Search Results

Search found 87933 results on 3518 pages for 'the code pimp'.

Page 548/3518 | < Previous Page | 544 545 546 547 548 549 550 551 552 553 554 555  | Next Page >

  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

    Read the article

  • More Than a Map - Computerlogy

    More Than a Map - Computerlogy In Bangkok, Thailand we met with the co-founder of Computerlogy, Vachara Aemavat. Computerlogy is a Google Maps API development shop. Among their many great projects, they have built a great store locator for Siam Commercial Bank and a viral maps app that helps people find high ground during the Thai flood seasons. Read more on morethanamap.com #morethanamap From: GoogleDevelopers Views: 60 4 ratings Time: 02:04 More in Science & Technology

    Read the article

  • Manageable Services

    This article describes a design, implementation and tooling of model driven WorkflowServices logically centralized in the Repository and physically decentralized for their runtime projecting.

    Read the article

  • how to detect keylogger in windows that hooked up key-press?

    - by saber tabatabaee yazdi
    For security reasons we have to detect all key-loggers and log them in somewhere like windows events. I have piece of C# code that it is very easy to install all clients and up and running every day in system trays and no one can close it. We want to modify that code and send logs to central web service in our network (that this also web service is installed last year and receive and log all another security logs).

    Read the article

  • How do I detect when my system wakes up from suspend via DBus or similar in a python app?

    - by con-f-use
    In a background Python script I need to detect, when the system just woke up from suspend. What is a good way that does not rely on a root script but rather on python modules such as DBus? I'm new to dbus so I could really use some example code. From what I read it's related to org.freedesktop.UPower /org/freedesktop/UPower org.freedesktop.UPower.Resuming Can anyone help me out with some code that connects the resuming signal to callback?

    Read the article

  • Download Count Problems

    Something is apparently wrong in the Android Market. We are getting multiple reports of erroneous download counts. The right people are aware of the situation and are working...

    Read the article

  • Announcing the Drive Installation Scope

    Announcing the Drive Installation Scope On September 12, Google Drive released a new feature of great interest to many Drive web app developers: the installation scope. In this session we'll discuss the benefits of the installation scope, walk through the related documentation, and do a brief demo of how it works. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

    Read the article

  • Dartisans ep 12 - Dart and Web Components

    Dartisans ep 12 - Dart and Web Components Ask and vote for questions: developers.google.com Web Components are ushering in the "declarative renaissance" for modern web development. Watch this episode of Dartisans to learn how you can build Web Components with Dart, and compile them into JavaScript to run across the modern web. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

    Read the article

  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

    Read the article

  • Google Top Geek E02

    Google Top Geek E02 In Spanish! Google Top Geek is a weekly show that will cover the latest news on all things Google in Spanish speaking Latin America, trending searches, YouTube videos and apps in the region; as well as news and relevant events for developers. Mondays at noon, 12 PM, in Google Developers Live and the blog Programa con Google. Créditos E02: Agradecemos a Elefgant el apoyo para la grabación y edición. From: GoogleDevelopers Views: 4106 4 ratings Time: 15:43 More in Science & Technology

    Read the article

  • Fusion Tables API enfocando a los desarrolladores

    Fusion Tables API enfocando a los desarrolladores En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la solución Fusion Tables API para desarrolladores(seguimos trabajando sobre los entornos de persistencia en la nube). Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Education

    Read the article

  • GDD-BR 2010 [0B] Maps API V3: New Features and How to Use them

    GDD-BR 2010 [0B] Maps API V3: New Features and How to Use them Speaker: Ossama Alami Track: Google APIs Time slot: B [11:15 - 12:00] Room: 0 Level: 201 The Javascript Maps API v3 is the future of the Google Maps API. Come learn why we built it, how to use it and about some exciting new features not available in V2. From: GoogleDevelopers Views: 2 0 ratings Time: 43:37 More in Science & Technology

    Read the article

  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

    Read the article

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