation for dual-HD output?

    - by Graham
    I'm going for a dual-HD monitor setup (HDMI or DVI output), running Ubuntu 11.10 64-bit with Unity 3D. What graphics card / video card should I get? Requirements: Dual-monitor output for DVI (mixed-resolution: 1920x1080 and 1920x1200) Or dual-HDMI output, if it works with Ubuntu Smooth desktop compositing and (Chrome) browser and IDE window rendering At least 60fps on fullscreen glxgears (1920x1200 resolution) Supported and non-buggy behaviour in Unity 3D/Compiz Not looking to play games Smooth fullscreen video playback (just because)

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • PlayCanvas, le moteur de jeux WebGL devient Open Source, le code disponible sous licence MIT

    PlayCanvas, le moteur de jeux WebGL passe Open Source PlayCanvas est l'un des premiers moteur de jeux en WebGL. Son développement a débuté il y a trois ans, au tout début de la bibliothèque 3D pour le Web, WebGL. Maintenant que WebGL est supporté partout, même sur Safari et iOS, l'utilisation de cette bibliothèque 3D et donc du moteur PlayCanvas devient une solution très intéressante. L'équipe de PlayCanvas a décidé de publier le code source du moteur que maintenant, car ce dernier est enfin...

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  • When does depth testing happen?

    - by Utkarsh Sinha
    I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems it doesn't. Maybe it's done before the pixel shader step? Or is depth testing only done when drawing 3D things (I'm using SpriteBatch)? Any links/articles/topics to read/search for would be appreciated.

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • How can I do Mouse Selection In OpenGL 3.0?

    - by NoobScratcher
    Hello I'm pretty good programmer I've made my own 2D games in SDL and made a gui in 3D using Old OpenGL and Modern OpenGL but.. I'm having problems with trying to click 3D models with opengl I have no idea what to do too be honest. Do I read the area that I've clicked? or what do I do? 100% shore this has been asked before but I just don't know what to do...?? using : OpenGL 3.0 WIN32 API C++

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  • Macbook Pro 2011 compatibility

    - by ldx
    Hi there, I'm planning to a buy a new 13" Macbook Pro, the one that was just released this week with the Thunderbolt port. The question is, has anyone given it a shot with Ubuntu (10.10 or 11.04 alpha)? I'd be especially interested whether temperature sensors/fan control, external displays via the displayport and 3D acceleration (for Compiz or some simple 3D games) via the integrated HD3000 GPU work without flaws. Thanks!

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