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  • stdexcept On Android

    - by David R.
    I'm trying to compile SoundTouch on Android. I started with this configure line: ./configure CPPFLAGS="-I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/" LDFLAGS="-Wl,-rpath-link=/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -L/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -nostdlib -lc" --host=arm-eabi --enable-shared=yes CFLAGS="-nostdlib -O3 -mandroid" host_alias=arm-eabi --no-create --no-recursion Because the Android NDK targets ARM, I also had to change the Makefile to remove the -msse2 flags to progress. When I run 'make', I get: /bin/sh ../../libtool --tag=CXX --mode=compile arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c -o FIRFilter.lo FIRFilter.cpp libtool: compile: arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c FIRFilter.cpp -o FIRFilter.o FIRFilter.cpp:46:21: error: stdexcept: No such file or directory FIRFilter.cpp: In member function 'virtual void soundtouch::FIRFilter::setCoefficients(const soundtouch::SAMPLETYPE*, uint, uint)': FIRFilter.cpp:177: error: 'runtime_error' is not a member of 'std' FIRFilter.cpp: In static member function 'static void* soundtouch::FIRFilter::operator new(size_t)': FIRFilter.cpp:225: error: 'runtime_error' is not a member of 'std' make[2]: *** [FIRFilter.lo] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all-recursive] Error 1 This isn't very surprising, since the -nostdlib flag was required. Android seems to have neither stdexcept nor stdlib. How can I get past this block of compiling SoundTouch? At a guess, there may be some flag I don't know about that I should use. I could refactor the code not to use stdexcept. There may be a way to pull in the original stdexcept source and reference that. I might be able to link to a precompiled stdexcept library.

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  • Generating geometry when using VBO

    - by onedayitwillmake
    Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads. I am doing this by storing a STD::Vector, and removing the oldest verticies once enough exist, and then calling glDrawArrays. I am interested in switching to a shader based model, usually examples I see the VBO is generated at start and then that's basically it. What is the best route to go about creating geometry in real time, using shader / VBO approach

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • OpenGL Tessellation makes point

    - by urza57
    A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void main( void ) { vec4 position = gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * position; ecPosition = gl_ModelViewMatrix * position; ecNormal = normalize(gl_NormalMatrix * gl_Normal); } My tessellation control shader : layout(vertices = 3) out; out vec4 ecPosition3[]; in vec3 ecNormal[]; in vec4 ecPosition[]; out vec3 myNormal[]; void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; myNormal[gl_InvocationID] = ecNormal[gl_InvocationID]; ecPosition3[gl_InvocationID] = ecPosition[gl_InvocationID]; gl_TessLevelOuter[0] = float(4.0); gl_TessLevelOuter[1] = float(4.0); gl_TessLevelOuter[2] = float(4.0); gl_TessLevelInner[0] = float(4.0); } And my Tessellation Evaluation shader: layout(triangles, equal_spacing, ccw) in; in vec3 myNormal[]; in vec4 ecPosition3[]; out vec3 ecNormal; out vec4 ecPosition; void main() { float u = gl_TessCoord.x; float v = gl_TessCoord.y; float w = gl_TessCoord.z; vec3 position = vec4(gl_in[0].gl_Position.xyz * u + gl_in[1].gl_Position.xyz * v + gl_in[2].gl_Position.xyz * w ); vec3 position2 = vec4(ecPosition3[0].xyz * u + ecPosition3[1].xyz * v + ecPosition3[2].xyz * w ); vec3 normal = myNormal[0] * u + myNormal[1] * v + myNormal[2] * w ); ecNormal = normal; gl_Position = vec4(position, 1.0); ecPosition = vec4(position2, 1.0); } Thank you !

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  • How can I do Mouse Selection In OpenGL 3.0?

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

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • Who owns the intellectual property to Fragile Allegiance?

    - by analytik
    Fragile Allegiance was developed by Gremlin Interactive, which was later acquired by Infogrames (Atari). I couldn't find any details of the acquisition though. The only interesting thing I have found online is that the owner of the registered trademark Fragile Allegiance is Interplay, who published Fragile Allegiance. However, the only copyright note I've found was in one installation .ini file, claiming it for Gremlin. What are the common business practices when it comes to old, unused IPs? What do publishers/developers actually need to legally claim an intellectual property? Does anyone have an experience with contacting big publishers with copyright/IP inquiries? Related legal question.

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Open Source Errors on Apple Cruch

    - by BluFire
    I've been looking around and I finally got the full source code called Apple-Crunch from google code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since i couldn't figure out how to import the actual folder into my workspace(it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The Errors were still there so I looked at the class files and noticed that the classes with errors extended from 'RokonActivity'. I then proceeded to add to the libs folder the rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do i fix the errors without having to manually change the code? The source code should be fully functional so why is there errors?

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Pong Collision Help in C# w/ XNA

    - by Ramses Brown
    Edit: My goal is to have it function like this: Ball hits 1st Quarter = rebounds higher (aka Y++) Ball hits 2nd Quarter = rebounds higher (using random value) Ball hits 3rd Quarter = rebounds lower (using random value) Ball hits 4th Quarter = rebounds lower (aka Y--) I'm currently using Rectangle Collision for my collision detection, and it's worked. Now I wish to expand it. Instead of it simply detecting whether or not the paddle/ball intersect, I want to make it so that it can determine what section of the paddle gets hit. I wanted it in 4 parts, with each having a different reaction to impact. My first thought is to base it on the Ball's Y position compared to the Paddle's Y position. But since I want it in 4 parts, I don't know how to do that. So it's essentially be if (ball.Y > Paddle.Y) { PaddleSection1 == true; } Except modified so that instead of being top half/bottom half, it's 1st Quarter, etc.

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • Transforming a primitive tetrahedron into a primitive icosahedron?

    - by Djentleman
    I've created a tetrahedron by creating a BoundingBox and building the faces of the tetrahedron within the bounding box as follows (see image as well): VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[12]; BoundingBox box = new BoundingBox(new Vector3(-1f, 1f, 1f), new Vector3(1f, -1f, -1f)); vertices[0].Position = box.GetCorners()[0]; vertices[1].Position = box.GetCorners()[2]; vertices[2].Position = box.GetCorners()[7]; vertices[3].Position = box.GetCorners()[0]; vertices[4].Position = box.GetCorners()[5]; vertices[5].Position = box.GetCorners()[2]; vertices[6].Position = box.GetCorners()[5]; vertices[7].Position = box.GetCorners()[7]; vertices[8].Position = box.GetCorners()[2]; vertices[9].Position = box.GetCorners()[5]; vertices[10].Position = box.GetCorners()[0]; vertices[11].Position = box.GetCorners()[7]; What would I then have to do to transform this tetrahedron into an icosahedron? Similar to this image: I understand the concept but applying it is another thing entirely for me.

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • 2D object-aligned bounding-box intersection test

    - by AshleysBrain
    Hi all, I have two object-aligned bounding boxes (i.e. not axis aligned, they rotate with the object). I'd like to know if two object-aligned boxes overlap. (Edit: note - I'm using an axis-aligned bounding box test to quickly discard distant objects, so it doesn't matter if the quad routine is a little slower.) My boxes are stored as four x,y points. I've searched around for answers, but I can't make sense of the variable names and algorithms in examples to apply them to my particular case. Can someone help show me how this would be done, in a clear and simple way? Thanks. (The particular language isn't important, C-style pseudo code is OK.)

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  • Pathfinding in multi goal, multi agent environment

    - by Rohan Agrawal
    I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o o o . g . . o . . . . . . . o . . . . o . . . . o o o o a What would an appropriate algorithm for pathfinding in this environment? The only thing I can think of right now, is to Run a separate version of A* for each goal separately, but i don't think that's very efficient.

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • GoogleAppEngine : ClassNotFoundException : javax.jdo.metadata.ComponentMetadata

    - by James.Elsey
    I'm trying to deploy my application to a locally running GoogleAppEngine development server, but I'm getting the following stack trace when I start the server Apr 23, 2010 9:03:33 PM com.google.apphosting.utils.jetty.JettyLogger warn WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'clientDao' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Cannot resolve reference to bean 'entityManagerFactory' while setting bean property 'entityManagerFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'entityManagerFactory' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoClassDefFoundError: javax/jdo/metadata/ComponentMetadata: java.lang.ClassNotFoundException: javax.jdo.metadata.ComponentMetadata at java.net.URLClassLoader$1.run(URLClassLoader.java:217) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:319) at com.google.appengine.tools.development.IsolatedAppClassLoader.loadClass(IsolatedAppClassLoader.java:151) at java.lang.ClassLoader.loadClass(ClassLoader.java:264) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2009) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2007) at java.security.AccessController.doPrivileged(Native Method) at javax.jdo.JDOHelper.forName(JDOHelper.java:2006) at javax.jdo.JDOHelper.invokeGetPersistenceManagerFactoryOnImplementation(JDOHelper.java:1155) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:803) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:698) at org.datanucleus.jpa.EntityManagerFactoryImpl.initialisePMF(EntityManagerFactoryImpl.java:482) at org.datanucleus.jpa.EntityManagerFactoryImpl.<init>(EntityManagerFactoryImpl.java:255) at org.datanucleus.store.appengine.jpa.DatastoreEntityManagerFactory.<init>(DatastoreEntityManagerFactory.java:68) at org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider.createContainerEntityManagerFactory(DatastorePersistenceProvider.java:45) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1369) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1335) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:473) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveReference(BeanDefinitionValueResolver.java:269) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveValueIfNecessary(BeanDefinitionValueResolver.java:104) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyPropertyValues(AbstractAutowireCapableBeanFactory.java:1245) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1010) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:472) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:429) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:728) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:380) at org.springframework.web.context.ContextLoader.createWebApplicationContext(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler.java:530) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1218) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.jetty.Server.doStart(Server.java:217) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:181) at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:116) at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) The server is running at http://localhost:1234/ I'm a little confused over this, since I have the same application running locally on GlassFish/MySQL. All I have done is to swap in the relevant jar files, and change the persistence.xml. My applicationContext.xml looks as follows : <context:annotation-config/> <bean id="clientDao" class="com.jameselsey.salestracker.dao.jpa.JpaDaoClient"> <property name="entityManagerFactory" ref="entityManagerFactory"/> </bean> <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"/> <bean id="transactionManager" class="org.springframework.orm.jpa.JpaTransactionManager"> <property name="entityManagerFactory" ref="entityManagerFactory" /> </bean> <bean id="org.springframework.context.annotation.internalPersistenceAnnotationProcessor" class="com.jameselsey.salestracker.util.GaeFixInternalPersistenceAnnotationProcessor" /> <bean class="org.springframework.orm.jpa.support.PersistenceAnnotationBeanPostProcessor"/> <tx:annotation-driven/> <bean id="clientService" class="com.jameselsey.salestracker.service.ClientService"/> </beans> My JPA DAO looks like this public class JpaDao extends JpaDaoSupport { protected <T> List<T> findAll(Class<T> clazz) { return getJpaTemplate().find("select c from " + clazz.getName() + " c"); } protected <T> T findOne(String jpql, Map params) { List<T> results = getJpaTemplate().findByNamedParams(jpql, params); if(results.isEmpty()) { return null; } if(results.size() > 1) { throw new IncorrectResultSizeDataAccessException(1, results.size()); } return results.get(0); } } And an example implemented method looks like this : @Override public Client getClientById(Integer clientId) { String jpql = "SELECT c " + "FROM com.jameselsey.salestracker.domain.Client c " + "WHERE c.id = " + clientId; return (Client) getJpaTemplate().find(jpql).get(0); } Like I say, this works ok on Glassfish/MySQL, is it possible this error could be a red herring to something else?

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  • Animate from end frame of one animation to end frame of another Unity3d/C#

    - by Timothy Williams
    So I have two legacy FBX animations; Animation A and Animation B. What I'm looking to do is to be able to fade from A to B regardless of the current frame A is on. Using animation.CrossFade() will play A in reverse until it reaches frame 0, then play B forward. What I'm looking to do is blend from the current frame of A to the end frame of B. Probably via some sort of lerp between the facial position in A and the facial position in the last frame of B. Does anyone know how I might be able to accomplish this? Either via a built in function or potentially lerping of some sort?

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  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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