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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Unable to access jar. Why?

    - by SystemNetworks
    I was making a game in java and exported it as jar file. Then after that, I opeed jar splice. I added the libaries and exported jar. I added the natives then i made a main class. I created a fat jar and put it on my desktop. I'm using Mac OS X 10.8 Mountain Lion. When I put in the terminal, java -jar System Front.jar it says unable to access System Front.jar Even if i double click on the file, it doesen't show up! Help! I'm using slick. I added slick and lwjgl as libraries for the jar splice at the jars.

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Terrain sqaure loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or sqaure to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of uneccessary loading and unloading is done. Is there a general approach to this becuase I dont think games like skyrim have this issue? Cheers!

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • Collision Resolution

    - by CiscoIPPhone
    I know quite well how to check for collisions, but I don't know how to handle the collision in a good way. Simplified, if two objects collide I use some calculations to change the velocity direction. If I don't move the two objects they will still overlap and if the velocity is not big enough they will still collide after next update. This can cause objects to get stuck in each other. But what if I try to move the two objects so they do not overlap. This sounds like a good idea but I have realised that if there is more than two objects this becomes very complicated. What if I move the two objects and one of them collides with other objects so I have to move them too and they may collide with walls etc. I have a top down 2D game in mind but I don't think that has much to do with it. How are collisions usually handled? This question is asked on behalf of Wooh

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  • music for an arcade game?

    - by user717572
    I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer length tracks (about 2 minutes), but when this is over, it's going to be repeated anyway, just like when you'd select a new level, you'd have to listen to the same beginning of the song again. I can't put an hour of music in my application, so what would you recommend I'd do for the music?

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  • Multi Pass Blend

    - by Kirk Patrick
    I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send it for the second pass. In my example I want to draw to the R channel and then draw to the G channel and produce a simple Venn Diagram in the shader, but need to detect overlap. I can currently detect one or the other but not overlap. There are a red and green circle overlapping, and I want to put a dynamic texture map in the overlap region. I can currently put it in either or. Below is how it looks in the shader. -------------------------------- Texture2D shaderTexture; SamplerState SampleType; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex0 : TEXCOORD0; float2 tex1 : TEXCOORD1; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 main(PixelInputType input) : SV_TARGET { float4 textureColor0; float4 textureColor1; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor0 = shaderTexture.Sample(SampleType, input.tex0); textureColor1 = shaderTexture.Sample(SampleType, input.tex1); if (input.color[0]==1.0f && input.color[1]==1.0f) // Requires multi-pass textureColor0 = textureColor1; return textureColor0; } Here is the calling code (that needs to be modified) m_d3dContext->IASetVertexBuffers(0, 2, vbs, strides, offsets); m_d3dContext->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT,0); m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_d3dContext->IASetInputLayout(m_inputLayout.Get()); m_d3dContext->VSSetShader(m_vertexShader.Get(), nullptr, 0); m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); m_d3dContext->PSSetShader(m_pixelShader.Get(), nullptr, 0); m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf()); m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • Help with this optimization

    - by Milo
    Here is what I do: I have bitmaps which I draw into another bitmap. The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap. I also found the furthest extent and made the bitmap size 2 times the extent. So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400. Unfortunately this is a bit inefficient. If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size. I cannot seem to find a correct way to draw in the components correctly with a reduced size. I figure out the target bitmap size like this: float AvatarComposite::getFloatWidth(float& remainder) const { float widest = 0.0f; float widestNeg = 0.0f; for(size_t i = 0; i < m_components.size(); ++i) { if(m_components[i].getSprite() == NULL) { continue; } float w = m_components[i].getX() + ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); float wn = m_components[i].getX() - ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); if(w > widest) { widest = w; } if(wn > widest) { widest = wn; } if(w < widestNeg) { widestNeg = w; } if(wn < widestNeg) { widestNeg = wn; } } remainder = (2 * widest) - (widest - widestNeg); return widest - widestNeg; } And here is how I position and draw the bitmaps: int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale(); int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale(); int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2; int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2; cx -= m_remainderX * getWidthToFloat(); cy -= m_remainderY * getHeightToFloat(); int dx = cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2); int dy = cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2); g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f, m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy, dw,dh,0); I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off. Any insight would help. Thanks

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  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

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