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  • The most efficient method of drawing multiple quads in OpenGL

    - by CPatton
    I'm not very keen with OpenGL and I was wondering if someone could give me some insight on this. I'm a 'seasoned' programmer, I've read the redbook about VBOs and the like, but I was wondering from a more experienced person about the best/most efficient way of achieving this. I've been producing this 2d tile-based game engine to be used in several projects. I have a class called "ScreenObject" which is mainly composed of a Dictionary<Point, Tile> The Point key is to show where to render the Tile on the screen, and the Tile contains one or more textures to be drawn at that point. This ScreenObject is where the tiles will be modified, deleted, added, etc.. My original method of drawing the tiles in the testing I've done was to iterate through the ScreenObject and draw each quad at each location separately. From what I've read, this is a massive waste of resources. It wasn't horribly slow in the testing, but after I've completed the animation classes and effect classes, I'm sure it would be extremely slow. And one last thing, if you wouldn't mind.. As I said before, the Tile class can contain multiple textures to be drawn at the Point location on the screen. I recognize possibly two options for me here. Either add a quad at that location for each texture to be drawn, or, somehow.. use a multiple texture for the same quad (if it's possible). Even if each tile contained one texture only, that would be 64 quads to be drawn on the screen. Most of the tiles will contain 2-5 textures, so the number of total quads would increase dramatically with this method. Would it be feasible to add a quad for each new texture, or am I ignoring a better way to do this? Just need some help understanding this if you don't mind :) I've tried to be as concise as possible, and I'd greatly appreciate any responses.. and even some criticism. Programming is often a learning process and one who develops seems to never stops learning. Thanks for your time.

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  • Display arbitrary size 2d image in opengl

    - by Martin Beckett
    I need to display 2d images in opengl using textures. The image dimensions are not necessarily powers of 2. I thought of creating a larger texture and restricting the display to the part I was using but the image data will be shared with openCV so I don't want to copy data a pixel at a time into a larger texture. EDIT - it turns out that even the simplest Intel on board graphics under Windows supports none-power-of-2 textures.

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  • How to load photoshop action with JavaScript?

    - by Elena
    Hello! How do I load photoshop's action using its javascript scripting language? Mostly curious in this action steps: Add Noise Distribution: gaussian Percent: 2% With Monochromatic Texturizer Texture Type: Canvas Scaling: 100 Relief: 3 Without Invert Texture Light Direction: Top Left

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  • OpenGL Video RAM Limits

    - by Tamir
    I have been trying to make a Cross-platform 2D Online Game, and my maps are made of tiles. My tileset, which I render the tiles from, is quite huge. I wanted to know how can I disable hardware rendering, or at least making it more capable. Hence, I wanted to know what are the basic limits of the video ram, as far as I know, Direct3D has a texture size limits (by that I don't mean the power-of-two texture sizes).

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  • What's the best way to refactor this Rails controller?

    - by Robert DiNicolas
    I'd like some advice on how to best refactor this controller. The controller builds a page of zones and modules. Page has_many zones, zone has_many modules. So zones are just a cluster of modules wrapped in a container. The problem I'm having is that some modules may have some specific queries that I don't want executed on every page, so I've had to add conditions. The conditions just test if the module is on the page, if it is the query is executed. One of the problems with this is if I add a hundred special module queries, the controller has to iterate through each one. I think I would like to see these module condition moved out of the controller as well as all the additional custom actions. I can keep everything in this one controller, but I plan to have many apps using this controller so it could get messy. class PagesController < ApplicationController # GET /pages/1 # GET /pages/1.xml # Show is the main page rendering action, page routes are aliased in routes.rb def show #-+-+-+-+-Core Page Queries-+-+-+-+- @page = Page.find(params[:id]) @zones = @page.zones.find(:all, :order => 'zones.list_order ASC') @mods = @page.mods.find(:all) @columns = Page.columns # restful params to influence page rendering, see routes.rb @fragment = params[:fragment] # render single module @cluster = params[:cluster] # render single zone @head = params[:head] # render html, body and head #-+-+-+-+-Page Level Json Conversions-+-+-+-+- @metas = @page.metas ? ActiveSupport::JSON.decode(@page.metas) : nil @javascripts = @page.javascripts ? ActiveSupport::JSON.decode(@page.javascripts) : nil #-+-+-+-+-Module Specific Queries-+-+-+-+- # would like to refactor this process @mods.each do |mod| # Reps Module Custom Queries if mod.name == "reps" @reps = User.find(:all, :joins => :roles, :conditions => { :roles => { :name => 'rep' } }) end # Listing-poc Module Custom Queries if mod.name == "listing-poc" limit = params[:limit].to_i < 1 ? 10 : params[:limit] PropertyEntry.update_from_listing(mod.service_url) @properties = PropertyEntry.all(:limit => limit, :order => "city desc") end # Talents-index Module Custom Queries if mod.name == "talents-index" @talent = params[:type] @reps = User.find(:all, :joins => :talents, :conditions => { :talents => { :name => @talent } }) end end respond_to do |format| format.html # show.html.erb format.xml { render :xml => @page.to_xml( :include => { :zones => { :include => :mods } } ) } format.json { render :json => @page.to_json } format.css # show.css.erb, CSS dependency manager template end end # for property listing ajax request def update_properties limit = params[:limit].to_i < 1 ? 10 : params[:limit] offset = params[:offset] @properties = PropertyEntry.all(:limit => limit, :offset => offset, :order => "city desc") #render :nothing => true end end So imagine a site with a hundred modules and scores of additional controller actions. I think most would agree that it would be much cleaner if I could move that code out and refactor it to behave more like a configuration.

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  • Request Multiple Maya Floating Server Licenses for extra Satellite clients

    - by Rob
    Hello all: I am currently setting up a 'render farm' for Maya 2008 Unlimited. One Maya workstation license comes with the ability to render on eight satellite nodes. It works perfect, the remote rendering works like a charm. However, we have additional boxes to set up as satellite rendering nodes, and we have extra Maya workstation licenses. Ideally, the workstation can take two licenses and thus render on 16 nodes, but I haven't been able to figure it out, or determine if it is actually possible. It's a big project, where rendering the entire thing is in the scope of weeks, so the speed up would be worth it. Any thoughts?

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  • Connection between Properties of Entities in Data Oriented Design

    - by sharethis
    I want to start with an example illustrating my question. The following way it is done in the most games. class car { vec3 position; vec3 rotation; mesh model; imge texture; void move(); // modify position and rotation void draw(); // use model, texture, ... }; vector<car> cars; for(auto i = cars.begin(); i != cars.end(); ++i) { i->move(); i->draw(); } Data oriented design means to process the same calculation on the hole batch of data at once. This way it takes more advantage out of the processor cache. struct movedata { vec3 position; vec3 rotation; }; struct drawdata { mesh model; imge texture; }; vector<movedata> movedatas; vector<drawdata> drawdatas; for(auto i = movedatas.begin(); i != movedatas.end(); ++i) { // modify position and rotation } for(auto i = drawdatas.begin(); i != drawdatas.end(); ++i) { // use model, texture, ... } But there comes a point where you need to find other properties according to an entity. For example if the car crashes, I do not need the drawdata and the movedata any more. So I need to delete the entries of this entity in all vectors. The entries are not linked by code. So my question is the following. How are properties of the same entity conceptually linked in a data oriented design?

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  • How can I make three partials into just one in rails where the :collection is the same?

    - by Angela
    I have three partials that I'd like to consolidate into one. They share the same collection, but each gets passed its own :local variable. Those variables are used for specific Models, so as a result, I have three different calls to the partial and three different partials. Here's the repetitive code: <% for email in campaign.emails %> <h4><%= link_to email.title, email %> <%= email.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_email", :collection => @contacts, :locals => {:email => email} %> <% end %> Calls in this Campaign: <% for call in campaign.calls %> <h4><%= link_to call.title, call %> <%= call.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_call", :collection => @contacts, :locals => {:call => call} %> <% end %> Letters in this Campaign: <% for letter in campaign.letters %> <h4><%= link_to letter.title, letter %> <%= letter.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_letter", :collection => @contacts, :locals => {:letter => letter} %> <% end %> An example of one of the partials is as follows: < div id="contact_email_partial"> <% if from_today(contact_email, email.days) < 0 %> <% if show_status(contact_email, email) == 'no status'%> <p> <%= full_name(contact_email) %> <% unless contact_email.statuses.empty?%> (<%= contact_email.statuses.find(:last).status%>) <% end %> is <%= from_today(contact_email,email.days).abs%> days overdue: <%= do_event(contact_email, email) %> <%= link_to_remote "Skip Email Remote", :url => skip_contact_email_url(contact_email,email), :update => "update-area-#{contact_email.id}-#{email.id}" %> <span id='update-area-<%="#{contact_email.id}-#{email.id}"%>'> </span> <% end %> <% end %> </div>

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  • ASP.NET MVC Paging/Sorting/Filtering using the MVCContrib Grid and Pager

    - by rajbk
    This post walks you through creating a UI for paging, sorting and filtering a list of data items. It makes use of the excellent MVCContrib Grid and Pager Html UI helpers. A sample project is attached at the bottom. Our UI will eventually look like this. The application will make use of the Northwind database. The top portion of the page has a filter area region. The filter region is enclosed in a form tag. The select lists are wired up with jQuery to auto post back the form. The page has a pager region at the top and bottom of the product list. The product list has a link to display more details about a given product. The column headings are clickable for sorting and an icon shows the sort direction. Strongly Typed View Models The views are written to expect strongly typed objects. We suffix these strongly typed objects with ViewModel since they are designed specifically for passing data down to the view.  The following listing shows the ProductViewModel. This class will be used to hold information about a Product. We use attributes to specify if the property should be hidden and what its heading in the table should be. This metadata will be used by the MvcContrib Grid to render the table. Some of the properties are hidden from the UI ([ScaffoldColumn(false)) but are needed because we will be using those for filtering when writing our LINQ query. public ActionResult Index( string productName, int? supplierID, int? categoryID, GridSortOptions gridSortOptions, int? page) {   var productList = productRepository.GetProductsProjected();   // Set default sort column if (string.IsNullOrWhiteSpace(gridSortOptions.Column)) { gridSortOptions.Column = "ProductID"; }   // Filter on SupplierID if (supplierID.HasValue) { productList = productList.Where(a => a.SupplierID == supplierID); }   // Filter on CategoryID if (categoryID.HasValue) { productList = productList.Where(a => a.CategoryID == categoryID); }   // Filter on ProductName if (!string.IsNullOrWhiteSpace(productName)) { productList = productList.Where(a => a.ProductName.Contains(productName)); }   // Create all filter data and set current values if any // These values will be used to set the state of the select list and textbox // by sending it back to the view. var productFilterViewModel = new ProductFilterViewModel(); productFilterViewModel.SelectedCategoryID = categoryID ?? -1; productFilterViewModel.SelectedSupplierID = supplierID ?? -1; productFilterViewModel.Fill();   // Order and page the product list var productPagedList = productList .OrderBy(gridSortOptions.Column, gridSortOptions.Direction) .AsPagination(page ?? 1, 10);     var productListContainer = new ProductListContainerViewModel { ProductPagedList = productPagedList, ProductFilterViewModel = productFilterViewModel, GridSortOptions = gridSortOptions };   return View(productListContainer); } The following diagram shows the rest of the key ViewModels in our design. We have a container class called ProductListContainerViewModel which has nested classes. The ProductPagedList is of type IPagination<ProductViewModel>. The MvcContrib expects the IPagination<T> interface to determine the page number and page size of the collection we are working with. You convert any IEnumerable<T> into an IPagination<T> by calling the AsPagination extension method in the MvcContrib library. It also creates a paged set of type ProductViewModel. The ProductFilterViewModel class will hold information about the different select lists and the ProductName being searched on. It will also hold state of any previously selected item in the lists and the previous search criteria (you will recall that this type of state information was stored in Viewstate when working with WebForms). With MVC there is no state storage and so all state has to be fetched and passed back to the view. The GridSortOptions is a type defined in the MvcContrib library and is used by the Grid to determine the current column being sorted on and the current sort direction. The following shows the view and partial views used to render our UI. The Index view expects a type ProductListContainerViewModel which we described earlier. <%Html.RenderPartial("SearchFilters", Model.ProductFilterViewModel); %> <% Html.RenderPartial("Pager", Model.ProductPagedList); %> <% Html.RenderPartial("SearchResults", Model); %> <% Html.RenderPartial("Pager", Model.ProductPagedList); %> The View contains a partial view “SearchFilters” and passes it the ProductViewFilterContainer. The SearchFilter uses this Model to render all the search lists and textbox. The partial view “Pager” uses the ProductPageList which implements the interface IPagination. The “Pager” view contains the MvcContrib Pager helper used to render the paging information. This view is repeated twice since we want the pager UI to be available at the top and bottom of the product list. The Pager partial view is located in the Shared directory so that it can be reused across Views. The partial view “SearchResults” uses the ProductListContainer model. This partial view contains the MvcContrib Grid which needs both the ProdctPagedList and GridSortOptions to render itself. The Controller Action An example of a request like this: /Products?productName=test&supplierId=29&categoryId=4. The application receives this GET request and maps it to the Index method of the ProductController. Within the action we create an IQueryable<ProductViewModel> by calling the GetProductsProjected() method. /// <summary> /// This method takes in a filter list, paging/sort options and applies /// them to an IQueryable of type ProductViewModel /// </summary> /// <returns> /// The return object is a container that holds the sorted/paged list, /// state for the fiters and state about the current sorted column /// </returns> public ActionResult Index( string productName, int? supplierID, int? categoryID, GridSortOptions gridSortOptions, int? page) {   var productList = productRepository.GetProductsProjected();   // Set default sort column if (string.IsNullOrWhiteSpace(gridSortOptions.Column)) { gridSortOptions.Column = "ProductID"; }   // Filter on SupplierID if (supplierID.HasValue) { productList.Where(a => a.SupplierID == supplierID); }   // Filter on CategoryID if (categoryID.HasValue) { productList = productList.Where(a => a.CategoryID == categoryID); }   // Filter on ProductName if (!string.IsNullOrWhiteSpace(productName)) { productList = productList.Where(a => a.ProductName.Contains(productName)); }   // Create all filter data and set current values if any // These values will be used to set the state of the select list and textbox // by sending it back to the view. var productFilterViewModel = new ProductFilterViewModel(); productFilterViewModel.SelectedCategoryID = categoryID ?? -1; productFilterViewModel.SelectedSupplierID = supplierID ?? -1; productFilterViewModel.Fill();   // Order and page the product list var productPagedList = productList .OrderBy(gridSortOptions.Column, gridSortOptions.Direction) .AsPagination(page ?? 1, 10);     var productListContainer = new ProductListContainerViewModel { ProductPagedList = productPagedList, ProductFilterViewModel = productFilterViewModel, GridSortOptions = gridSortOptions };   return View(productListContainer); } The supplier, category and productname filters are applied to this IQueryable if any are present in the request. The ProductPagedList class is created by applying a sort order and calling the AsPagination method. Finally the ProductListContainerViewModel class is created and returned to the view. You have seen how to use strongly typed views with the MvcContrib Grid and Pager to render a clean lightweight UI with strongly typed views. You also saw how to use partial views to get data from the strongly typed model passed to it from the parent view. The code also shows you how to use jQuery to auto post back. The sample is attached below. Don’t forget to change your connection string to point to the server containing the Northwind database. NorthwindSales_MvcContrib.zip My name is Kobayashi. I work for Keyser Soze.

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  • Calling Web Service Functions Asynchronously from a Web Page

    - by SGWellens
    Over on the Asp.Net forums where I moderate, a user had a problem calling a Web Service from a web page asynchronously. I tried his code on my machine and was able to reproduce the problem. I was able to solve his problem, but only after taking the long scenic route through some of the more perplexing nuances of Web Services and Proxies. Here is the fascinating story of that journey. Start with a simple Web Service     public class Service1 : System.Web.Services.WebService    {        [WebMethod]        public string HelloWorld()        {            // sleep 10 seconds            System.Threading.Thread.Sleep(10 * 1000);            return "Hello World";        }    } The 10 second delay is added to make calling an asynchronous function more apparent. If you don't call the function asynchronously, it takes about 10 seconds for the page to be rendered back to the client. If the call is made from a Windows Forms application, the application freezes for about 10 seconds. Add the web service to a web site. Right-click the project and select "Add Web Reference…" Next, create a web page to call the Web Service. Note: An asp.net web page that calls an 'Async' method must have the Async property set to true in the page's header: <%@ Page Language="C#"          AutoEventWireup="true"          CodeFile="Default.aspx.cs"          Inherits="_Default"           Async='true'  %> Here is the code to create the Web Service proxy and connect the event handler. Shrewdly, we make the proxy object a member of the Page class so it remains instantiated between the various events. public partial class _Default : System.Web.UI.Page {    localhost.Service1 MyService;  // web service proxy     // ---- Page_Load ---------------------------------     protected void Page_Load(object sender, EventArgs e)    {        MyService = new localhost.Service1();        MyService.HelloWorldCompleted += EventHandler;          } Here is the code to invoke the web service and handle the event:     // ---- Async and EventHandler (delayed render) --------------------------     protected void ButtonHelloWorldAsync_Click(object sender, EventArgs e)    {        // blocks        ODS("Pre HelloWorldAsync...");        MyService.HelloWorldAsync();        ODS("Post HelloWorldAsync");    }    public void EventHandler(object sender, localhost.HelloWorldCompletedEventArgs e)    {        ODS("EventHandler");        ODS("    " + e.Result);    }     // ---- ODS ------------------------------------------------    //    // Helper function: Output Debug String     public static void ODS(string Msg)    {        String Out = String.Format("{0}  {1}", DateTime.Now.ToString("hh:mm:ss.ff"), Msg);        System.Diagnostics.Debug.WriteLine(Out);    } I added a utility function I use a lot: ODS (Output Debug String). Rather than include the library it is part of, I included it in the source file to keep this example simple. Fire up the project, open up a debug output window, press the button and we get this in the debug output window: 11:29:37.94 Pre HelloWorldAsync... 11:29:37.94 Post HelloWorldAsync 11:29:48.94 EventHandler 11:29:48.94 Hello World   Sweet. The asynchronous call was made and returned immediately. About 10 seconds later, the event handler fires and we get the result. Perfect….right? Not so fast cowboy. Watch the browser during the call: What the heck? The page is waiting for 10 seconds. Even though the asynchronous call returned immediately, Asp.Net is waiting for the event to fire before it renders the page. This is NOT what we wanted. I experimented with several techniques to work around this issue. Some may erroneously describe my behavior as 'hacking' but, since no ingesting of Twinkies was involved, I do not believe hacking is the appropriate term. If you examine the proxy that was automatically created, you will find a synchronous call to HelloWorld along with an additional set of methods to make asynchronous calls. I tried the other asynchronous method supplied in the proxy:     // ---- Begin and CallBack ----------------------------------     protected void ButtonBeginHelloWorld_Click(object sender, EventArgs e)    {        ODS("Pre BeginHelloWorld...");        MyService.BeginHelloWorld(AsyncCallback, null);        ODS("Post BeginHelloWorld");    }    public void AsyncCallback(IAsyncResult ar)    {        String Result = MyService.EndHelloWorld(ar);         ODS("AsyncCallback");        ODS("    " + Result);    } The BeginHelloWorld function in the proxy requires a callback function as a parameter. I tested it and the debug output window looked like this: 04:40:58.57 Pre BeginHelloWorld... 04:40:58.57 Post BeginHelloWorld 04:41:08.58 AsyncCallback 04:41:08.58 Hello World It works the same as before except for one critical difference: The page rendered immediately after the function call. I was worried the page object would be disposed after rendering the page but the system was smart enough to keep the page object in memory to handle the callback. Both techniques have a use: Delayed Render: Say you want to verify a credit card, look up shipping costs and confirm if an item is in stock. You could have three web service calls running in parallel and not render the page until all were finished. Nice. You can send information back to the client as part of the rendered page when all the services are finished. Immediate Render: Say you just want to start a service running and return to the client. You can do that too. However, the page gets sent to the client before the service has finished running so you will not be able to update parts of the page when the service finishes running. Summary: YourFunctionAsync() and an EventHandler will not render the page until the handler fires. BeginYourFunction() and a CallBack function will render the page as soon as possible. I found all this to be quite interesting and did a lot of searching and researching for documentation on this subject….but there isn't a lot out there. The biggest clues are the parameters that can be sent to the WSDL.exe program: http://msdn.microsoft.com/en-us/library/7h3ystb6(VS.100).aspx Two parameters are oldAsync and newAsync. OldAsync will create the Begin/End functions; newAsync will create the Async/Event functions. Caveat: I haven't tried this but it was stated in this article. I'll leave confirming this as an exercise for the student J. Included Code: I'm including the complete test project I created to verify the findings. The project was created with VS 2008 SP1. There is a solution file with 3 projects, the 3 projects are: Web Service Asp.Net Application Windows Forms Application To decide which program runs, you right-click a project and select "Set as Startup Project". I created and played with the Windows Forms application to see if it would reveal any secrets. I found that in the Windows Forms application, the generated proxy did NOT include the Begin/Callback functions. Those functions are only generated for Asp.Net pages. Probably for the reasons discussed earlier. Maybe those Microsoft boys and girls know what they are doing. I hope someone finds this useful. Steve Wellens

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  • SonicFileFinder 2.2 Released

    - by WeigeltRo
    My colleague Jens Schaller has released a new version of his free Visual Studio add-in SonicFileFinder, adding support for Visual Studio 2010. Announcement on his blog Download on the SonicFileFinder website As far as I can tell, there are no new features compared to version 2.1, but good to know that this add-in is now available for VS2010. For those who a wondering what SonicFileFinder is about: SonicFileFinder implements a command for searching and opening files in a Visual Studio solution, which is very nice especially in large projects. This may sound familiar to users of JetBrain’s ReSharper, which has a “Go To File” feature. But in my opinion SonicFileFinder does a better job overall: While ReSharper (4.5) does a prefix search by default, SonicFileFinder searches for any occurrence of the entered text inside a file name. In a long list of file names (e.g. all starting with “Page…”), this allows me to focus on the part that makes the difference (e.g. “Render” in PageRenderBuffer.cs). In ReSharper I would have to type “*Render*”, which can be shortened to “*Render” (which isn’t even correct). Note that SonicFileFinder does support wildcards, of course.   SonicFileFinder remembers the last input (and thus the last result list) without a noticeable delay of the popup. If I want to search for something different, I can type right away, so this behavior doesn’t slow me down. But where it really shines is when I’m not even sure what file exactly I was looking for – I open one file, notice that it’s not the one I want, re-open the pop-up dialog and now I can choose another one from the result list without re-entering the search text. SonicFileFinder allows me to open multiple files at one (nice for service interfaces and implementations). SonicFileFinder lets me open either a Windows Explorer or Command Line window in the directory containing a specific file.

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  • Creando controles personalizados para asp.net

    - by jaullo
    Si bien es cierto que asp.net contiene muchos controles que nos facilitan la vida, en muchas ocasiones requerimos funcionalidades adicionales. Una de las opciones es recurrir a la creación de controles personalizados. Este será el Primero de varios post que dedicare a mostrar como crear algunos controles personalizados utilizando elementos sumamente sencillos y faciles de entender. Para ello utilizaremos unicamente los regularexpressionvalidator y unas cuantas expresiones regulares. Para este ejemplo extenderemos la funcionalidad de un textbox para que valide números de tarjetas de crédito. Nuestro textbox deberá verificar que existan 16 números, en grupos de 4, separados por un - Entonces, creamos un nuevo proyecto de tipo control de servidor asp.net Primeramente importamos los espacios de nombres Imports System.ComponentModel Imports System.Web Imports System.Web.UI.WebControls Imports System.Web.UI   Segundo creamos nuestra clase Public Class TextboxCreditCardNumber end class Ahora,  le decimos a nuestra clase que vamos a heredar de textbox Public Class TextboxCreditCardNumber           Inherits TextBox end class Una vez que tenemos esto, nuestra base de programación esta lista, asi que vamos a codificar nuestra nueva funcionalidad Declaramos nuestra variables y una propiedad pública que contendrá el mensaje de error que debe ser devuelto al usuario, esta será publica para que pueda ser personalizada.    Private req As New RegularExpressionValidator     Private mstrmensaje As String = "Número de Tarjeta Invalido"     Public Property MensajeError() As String         Get             Return mstrmensaje         End Get         Set(ByVal value As String)             mstrmensaje = value         End Set     End Property   Ahora definimos el metodo OnInit de nuestro control, en el cual asignaremos las propiedad e inicializaremos nuestras funciones    Protected Overrides Sub OnInit(ByVal e As System.EventArgs)         req.ControlToValidate = MyBase.ID         req.ErrorMessage = mstrmensaje         req.Display = ValidatorDisplay.Dynamic         req.ValidationExpression = "^(\d{4}-){3}\d{4}$|^(\d{4} ){3}\d{4}$|^\d{16}$"         Controls.Add(New LiteralControl("&nbsp;"))         Controls.Add(req)         MyBase.OnInit(e)     End Sub   Y por último, definimos el evento render (que es el encarado de dibujar nuestro control) Protected Overrides Sub Render(ByVal writer As System.Web.UI.HtmlTextWriter)         MyBase.Render(writer)         req.RenderControl(writer)     End Sub   Lo unico que nos queda ahora es compilar nuestra clase y añadir nuestro nuevo control al ToolBox de Controles para que pueda ser utilizado.

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • How to blend multiple normal maps?

    - by János Turánszki
    I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a rendertarget which is cleared with the color (127,127,255,255). This color means that there is no distortion whatsoever. Then I want to render some images like this one onto it: If I draw one somewhere on the screen, then it looks correct because it blends in seamlessly with the background (which is the same color that appears on the edges of this image). If I draw another one on top of it then it will no longer be a seamless transition. For this I created a blendstate in directX 11 that keeps the maximum of two colors, so it is now a seamless transition, but this way, the colors lower than 127 (0.5f normalized) will not contribute. I am not making a simulation and the effect looks quite convincing and nice for a game, but in my spare time I am thinking how I could achieve a nicer or a more correct effect with a blend state, maybe averaging the colors somehow? I I did it with a shader, I would add the colors and then I would normalize them, but I need to combine arbitrary number of images onto a rendertarget. This is my blend state now which blends them seamlessly but not correctly: D3D11_BLEND_DESC bd; bd.RenderTarget[0].BlendEnable=true; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].RenderTargetWriteMask = 0x0f; Is there any way of improving upon this? (PS. I considered rendering each one with a separate shader incementally on top of each other but that would consume a lot of render targets which is unacceptable)

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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