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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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  • Solving 2D Collision Detection Issues with Relative Velocities

    - by Jengerer
    Imagine you have a situation where two objects are moving parallel to one-another and are both within range to collide with a static wall, like this: A common method used in dynamic collision detection is to loop through all objects in arbitrary order, solve for pair-wise collision detection using relative velocities, and then move the object to the nearest collision, if any. However, in this case, if the red object is checked first against the blue one, it would see that the relative velocity to the blue object is -20 m/s (and would thereby not collide this time frame). Then it would see that the red object would collide with the static wall, and the solution would be: And the red object passes through the blue one. So it appears to be a matter of choosing the right order in which you check collisions; but how can you determine which order is correct? How can this passing through of objects be avoided? Is ignoring relative velocity and considering every object as static during pair-wise checks a better idea for this reason?

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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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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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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • Align tetrahedrons

    - by thedeadlybutter
    I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on implementing a tetra hedron grid. I tried playing around with the vertices until I realized I need to adjust position & rotation. Any ideas? EDIT: To be clear, the second image was manually placed objects in the Unity Editor. I'm looking to make an algorithm that places the meshes correctly.

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  • How to define type-specific scripts when using a 'type object' programming pattern?

    - by Erik
    I am in the process of creating a game engine written in C++, using the C/C++ SQLite interface to achieve a 'type object' pattern. The process is largely similar to what is outlined here (Thank you Bob Nystrom for the great resource!). I have a generally defined Entity class that when a new object is created, data is taken from a SQLite database and then is pushed back into a pointer vector, which is then iterated through, calling update() for each object. All the ints, floats, strings are loaded in fine, but the script() member of Entity is proving an issue. It's not much fun having a bunch of stationary objects laying around my gameworld. The only solutions I've come up with so far are: Create a monolithic EntityScript class with member functions encompassing all game AI and then calling the corresponding script when iterating through the Entity vector. (Not ideal) Create bindings between C++ and a scripting language. This would seem to get the job done, but it feels like implementing this (given the potential memory overhead) and learning a new language is overkill for a small team (2-3 people) that know the entirety of the existing game engine. Can you suggest any possible alternatives? My ideal situation would be that to add content to the game, one would simply add a script file to the appropriate directory and append the SQLite database with all the object data. All that is required is to have a variety of integers and floats passed between both the engine and the script file.

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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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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  • Good resources for 2.5D and rendering walls, floors, and sprites

    - by Aidan Mueller
    I'm curious as to how games like Prelude of the chambered handle graphics. If you play for a bit you will see what I mean. It made me wonder how it works. (it is open-source so you can get the source on This page) I did find a few tutorials but I couldn't undertand some of the stuff but it did help with some things. However, I don't like doing things I don't understand. Does anyone know of any good sites for this kind of 2.5D? Any help is appreciated. After all I've been googling all day. Thanks :)

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  • Convience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later

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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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  • 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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  • 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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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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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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  • Unity Frustum Culling Issue

    - by N0xus
    I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a stereoscopic effect). To help with alignment in the CAVE I've implemented an off center projection class. This class simply tells the camera what its top left, bottom left & bottom right corners are. From here, it creates a new projection matrix showing the the player the left and right of their world. However, inside Unity's editor, the camera is still facing forwards and, as a result the culling inside Unity isn't rendering half of the image that appears on the left and right screens. Does anyone know of a way to to either turn off the culling in Unity, or find a way to fix the projection matrix issue?

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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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  • 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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  • How to correctly export UV coordinates from Blender

    - by KlashnikovKid
    Alright, so I'm just now getting around to texturing some assets. After much trial and error I feel I'm pretty good at UV unwrapping now and my work looks good in Blender. However, either I'm using the UV data incorrectly (I really doubt it) or Blender doesn't seem to export the correct UV coordinates into the obj file because the texture is mapped differently in my game engine. And in Blender I've played with the texture panel and it's mapping options and have noticed it doesn't appear to affect the exported obj file's uv coordinates. So I guess my question is, is there something I need to do prior to exporting in order to bake the correct UV coordinates into the obj file? Or something else that needs to be done to massage the texture coordinates for sampling. Or any thoughts at all of what could be going wrong? (Also here is a screen shot of my diffused texture in blender and the game engine. As you can see in the image, I have the same problem with a simple test cube not getting correct uv's either) http://www.digitalinception.net/blenderSS.png http://www.digitalinception.net/gameSS.png

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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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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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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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  • 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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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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