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  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

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  • ContentManager in XNA cant find any XML

    - by user36385
    Im making a game in XNA 4 and this is the first time I'm using the Content loader to initialize a simple class with a XML file, but no matter how many guide I follow, or how simple or complicated is my XML File the ContentManager cant find the file; the Debug keep telling me: "A first chance exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in Microsoft.Xna.Framework.dll". I'm really confuse because I can load SpriteFonts and Texture2D without a problem ... I create the following XML (the most basic Xna XML): <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="System.String">Hello</Asset> </XnaContent> and I try to load it in the LoadContent method in my main class like this: System.String hello = Content.Load<System.String>("NewXmlFile"); There is something I'm doing wrong? I really appreciate your help

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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  • Wifi hotspot to connect to Android using non-AP supported cards

    - by 3l4ng
    I'm running Ubuntu 13.10 64b on a Dell Inspiron N5010. My wireless device (found using lspci) is Broadcom Corporation BCM4313 802.11bgn Wireless Network Adapter (rev 01). I bought a new android phone and want to connect to Internet by using the laptop as a Wireless Access Point (ad-hoc doesn't work with Android). I tried following tutorials like the one at How to setup a wi-fi hotspot (access point mode)?. The relevant output from iw list was Supported interface modes: * IBSS * managed Running sudo hostapd /path/to/conf/file gave me (eth1 is the wireless, verified by iwconfig) Failed to create interface mon.eth1: -95 (Operation not supported) Could not set channel for kernel driver eth1: Unable to setup interface. Could not connect to kernel driver. I am able to use Connectify and Virtualrouter on Windows, and the phone works great. How do I get an access point running on Ubuntu? I'm open to other alternatives as well.

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • Skyrim Nexus Mods on Xbox 360 by use of dawnguard?

    - by user17895
    i think it's possible i opened up the dawnguard marketplace content and it consists 3 files: dawnguard.bsa < mod dawnguard.esp <- mod installing file. and spa.bin <-dont know where this is for. and it has been confirmed you can use the top 2 files on pc for a not fully functional dawnguard (barely functional to be exact) and if we could just replace or add a few other bsa and esp files to this marketplace content we could get mods up and running on xbox altough i need confirmation on this. I also have no clue where the spa.bin file for is, i need to examine it some further. Further this is adding a few non-distributed Files to marketplace content and wont get you booted from XBL. Also if anyone wants to examine these files for further information i will gladly share them with you. if you have any information or answers please email me at [email protected] thx

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  • How to store a shmup level?

    - by pek
    I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an enemy spawns in the level? Would it be based on time? Updates? Distance? Currently I do this based on "level time" (the amount of time the level is running - pausing doesn't update the time). Here is an example (the serialization was done by XNA): <?xml version="1.0" encoding="utf-8"?> <XnaContent xmlns:level="pekalicious.xanor.XanorContentShared.content.level"> <Asset Type="level:Level"> <Enemies> <Enemy> <EnemyType>data/enemies/smallenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>60</NumberOfSpawns> <SpawnOffset>PT0.2S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT20S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/boss1</EnemyType> <SpawnTime>PT30S</SpawnTime> <NumberOfSpawns>1</NumberOfSpawns> <SpawnOffset>PT0S</SpawnOffset> </Enemy> </Enemies> </Asset> </XnaContent> Each Enemy element is basically a wave of specific enemy types. The type is defined in EnemyType while SpawnTime is the "level time" this wave should appear. NumberOfSpawns and SpawnOffset is the number of enemies that will show up and the time it takes between each spawn respectively. This could be a good idea or there could be better ones out there. I'm not sure. I would like to see some opinions and ideas. I have two problems with this: spawning an enemy correctly and creating a level editor. The level editor thing is an entirely different problem (which I will probably post in the future :P). As for spawning correctly, the problem lies in the fact that I have a variable update time and so I need to make sure I don't miss an enemy spawn because the spawn offset is too small, or because the update took a little more time. I kinda fixed it for the most part, but it seems to me that the problem is with how I store the level. So, any ideas? Comments? Thank you in advance.

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • Visualization tools for physical simulations

    - by Nick
    I'm interested in starting some physics simulations and I'm getting hung up on the visualization side of things. I have lots of resources for reading how to implement the simulation itself but I'd rather not learn two things at once - the simulation part and a new complex visualization API. Are there any high-level visualization tools that are language independent? I understand that I'll have to learn some new code for visualization but I'd like to start at a high level, OpenGL is my long-term goal and not my prototype goal.

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  • How to create a fountain in UDK

    - by user36425
    I'm trying to make a fountain in my level in UDK, I made the base of the fountain by using a Cylinder build and now I'm trying to put water in it. I went to use the fluidSurfaceActor but I notice that this is square but my fountain is a cylinder. Is there a way that I can change the shape of the fluidSurfaceActor to fit the builder brush shape or is there another way to do this? Or is it hopeless and I have to make my fountain into a cube? Here is a link/picture to the screenprint of what I'm talking about:

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • How can I support objects larger than a single tile in a 2D tile engine?

    - by Yheeky
    I´m currently working on a 2D Engine containing an isometric tile map. It´s running quite well but I'm not sure if I´ve chosen the best approach for that kind of engine. To give you an idea what I´m thinking about right now, let's have a look at a basic object for a tile map and its objects: public class TileMap { public List<MapRow> Rows = new List<MapRow>(); public int MapWidth = 50; public int MapHeight = 50; } public class MapRow { public List<MapCell> Columns = new List<MapCell>(); } public class MapCell { public int TileID { get; set; } } Having those objects it's just possible to assign a tile to a single MapCell. What I want my engine to support is like having groups of MapCells since I would like to add objects to my tile map (e.g. a house with a size of 2x2 tiles). How should I do that? Should I edit my MapCell object that it may has a reference to other related tiles and how can I find an object while clicking on single MapCells? Or should I do another approach using a global container with all objects in it?

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • OpenGL: Attempt to allocate a texture to big for the current hardware

    - by AnonymousMan
    I'm getting the following error: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:320) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24) The image I'm trying to use is 128x128. System.out.println(GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)); I get: 32. 32??!! My graphics card is AMD Radeon HD 7970M with 2048 MB GDDR5 RAM, I can run all the latest games in 1080p and 60fps with no problem, and those textures sure as hell doesn't look like they are 32x32 pixels to me! How can I fix this? -- Edit: Here's the chaos code I use to init OpenGL: Display.setDisplayMode(new DisplayMode(500,500)); Display.create(); if (!GLContext.getCapabilities().OpenGL11) { throw new Exception("OpenGL 1.1 not supported."); } Display.setTitle("Game"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45, 1, 0.1f, 5000); Mouse.setGrabbed(true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_OFFSET_FILL); glShadeModel(GL_SMOOTH); Display is a LWJGL thing, it makes the OpenGL context and the window. Anyway, I don't think there's anything in the init code that can help me but you never know...

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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