Search Results

Search found 24037 results on 962 pages for 'game design'.

Page 548/962 | < Previous Page | 544 545 546 547 548 549 550 551 552 553 554 555  | Next Page >

  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

    Read the article

  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

    Read the article

  • Behavior tree implementation details

    - by angryInsomniac
    I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is locked up in the GDC vault sadly). However, both descriptions fall short of helping one actually create a BT, one particular question has been bugging me for a while. When is the tree in a behavior tree evaluated? Furthermore: If the tree is in the middle of executing a sequence of actions (patrolling waypoints) and a higher priority impulse comes in (distraction sound) , how to switch to that side of the tree seamlessly without resorting to a state machine like system and if it is decided that the impulse was irrelevant (the distraction is too far away to affect this guard), how to go back to the last thing that the guard was doing ? I have quite a few questions like this and I don't wish to flood the board with separate queries so if you know of any resource where questions like these can be answered I would be very grateful.

    Read the article

  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

    Read the article

  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

    Read the article

  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

    Read the article

  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

    Read the article

  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

    Read the article

  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

    Read the article

  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

    Read the article

  • How can I make Maya export a mesh as double-sided?

    - by bobobobo
    I'm exporting from Maya 2009 to OBJ. The mesh I'm exporting has in it's Render Stats "Double Sided" checked, but when the polygon is exported, only a single side is actually exported. What really needs to happen is for each polygon that is double sided, two polygons need to be exported, facing in opposite directions.. I can do this manually, but is there a way to make the OBJ exporter do it for me?

    Read the article

  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

    Read the article

  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

    Read the article

  • 3d trajectory - calculate initial velocity

    - by Skoder
    Hey, I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); initVel.Y = (float)Math.Sin(45.0); How would I convert this to work in 3D (and add the initial velocity for the Z-axis)? In my example, X is across, Y is up down and Z is going into the screen. I also normalize the vector and multiply it by the speed. Thanks

    Read the article

  • Can't export Blender model for use in jMonkeyEngine SDK

    - by Nathan Sabruka
    I have a scene rendered in blender called "civ1.blend" which contains multiple materials (for example, I have one called "white"). I want to use this model in jMonkeyEngine, so I used the OGRE exporter to create .scene and .material files. This gives me, for example, a civ1.scene file and a white.material file.However, when I then try to import civ1.scene into the jMonkeyEngine SDK, I get an error along the lines of "Cannot find material file 'civ1.material'". Like I said, I have a white.material file, but I do not have a civ1.material file. Did anyone encounter this problem? How do I fix this?

    Read the article

  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

    Read the article

  • Why Swipe left doesn't work? [on hold]

    - by Hitesh
    I wrote the below code to detect and perform a sprite action on the single tap and swipe right event. @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { float x = 0F; int tapCount = 0; boolean playermoving = false; // TODO Auto-generated method stub if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) { if (pSceneTouchEvent.getX() > x) { playermoving = true; players.runRight(); } if (pSceneTouchEvent.getX() < x) { Log.i("Run Left", "SPRITE Left"); } /* * if (pSceneTouchEvent.getX() < x) { System.exit(0); * Log.i("SWIPE left", "SPRITE LEFT"); } */ } if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) { playermoving = false; x = pSceneTouchEvent.getX(); tapCount++; Log.i("X CORD", String.valueOf(x)); } if (pSceneTouchEvent.isActionDown()) { if (tapCount == 1 && playermoving != true) { tapCount = 0; players.jumpRight(); } } return true; } The code works fine. The only problem is that the swipe left event is not being detected due to some reasons. What can i do to make the swipe left action work? Please help

    Read the article

  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

    Read the article

  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

    Read the article

  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

    Read the article

  • how does the rectangle bounds (x,y,width,height) in libgdx work

    - by JG22
    I cant work out how to use the rectangle bounds in libgdx I am currently using the superJumper example and have 2or 3 examples with that are pause Bounds = new Rectangle(320 - 64, 480 - 64, 64, 64); this is the pause button in the top right corner resume Bounds = new Rectangle(160 - 96, 240, 192, 36); this is a rectangle resume button in the middle of the page in the menu that comes up when the pause button is pressed. basically my question is aimed at the 360 -64 and 160 -96 because I don't know why this is used I need to create a rectangle that covers the left side of the screen and the same on the right because I want to create a on screen buttons, I have already created the does for these buttons and I have managed to get them to work but I can move the rectangles to where I want. Thank you If you can help

    Read the article

  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

    Read the article

  • Pathfinding with MicroPather : costs calculations with sectors and portals

    - by Adan
    Hello, I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute costs with this library in this context. Just to be more clear about geometrical shapes I'm using : sectors are basically convex polygons, and portals are segments that lies on sector's edge. Micropather exposes a pure virtual Graph class that you must inherate and overrides 3 functions. I understand how pathfinding works, so there's no problem in overriding those functions. Right now, my implementation give me results, i.e I'm able to find a path in my map, but I'm not sure I'm using an optimal solution. For the AdjacentCost method : I just take the distance between sector's centers as the cost. I think a better solution should be to use the portal between the two sectors, compute its center, and then the cost should be : distance( sector A center, portal center ) + distance ( sector B center, portal center ). I'm pretty sure the approximation I'm using with just sector's center is enough for most cases, but maybe with thin and long sectors that are perpendicular, this approximation could mislead the A* algorithm. For the LeastCostEstimate method : I just take the midpoint of the two sectors. So, as you understand, I'm always working with sectors' centers, and it's working fine. And I'm pretty sure there's a better way to work. Any suggestions or feedbacks? Thanks in advance!

    Read the article

  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

    Read the article

  • HLSL What you get when you subtract world position from InvertViewProjection.Transform?

    - by cubrman
    In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; ... float4 Po = float4(IN.Position.xyz,1); // homogeneous location coordinates float4 Pw = mul(Po,WorldXf); // convert to "world" space OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); The term OUT.WorldView is subsequently used in a Pixel Shader to compute lighting: float3 Ln = normalize(IN.LightVec.xyz); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldView); float3 Hn = normalize(Vn + Ln); float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon); DiffuseContrib = litV.y * Kd * LightColor + AmbiColor; SpecularContrib = litV.z * LightColor; Can anyone tell me what exactly is WorldView here? And why do they add it to the normal?

    Read the article

< Previous Page | 544 545 546 547 548 549 550 551 552 553 554 555  | Next Page >