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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Center directional light shadow to the cameras eye

    - by Caesar
    I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = XMLoadFloat3(&dir); XMVECTOR lightPos = radius * lightDir; XMVECTOR targetPos = XMLoadFloat3(&center); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(lightPos, targetPos, up); // This is the view // Transform bounding sphere to light space. XMFLOAT3 sphereCenterLS; XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, V)); // Ortho frustum in light space encloses scene. float l = sphereCenterLS.x - radius; float b = sphereCenterLS.y - radius; float n = sphereCenterLS.z - radius; float r = sphereCenterLS.x + radius; float t = sphereCenterLS.y + radius; float f = sphereCenterLS.z + radius; XMMATRIX P = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f); // This is the projection Which works prefect if the center of my scene is at 0.0, 0.0, 0.0. What I would like to do is move the center of the scene relative to the cameras position. How can I do that?

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  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • Documenting C# Library using GhostDoc and SandCastle

    - by sreejukg
    Documentation is an essential part of any IT project, especially when you are creating reusable components that will be used by other developers (such as class libraries). Without documentation re-using a class library is almost impossible. Just think of coding .net applications without MSDN documentation (Ooops I can’t think of it). Normally developers, who know the bits and pieces of their classes, see this as a boring work to write details again to generate the documentation. Also the amount of work to make this and manage it changes made the process of manual creation of Documentation impossible or tedious. So what is the effective solution? Let me divide this into two steps 1. Generate comments for your code while you are writing the code. 2. Create documentation file using these comments. Now I am going to examine these processes. Step 1: Generate XML Comments automatically Most of the developers write comments for their code. The best thing is that the comments will be entered during the development process. Additionally comments give a good reference to the code, make your code more manageable/readable. Later these comments can be converted into documentation, along with your source code by identifying properties and methods I found an add-in for visual studio, GhostDoc that automatically generates XML documentation comments for C#. The add-in is available in Visual Studio Gallery at MSDN. You can download this from the url http://visualstudiogallery.msdn.microsoft.com/en-us/46A20578-F0D5-4B1E-B55D-F001A6345748. I downloaded the free version from the above url. The free version suits my requirement. There is a professional version (you need to pay some $ for this) available that gives you some more features. I found the free version itself suits my requirements. The installation process is straight forward. A couple of clicks will do the work for you. The best thing with GhostDoc is that it supports multiple versions of visual studio such as 2005, 2008 and 2010. After Installing GhostDoc, when you start Visual studio, the GhostDoc configuration dialog will appear. The first screen asks you to assign a hot key, pressing this hotkey will enter the comment to your code file with the necessary structure required by GhostDoc. Click Assign to go to the next step where you configure the rules for generating the documentation from the code file. Click Create to start creating the rules. Click finish button to close this wizard. Now you performed the necessary configuration required by GhostDoc. Now In Visual Studio tools menu you can find the GhostDoc that gives you some options. Now let us examine how GhostDoc generate comments for a method. I have write the below code in my code behind file. public Char GetChar(string str, int pos) { return str[pos]; } Now I need to generate the comments for this function. Select the function and enter the hot key assigned during the configuration. GhostDoc will generate the comments as follows. /// <summary> /// Gets the char. /// </summary> /// <param name="str">The STR.</param> /// <param name="pos">The pos.</param> /// <returns></returns> public Char GetChar(string str, int pos) { return str[pos]; } So this is a very handy tool that helps developers writing comments easily. You can generate the xml documentation file separately while compiling the project. This will be done by the C# compiler. You can enable the xml documentation creation option (checkbox) under Project properties -> Build tab. Now when you compile, the xml file will created under the bin folder. Step 2: Generate the documentation from the XML file Now you have generated the xml file documentation. Sandcastle is the tool from Microsoft that generates MSDN style documentation from the compiler produced XML file. The project is available in codeplex http://sandcastle.codeplex.com/. Download and install Sandcastle to your computer. Sandcastle is a command line tool that doesn’t have a rich GUI. If you want to automate the documentation generation, definitely you will be using the command line tools. Since I want to generate the documentation from the xml file generated in the previous step, I was expecting a GUI where I can see the options. There is a GUI available for Sandcastle called Sandcastle Help File Builder. See the link to the project in codeplex. http://www.codeplex.com/wikipage?ProjectName=SHFB. You need to install Sandcastle and then the Sandcastle Help file builder. From here I assume that you have installed both sandcastle and Sandcastle help file builder successfully. Once you installed the help file builder, it will be available in your all programs list. Click on the Sandcastle Help File Builder GUI, will launch application. First you need to create a project. Click on File -> New project The New project dialog will appear. Choose a folder to store your project file and give a name for your documentation project. Click the save button. Now you will see your project properties. Now from the Project explorer, right click on the Documentation Sources, Click on the Add Documentation Source link. A documentation source is a file such as an assembly or a Visual Studio solution or project from which information will be extracted to produce API documentation. From the Add Documentation source dialog, I have selected the XML file generated by my project. Once you add the xml file to the project, you will see the dll file automatically added by the help file builder. Now click on the build button. Now the application will generate the help file. The Build window gives to the result of each steps. Once the process completed successfully, you will have the following output in the build window. Now navigate to your Help Project (I have selected the folder My Documents\Documentation), inside help folder, you can find the chm file. Open the chm file will give you MSDN like documentation. Documentation is an important part of development life cycle. Sandcastle with GhostDoc make this process easier so that developers can implement the documentation in the projects with simple to use steps.

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  • Change CSS EMs to Percentage Automatically.

    - by Zachary Brown
    I cheated on a small site I was working on and used a site builder (Web Dwarf by Virtual Mechanics) to save time. I didn't realize it at the time, but this builder specifies the width, height and positions using CSS EMs. Is there an automated tool out there that will read through the CSS and convert each EM to a percentage so it will display correctly on wide screens as well? Any help would be great! Thanks. Here is the CSS: http://pastebin.de/14055

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  • QAliber

    - by csharp-source.net
    QAliber includes 2 projects: a Visual Studio plug-in and Test Builder + Runner as execute framework. Visual Studio plug-in help writing automatic tests over GUI with control browser and record/play capabilities (but not only, since this project incorporate into development solution API testing is easy to do) The Test Builder is a framework for creating a scenario by simply drag and drop of created building blocks. It already provide big repository of test blocks performing most tasks without coding.

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • What is Rainbow (not the CMS)

    - by Jeremy Thompson
    I was reading this excellent blog article regarding speeding up the badge page and in the last comment the author @waffles (a.k.a Sam Saffron) mentions these tools: dapper and a bunch of custom helpers like rainbow, sql builder etc Dapper and sql builder was easy to look up but rainbow keeps pointing me to a CMS, can someone please point me to the real source? Thanks. Obviously the architecture of these [SE] sites is uber cool and ultra fast so no comments on that thanks.

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  • Using a Website Maker

    A website builder can give you a website faster, more successful and easier. Creating a website through easy-to-use builder will give you more time to promote your business and the service that you want consumers to use and see.

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  • Using a Website Maker

    A website builder can give you a website faster, more successful and easier. Creating a website through easy-to-use builder will give you more time to promote your business and the service that you want consumers to use and see.

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  • Why has the accessor methods from the JavaBean specification become the standard for Java development?

    - by Dakotah North
    The JavaBeans Specification describes a JavaBean as A Java Bean is a reusable software component that can be manipulated visually in a builder tool Since the majority of the lines of code that are written seem to have nothing to do with being manipulated visually in a builder tool, why has the JavaBean specification been the "way" to write object oriented code? I would like to forgo the traditional getter/setter in favor of Fluent Interfaces all throughout the code, not just in builders but fear doing so since this is traditionally not the way way object oriented code is written in Java.

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  • Protobuf design patterns

    - by Monster Truck
    I am evaluating Google Protocol Buffers for a Java based service (but am expecting language agnostic patterns). I have two questions: The first is a broad general question: What patterns are we seeing people use? Said patterns being related to class organization (e.g., messages per .proto file, packaging, and distribution) and message definition (e.g., repeated fields vs. repeated encapsulated fields*) etc. There is very little information of this sort on the Google Protobuf Help pages and public blogs while there is a ton of information for established protocols such as XML. I also have specific questions over the following two different patterns: Represent messages in .proto files, package them as a separate jar, and ship it to target consumers of the service --which is basically the default approach I guess. Do the same but also include hand crafted wrappers (not sub-classes!) around each message that implement a contract supporting at least these two methods (T is the wrapper class, V is the message class (using generics but simplified syntax for brevity): public V toProtobufMessage() { V.Builder builder = V.newBuilder(); for (Item item : getItemList()) { builder.addItem(item); } return builder.setAmountPayable(getAmountPayable()). setShippingAddress(getShippingAddress()). build(); } public static T fromProtobufMessage(V message_) { return new T(message_.getShippingAddress(), message_.getItemList(), message_.getAmountPayable()); } One advantage I see with (2) is that I can hide away the complexities introduced by V.newBuilder().addField().build() and add some meaningful methods such as isOpenForTrade() or isAddressInFreeDeliveryZone() etc. in my wrappers. The second advantage I see with (2) is that my clients deal with immutable objects (something I can enforce in the wrapper class). One disadvantage I see with (2) is that I duplicate code and have to sync up my wrapper classes with .proto files. Does anyone have better techniques or further critiques on any of the two approaches? *By encapsulating a repeated field I mean messages such as this one: message ItemList { repeated item = 1; } message CustomerInvoice { required ShippingAddress address = 1; required ItemList = 2; required double amountPayable = 3; } instead of messages such as this one: message CustomerInvoice { required ShippingAddress address = 1; repeated Item item = 2; required double amountPayable = 3; } I like the latter but am happy to hear arguments against it.

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  • Why am I getting ClassNotFoundExpection when I have properly imported said class and am looking at it in its directory?

    - by Strider
    This is my Javac compiling statement: javac -cp "C:\java\code\j3D\j3dcore.jar;C:\java\code\j3D\j3dutils.jar;C:\java\code\j3D\vecmath.jar" Simple.java compiles with no problems. The three jar files (j3dcore, j3dutils, and vecmath) are the essential jar's for my program (or at least I am led to believe according to this official tutorial on J3D For the record I ripped this code almost line from line from this pdf file. jar files are correctly located in referenced locations When I run my Simple program, (java Simple) I am greeted with Exception in thread "main" java.lang.NoClassDefFoundError: javax/media/j3d/Cavas3d Caused by: java.lang.ClassNotFoundExpection: javax.media.j3d.Canvas3D Currently I am staring directly at this Canvas3D.class that is located within j3dcore.jar\javax\media\j3d\ wtfisthis.jpg Here is the source code: //First java3D Program import java.applet.Applet; import java.awt.BorderLayout; import java.awt.Frame; import java.awt.event.*; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.universe.*; import com.sun.j3d.utils.geometry.ColorCube; import javax.media.j3d.*; import javax.vecmath.*; import java.awt.GraphicsConfiguration; public class Simple extends Applet { public Simple() { setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D canvas3D = new Canvas3D(config); add("Center", canvas3D); BranchGroup scene = createSceneGraph(); scene.compile(); // SimpleUniverse is a Convenience Utility class SimpleUniverse simpleU = new SimpleUniverse(canvas3D); // This moves the ViewPlatform back a bit so the // objects in the scene can be viewed. simpleU.getViewingPlatform().setNominalViewingTransform(); simpleU.addBranchGraph(scene); } // end of HelloJava3Da (constructor) public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a simple shape leaf node, add it to the scene graph. // ColorCube is a Convenience Utility class objRoot.addChild(new ColorCube(0.4)); return objRoot; } public static void main(String args[]){ Simple world = new Simple(); } }` Did I import correctly? Did I incorrectly reference my jar files in my Javac statement? If I clearly see Canvas3D within its correct directory why cant java find it? The first folder in both j3dcore.jar and vecmath.jar is "javax". Is the compiler getting confused? If the compiler is getting confused how do I specify where to find that exact class when referencing it within my source code?

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Upgrading Redmine, activerecord-mysql2-adapter not recognized

    - by David Kaczynski
    For upgrading Redmine from 1.0.1 to 2.1.2, I need to execute the command: rake db:migrate RAILS_ENV=production However, doing so produces the following error: rake aborted! Please install the mysql2 adapter: gem install activerecord-mysql2-adapter (mysql2 is not part of the bundle. Add it to Gemfile.) I have ran gem install activerecord-mysql2-adapter, but I still get the same error when I try to run the rake ... command. How do I get my RoR app to recognize that I have the mysql2 adapter installed already? or Is there something wrong with my activerecord-mysql2-adapter installation? Results of sudo bundle install: Using rake (10.0.0) Using i18n (0.6.1) Using multi_json (1.3.7) Using activesupport (3.2.8) Using builder (3.0.0) Using activemodel (3.2.8) Using erubis (2.7.0) Using journey (1.0.4) Using rack (1.4.1) Using rack-cache (1.2) Using rack-test (0.6.2) Using hike (1.2.1) Using tilt (1.3.3) Using sprockets (2.1.3) Using actionpack (3.2.8) Using mime-types (1.19) Using polyglot (0.3.3) Using treetop (1.4.12) Using mail (2.4.4) Using actionmailer (3.2.8) Using arel (3.0.2) Using tzinfo (0.3.35) Using activerecord (3.2.8) Using activeresource (3.2.8) Using coderay (1.0.8) Using fastercsv (1.5.5) Using rack-ssl (1.3.2) Using json (1.7.5) Using rdoc (3.12) Using thor (0.16.0) Using railties (3.2.8) Using jquery-rails (2.0.3) Using metaclass (0.0.1) Using mocha (0.12.3) Using mysql (2.8.1) Using net-ldap (0.3.1) Using pg (0.14.1) Using ruby-openid (2.1.8) Using rack-openid (1.3.1) Using bundler (1.2.1) Using rails (3.2.8) Using rmagick (2.13.1) Using shoulda (2.11.3) Using sqlite3 (1.3.6) Using yard (0.8.3) [32mYour bundle is complete! Use `bundle show [gemname]` to see where a bundled gem is installed.[0m Results of sudo find / -name "*mysql2*": /var/lib/gems/1.8/doc/mysql2-0.3.11 /var/lib/gems/1.8/doc/activerecord-3.2.9/ri/ActiveRecord/Base/mysql2_connection-c.ri /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3 /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3/ri/ActiveRecord/Base/em_mysql2_connection-c.ri /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3/ri/ActiveRecord/Base/mysql2_connection-c.ri /var/lib/gems/1.8/gems/mysql2-0.3.11 /var/lib/gems/1.8/gems/mysql2-0.3.11/spec/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/mysql2.gemspec /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2.rb /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2/mysql2.so /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2.so /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.c /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.h /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.o /var/lib/gems/1.8/gems/activerecord-3.2.9/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3 /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/activerecord-mysql2-adapter.gemspec /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/arel/engines/sql/compilers/mysql2_compiler.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/activerecord-mysql2-adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/activerecord-mysql2-adapter /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/active_record/connection_adapters/em_mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-3.2.8/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/cache/mysql2-0.3.11.gem /var/lib/gems/1.8/cache/activerecord-mysql2-adapter-0.0.3.gem /var/lib/gems/1.8/specifications/activerecord-mysql2-adapter-0.0.3.gemspec /var/lib/gems/1.8/specifications/mysql2-0.3.11.gemspec Contents of /usr/share/redmine/Gemfile: source 'http://rubygems.org' gem 'rails', '3.2.8' gem "jquery-rails", "~> 2.0.2" gem "i18n", "~> 0.6.0" gem "coderay", "~> 1.0.6" gem "fastercsv", "~> 1.5.0", :platforms => [:mri_18, :mingw_18, :jruby] gem "builder", "3.0.0" # Optional gem for LDAP authentication group :ldap do gem "net-ldap", "~> 0.3.1" end # Optional gem for OpenID authentication group :openid do gem "ruby-openid", "~> 2.1.4", :require => "openid" gem "rack-openid" end # Optional gem for exporting the gantt to a PNG file, not supported with jruby platforms :mri, :mingw do group :rmagick do # RMagick 2 supports ruby 1.9 # RMagick 1 would be fine for ruby 1.8 but Bundler does not support # different requirements for the same gem on different platforms gem "rmagick", ">= 2.0.0" end end # Database gems platforms :mri, :mingw do group :postgresql do gem "pg", ">= 0.11.0" end group :sqlite do gem "sqlite3" end end platforms :mri_18, :mingw_18 do group :mysql do gem "mysql" end end platforms :mri_19, :mingw_19 do group :mysql do gem "mysql2", "~> 0.3.11" end end platforms :jruby do gem "jruby-openssl" group :mysql do gem "activerecord-jdbcmysql-adapter" end group :postgresql do gem "activerecord-jdbcpostgresql-adapter" end group :sqlite do gem "activerecord-jdbcsqlite3-adapter" end end group :development do gem "rdoc", ">= 2.4.2" gem "yard" end group :test do gem "shoulda", "~> 2.11" # Shoulda does not work nice on Ruby 1.9.3 and seems to need test-unit explicitely. gem "test-unit", :platforms => [:mri_19] gem "mocha", "0.12.3" end local_gemfile = File.join(File.dirname(__FILE__), "Gemfile.local") if File.exists?(local_gemfile) puts "Loading Gemfile.local ..." if $DEBUG # `ruby -d` or `bundle -v` instance_eval File.read(local_gemfile) end # Load plugins' Gemfiles Dir.glob File.expand_path("../plugins/*/Gemfile", __FILE__) do |file| puts "Loading #{file} ..." if $DEBUG # `ruby -d` or `bundle -v` instance_eval File.read(file) end Contents of /usr/share/redmine/Gemfile.lock: GEM remote: http://rubygems.org/ specs: actionmailer (3.2.8) actionpack (= 3.2.8) mail (~> 2.4.4) actionpack (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) builder (~> 3.0.0) erubis (~> 2.7.0) journey (~> 1.0.4) rack (~> 1.4.0) rack-cache (~> 1.2) rack-test (~> 0.6.1) sprockets (~> 2.1.3) activemodel (3.2.8) activesupport (= 3.2.8) builder (~> 3.0.0) activerecord (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) arel (~> 3.0.2) tzinfo (~> 0.3.29) activeresource (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) activesupport (3.2.8) i18n (~> 0.6) multi_json (~> 1.0) arel (3.0.2) builder (3.0.0) coderay (1.0.8) erubis (2.7.0) fastercsv (1.5.5) hike (1.2.1) i18n (0.6.1) journey (1.0.4) jquery-rails (2.0.3) railties (>= 3.1.0, < 5.0) thor (~> 0.14) json (1.7.5) mail (2.4.4) i18n (>= 0.4.0) mime-types (~> 1.16) treetop (~> 1.4.8) metaclass (0.0.1) mime-types (1.19) mocha (0.12.3) metaclass (~> 0.0.1) multi_json (1.3.7) mysql (2.8.1) mysql2 (0.3.11) net-ldap (0.3.1) pg (0.14.1) polyglot (0.3.3) rack (1.4.1) rack-cache (1.2) rack (>= 0.4) rack-openid (1.3.1) rack (>= 1.1.0) ruby-openid (>= 2.1.8) rack-ssl (1.3.2) rack rack-test (0.6.2) rack (>= 1.0) rails (3.2.8) actionmailer (= 3.2.8) actionpack (= 3.2.8) activerecord (= 3.2.8) activeresource (= 3.2.8) activesupport (= 3.2.8) bundler (~> 1.0) railties (= 3.2.8) railties (3.2.8) actionpack (= 3.2.8) activesupport (= 3.2.8) rack-ssl (~> 1.3.2) rake (>= 0.8.7) rdoc (~> 3.4) thor (>= 0.14.6, < 2.0) rake (10.0.0) rdoc (3.12) json (~> 1.4) rmagick (2.13.1) ruby-openid (2.1.8) shoulda (2.11.3) sprockets (2.1.3) hike (~> 1.2) rack (~> 1.0) tilt (~> 1.1, != 1.3.0) sqlite3 (1.3.6) test-unit (2.5.2) thor (0.16.0) tilt (1.3.3) treetop (1.4.12) polyglot polyglot (>= 0.3.1) tzinfo (0.3.35) yard (0.8.3) PLATFORMS ruby DEPENDENCIES activerecord-jdbcmysql-adapter activerecord-jdbcpostgresql-adapter activerecord-jdbcsqlite3-adapter builder (= 3.0.0) coderay (~> 1.0.6) fastercsv (~> 1.5.0) i18n (~> 0.6.0) jquery-rails (~> 2.0.2) jruby-openssl mocha (= 0.12.3) mysql mysql2 (~> 0.3.11) net-ldap (~> 0.3.1) pg (>= 0.11.0) rack-openid rails (= 3.2.8) rdoc (>= 2.4.2) rmagick (>= 2.0.0) ruby-openid (~> 2.1.4) shoulda (~> 2.11) sqlite3 test-unit yard Results of gem list: actionmailer (3.2.9, 3.2.8) actionpack (3.2.9, 3.2.8) activemodel (3.2.9, 3.2.8) activerecord (3.2.9, 3.2.8) activerecord-mysql2-adapter (0.0.3) activeresource (3.2.9, 3.2.8) activesupport (3.2.9, 3.2.8) arel (3.0.2) builder (3.0.0) bundler (1.2.1) coderay (1.0.8) erubis (2.7.0) fastercsv (1.5.5) hike (1.2.1) i18n (0.6.1) journey (1.0.4) jquery-rails (2.0.3) json (1.7.5) mail (2.4.4) metaclass (0.0.1) mime-types (1.19) mocha (0.12.3) multi_json (1.3.7) mysql (2.8.1) mysql2 (0.3.11) net-ldap (0.3.1) pg (0.14.1) polyglot (0.3.3) rack (1.4.1) rack-cache (1.2) rack-openid (1.3.1) rack-ssl (1.3.2) rack-test (0.6.2) rails (3.2.9, 3.2.8) railties (3.2.9, 3.2.8) rake (10.0.0) rdoc (3.12) rmagick (2.13.1) ruby-openid (2.1.8) shoulda (2.11.3) sprockets (2.2.1, 2.1.3) sqlite3 (1.3.6) thor (0.16.0) tilt (1.3.3) treetop (1.4.12) tzinfo (0.3.35) yard (0.8.3) Results of 'bundle show`: Gems included by the bundle: * actionmailer (3.2.8) * actionpack (3.2.8) * activemodel (3.2.8) * activerecord (3.2.8) * activeresource (3.2.8) * activesupport (3.2.8) * arel (3.0.2) * builder (3.0.0) * bundler (1.2.1) * coderay (1.0.8) * erubis (2.7.0) * fastercsv (1.5.5) * hike (1.2.1) * i18n (0.6.1) * journey (1.0.4) * jquery-rails (2.0.3) * json (1.7.5) * mail (2.4.4) * metaclass (0.0.1) * mime-types (1.19) * mocha (0.12.3) * multi_json (1.3.7) * mysql (2.8.1) * net-ldap (0.3.1) * pg (0.14.1) * polyglot (0.3.3) * rack (1.4.1) * rack-cache (1.2) * rack-openid (1.3.1) * rack-ssl (1.3.2) * rack-test (0.6.2) * rails (3.2.8) * railties (3.2.8) * rake (10.0.0) * rdoc (3.12) * rmagick (2.13.1) * ruby-openid (2.1.8) * shoulda (2.11.3) * sprockets (2.1.3) * sqlite3 (1.3.6) * thor (0.16.0) * tilt (1.3.3) * treetop (1.4.12) * tzinfo (0.3.35) * yard (0.8.3)

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  • QT: trouble with qobject_cast

    - by weevilo
    I have derived QGraphicsItem and QGraphicsScene classes. I want the items to be able to call scene() and get a derviedGraphicsItem * instead of a QGraphicsItem *, so I reimplemented QGraphicsScene::itemAt to return a derived pointer. DerivedItem* DerivedScene::itemAt( const QPointF &position, const QTransform &dt ) const { return qobject_cast< DerivedItem * >( QGraphicsScene::itemAt(position, dt) ); } I get the following error (Qt 4.6, GCC 4.4.3 on Ubuntut 10.4) scene.cpp: In member function ‘DerivedItem* DerivedScene::itemAt(qreal, qreal, const QTransform&) const’: scene.cpp:28: error: no matching function for call to ‘qobject_cast(QGraphicsItem*)’ I then noticed QGraphicsItem doesn't inherit QObject, so I made my derived QGraphicsItem class have multiple inheritance from QObject and QGraphicsItem, and after adding the Q_OBJECT macro and rebuilding the project I get the same error. Am I going about this the wrong way? I know it's supposed to be bad design to try to cast a parent class as a child, but in this case it seems like what I want, since my derived item class has new functionality and its objects need a way to call that new functionality on items around themselves, and asking the items scene object with itemAt() seems like the best way - but I need itemAt() to return a pointer of the right type. I can get around this by having the derived items cast the QGraphicsItem * returned by QGraphicsScene::itemAt() using dynamic_cast, but I don't really understand why that works and not qobject_cast, or the benefits or disadvantages to using dynamic_cast vs. qobject_cast.

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  • RubyQT QGraphicsview scale images to fit window

    - by shadowskill
    I'm trying to make an image scale inside of a QGraphicsView and having zero success. I did find this C++ question with what seemed to be the same problem:http://stackoverflow.com/questions/2489754/qgraphicsview-scrolling-and-image-scaling-cropping I borrowed the approach of overriding the drawback/foreground. However when I run the script I'm greeted with a method_missing error: method_missing: undefined method drawPixmap for #<Qt::Painter:0x7ff11eb9b088> QPaintDevice: Cannot destroy paint device that is being painted What should I be doing to get the QGraphicsView to behave the way I want? class Imageview < Qt::GraphicsView attr_reader :pixmap def initialize(parent=nil) # @parent=parent super() @pixmap=pixmap Qt::MetaObject.connectSlotsByName(self) end def loadimage(pixmap) @pixmap=pixmap end def drawForeground(painter, rect) #size=event.size() #item= self.items()[0] #Qt::GraphicsPixmapItem.new #pixmap=@pixmap #painter=Qt::Painter.new [email protected](Qt::Size.new(rect.width,rect.height),Qt::KeepAspectRatio, Qt::SmoothTransformation) # painter.begin(self) painter.drawPixmap(rect,sized,Qt::Rect.new(0.0, 0.0, sized.width,sized.height)) #painter.end() # item.setPixmap(sized) #painter.end self.centerOn(1.0,1.0) #item.scale() # item.setTransformationMode(Qt::FastTransformation) # self.fitInView(item) end def updateSceneRect painter=Qt::Painter.new() drawForeground(painter,self.sceneRect) end end app=Qt::Application.new(ARGV) #grview=Imageview.new pic=Qt::Pixmap.new('pic') grview=Imageview.new() grview.loadimage(pic) scene=Qt::GraphicsScene.new #scene.addPixmap(pic) grview.setScene(scene) #grview.fitInView(scene) grview.renderHint=Qt::Painter::Antialiasing | Qt::Painter::SmoothPixmapTransform grview.backgroundBrush = Qt::Brush.new(Qt::Color.new(230, 200, 167)) grview.show app.exec

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