Search Results

Search found 37616 results on 1505 pages for 'model driven development'.

Page 544/1505 | < Previous Page | 540 541 542 543 544 545 546 547 548 549 550 551  | Next Page >

  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

    Read the article

  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

    Read the article

  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

    Read the article

  • How can I get six Xbox controllers to provide input to an HTML5 game?

    - by Daniel X Moore
    I'm creating a six player HTML 5 game designed to be played locally (Red Ice). I've previous set up handling 7 Wiimotes using something along the lines of Joy2Key to map each input for each player to a separate keyboard key, but Wiimotes are pretty hard on the hands for these types of games and not very ergonomic so I thought I'd try and get Xbox controller support. I don't believe that any simple key mapping solution will work due to the nature of the directional stick. My inclination is that this will require a browser plugin and if so I'd prefer to write the plugin for Google Chrome. How do I create a Chrome browser plugin to handle multiple Xbox controllers or is there some other way? Please do not answer this question saying it can't be done, because it absolutely can. EDIT: I don't believe any keymapping/mouse simulating solution will work unless it can reliably distinguish six axis of inputs, one per player.

    Read the article

  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

    Read the article

  • Unity Particle System collision detection problem

    - by Krav
    I'm using Unity 3.5.5f3 wich has the Shuriken particle system. I've made a blood particle system based on Unity's demos. (Exploding paint [Blood]) The blood is flowing and when it collides with a Plane Transform wich I've created a small pool of blood spawns as a Collision Sub Emitter. My main problem is that when I want to add another object to collide it just doesn't want to work. When I create a cube, and set it as a collision plane the collision will only occur at the half of the cube. I want this to happen: When it reaches the cube's surface the sub emmiter activates, and when the surface is horizontal it appears horizontally, and if it's vertical then vertically. Now it just appears horizontally everytime like in the picture. How could I solve it?

    Read the article

  • Including slick2d or slick-util in maven build?

    - by BotskoNet
    I'm converting a project to lwjgl and trying to use slick-util as well. There's no slick-util maven repo anywhere (nor slick2d itself anymore). I've included local dependancies before using <dependency> <groupId>org.newdawn</groupId> <artifactId>slick</artifactId> <version>237</version> <scope>system</scope> <systemPath>${project.basedir}/lib/slick-util.jar</systemPath> </dependency> The maven package process runs without issue, but when I try to run the jar, it errors out with a ClassNotFoundException. There's no mention of slick-util in the manifest and I can't find out how to make my game load that jar properly. Side question: how do I ensure when I distribute my applications, the game properly installs these libraries?

    Read the article

  • Why is my Simplex Noise appearing in four columns?

    - by Joe the Person
    I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The following code is used to produce the image's color date: private Color[,] GetSimplex() { Color[,] colors = new Color[800, 600]; float scale = colors.GetLength(0); for (int x = 0; x < 800; x++) { for (int y = 0; y < 600; y++) { byte noise = (byte)(Noise.Generate(x / scale, y / scale) * 255); colors[x, y] = new Color(noise, noise, noise); } } return colors; }

    Read the article

  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

    Read the article

  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

    Read the article

  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

    Read the article

  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

    Read the article

  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

    Read the article

  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

    Read the article

  • How many vertices are needed to draw reasonably good-looking terrain?

    - by bobbaluba
    I have some pretty expensive code in my terrain vertex shader, and I am trying to figure out if it will still be fast enough. I haven't yet developed a level-of-detail system for my terrain rendering, but I can easily benchmark my code by just drawing mock triangles. My problem is, how do I know how many vertices to test with? Are there for example rendering engines that will tell me how many terrain vertices are currently on-screen? Or maybe it is possible to create a formula that will give me an estimate based on screen resolution?

    Read the article

  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

    Read the article

  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

    Read the article

  • Read only array, deep copy or retrieve copies one by one? (Performance and Memory)

    - by Arthur Wulf White
    In a garbage collection based system, what is the most effective way to handle a read only array if such a structure does not exist natively in the language. Is it better to return a copy of an array or allow other classes to retrieve copies of the objects stored in the array one by one? @JustinSkiles: It is not very broad. It is performance related and can actually be answered specifically for two general cases. You only need very few items: in this situation it's more effective to retrieve copies of the objects one by one. You wish to iterate over 30% or more objects. In this cases it is superior to retrieve all the array at once. This saves on functions calls. Function calls are very expansive when compared to reading directly from an array. A good specific answer could include performance, reading from an array and reading indirectly through a function. It is a simple performance related question.

    Read the article

  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

    Read the article

  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

    Read the article

  • Anisotropic and trilinear filtering?

    - by fedab
    I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change it also interpolates between the too LODs to smooth the transition. Anisotropic filtering make the texture bigger. Now it is possible to use trilinear filtering to do the same thing, due to anisotropic filtering with bigger textures. This causes a lesser blurred image, when you use anisotropy, because the interpolation is better. Now, it should be possible to use trilinear filtering and anisotropic filtering at the same time. But in the SamplerState i can only choose Filter.Anisotropy or Filter.MinMagMipLinear (should be trilinear, right?). You can see all possible filters here: D3D11 Filter Enumeration. So my question: Can you use both techniques together, if yes, how can i archieve that in SharpDX with SamplerState?

    Read the article

  • Game programming in C++ [closed]

    - by Asaf
    I am a new programmer. I know C++ quite well and I know C# very good. I'm really eager to learn how to program games well and I cant really find where to start learning from. I have never developed any graphics in C++ , only a crappy game with windows forms graphics. I'm really into game programming and hoping I can get employed in it in the future. I'd be glad to have some advice about this. Thanks in advance, Asaf

    Read the article

  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

    Read the article

  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

    Read the article

  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

    Read the article

< Previous Page | 540 541 542 543 544 545 546 547 548 549 550 551  | Next Page >