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  • Problem when trying to use simple Shaders + VBOs

    - by Mr.Gando
    Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this case), this is what I got working: //Works! - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat vertices[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; glBindTexture(GL_TEXTURE_2D, _name); //Attrib position and attrib_tex coord are handles for the shader attributes glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } I tried to do this to convert to a VBO however I don't see anything displaying on-screen with this version: //Doesn't display anything - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat position[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; //Texture on-screen position ( each vertex is x,y in on-screen coords ) GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Texture coords from 0 to 1 glBindVertexArrayOES(vao); glGenVertexArraysOES(1, &vao); glGenBuffers(2, vbo); //Buffer 1 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position); //Buffer 2 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); //Draw glBindVertexArrayOES(vao); glBindTexture(GL_TEXTURE_2D, _name); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } In both cases I'm using this simple Vertex Shader //Vertex Shader attribute vec2 position;//Bound to ATTRIB_POSITION attribute vec4 color; attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD varying vec2 texcoordVarying; uniform mat4 mvp; void main() { //You CAN'T use transpose before in glUniformMatrix4fv so... here it goes. gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0); texcoordVarying = texcoord; } The gl_Position is equal to product of mvp * vec4 because I'm simulating glOrthof in 2D with that mvp And this Fragment Shader //Fragment Shader uniform sampler2D sampler; varying mediump vec2 texcoordVarying; void main() { gl_FragColor = texture2D(sampler, texcoordVarying); } I really need help with this, maybe my shaders are wrong for the second case ? thanks in advance.

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Smooth Div Scroll jquery not scrolling

    - by Razor
    The Smooth Div Scroll is great but for some reason the area no longer scrolls when I edit or remove the #makeMeScrollable or #makeMeScrollable div.scrollableArea * When I leave it as is it works. Which is a problem for customization. and it won't work after I take the "*" out of div.scrollableArea * If I edit the part with the It's been frustrating figuring out why that part which is supposed to be editable not work at all. Any help with this jquery would be helpful! Thanks in advance! /* You can alter this CSS in order to give SmoothDivScroll your own look'n'feel */ /* Invisible left hotspot */ div.scrollingHotSpotLeft { /* The hotspots have a minimum width of 75 pixels and if there is room the will grow and occupy 10% of the scrollable area (20% combined). Adjust it to your own taste. */ min-width: 75px; width: 10%; height: 100%; /* There is a big background image and it's used to solve some problems I experienced in Internet Explorer 6. */ background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; left: 0; /* The first cursor url is for Firefox and other browsers, the second is for Internet Explorer */ cursor: url(../images/cursors/cursor_arrow_left.cur), url(images/cursors/cursor_arrow_left.cur),w-resize; } /* Visible left hotspot */ div.scrollingHotSpotLeftVisible { background-image: url(../images/arrow_left.gif); background-color: #fff; background-repeat: no-repeat; /* Standard CSS3 opacity setting */ opacity: 0.35; /* Opacity for really old versions of Mozilla Firefox (0.9 or older) */ -moz-opacity: 0.35; /* Opacity for Internet Explorer. */ filter: alpha(opacity = 35); /* Use zoom to Trigger "hasLayout" in Internet Explorer 6 or older versions */ zoom: 1; } /* Invisible right hotspot */ div.scrollingHotSpotRight { min-width: 75px; width: 10%; height: 100%; background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; right: 0; cursor: url(../images/cursors/cursor_arrow_right.cur), url(images/cursors/cursor_arrow_right.cur),e-resize; } /* Visible right hotspot */ div.scrollingHotSpotRightVisible { background-image: url(../images/arrow_right.gif); background-color: #fff; background-repeat: no-repeat; opacity: 0.35; filter: alpha(opacity = 35); -moz-opacity: 0.35; zoom: 1; } /* The scroll wrapper is always the same width and height as the containing element (div). Overflow is hidden because you don't want to show all of the scrollable area. */ div.scrollWrapper { position: relative; overflow: hidden; width: 100%; height: 100%; } div.scrollableArea { position: relative; width: auto; height: 100%; } #makeMeScrollable { width:100%; height: 330px; position: relative; } #makeMeScrollable div.scrollableArea * { position: relative; float: left; margin: 0; padding: 0; } http://www.smoothdivscroll.com/ //^above link to the jquery I am talking about

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  • How to replace slide effect to fade out/fade in effect on this slideshow?

    - by LDam
    Hi guys! I need replace slide effect to fade-out/fade-in effect on the prev and next slide functions: function animate(dir,clicked){ u = true; switch(dir){ case 'next': t = t+1; m = (-(t*w-w)); current(t); if(o.autoHeight){autoHeight(t);} if(s<3){ if (t===3){$(o.slides,obj).children(':eq(0)').css({left:(s*w)});} if (t===2){$(o.slides,obj).children(':eq('+(s-1)+')').css({position:'absolute',left:(w)});} } $(o.slides,obj).animate({left: m}, o.slidespeed,function(){ if (t===s+1) { t = 1; $(o.slides,obj).css({left:0},function(){$(o.slides,obj).animate({left:m})}); $(o.slides,obj).children(':eq(0)').css({left: 0}); $(o.slides,obj).children(':eq('+(s-1)+')').css({ position:'absolute',left:-w}); } if (t===s) $(o.slides,obj).children(':eq(0)').css({left:(s*w)}); if (t===s-1) $(o.slides,obj).children(':eq('+(s-1)+')').css({left:s*w-w}); u = false; }); break; case 'prev': t = t-1; m = (-(t*w-w)); current(t); if(o.autoHeight){autoHeight(t);} if (s<3){ if(t===0){$(o.slides,obj).children(':eq('+(s-1)+')').css({position:'absolute',left:(-w)});} if(t===1){$(o.slides,obj).children(':eq(0)').css({position:'absolute',left:0});} } $(o.slides,obj).animate({left: m}, o.slidespeed,function(){ if (t===0) { t = s; $(o.slides,obj).children(':eq('+(s-1)+')').css({position:'absolute',left:(s*w-w)}); $(o.slides,obj).css({left: -(s*w-w)}); $(o.slides,obj).children(':eq(0)').css({left:(s*w)}); } if (t===2 ) $(o.slides,obj).children(':eq(0)').css({position:'absolute',left:0}); if (t===1) $(o.slides,obj).children(':eq('+ (s-1) +')').css({position:'absolute',left:-w}); u = false; }); break; case 'fade': t = [t]*1; m = (-(t*w-w)); current(t); if(o.autoHeight){autoHeight(t);} $(o.slides,obj).children().fadeOut(o.fadespeed, function(){ $(o.slides,obj).css({left: m}); $(o.slides,obj).children(':eq('+(s-1)+')').css({left:s*w-w}); $(o.slides,obj).children(':eq(0)').css({left:0}); if(t===s){$(o.slides,obj).children(':eq(0)').css({left:(s*w)});} if(t===1){$(o.slides,obj).children(':eq('+(s-1)+')').css({ position:'absolute',left:-w});} $(o.slides,obj).children().fadeIn(o.fadespeed); u = false; }); break; default: break; } }; I had tried, but the auto restart didn't work! You can view the documentation and download the complete code with the examples in this link: http://github.com/nathansearles/loopedSlider/tree/master Please help me! (Sorry for my bad english!)

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  • How to use XSLT to tag specific nodes with unique, sequential, increasing integer ids?

    - by ~otakuj462
    Hi, I'm trying to use XSLT to transform a document by tagging a group of XML nodes with integer ids, starting at 0, and increasing by one for each node in the group. The XML passed into the stylesheet should be echoed out, but augmented to include this extra information. Just to be clear about what I am talking about, here is how this transformation would be expressed using DOM: states = document.getElementsByTagName("state"); for( i = 0; i < states.length; i++){ states.stateNum = i; } This is very simple with DOM, but I'm having much more trouble doing this with XSLT. The current strategy I've devised has been to start with the identity transformation, then create a global variable which selects and stores all of the nodes that I wish to number. I then create a template that matches that kind of node. The idea, then, is that in the template, I would look up the matched node's position in the global variable nodelist, which would give me a unique number that I could then set as an attribute. The problem with this approach is that the position function can only be used with the context node, so something like the following is illegal: <template match="state"> <variable name="stateId" select="@id"/> <variable name="uniqueStateNum" select="$globalVariable[@id = $stateId]/position()"/> </template> The same is true for the following: <template match="state"> <variable name="stateId" select="@id" <variable name="stateNum" select="position($globalVariable[@id = $stateId])/"/> </template> In order to use position() to look up the position of an element in $globalVariable, the context node must be changed. I have found a solution, but it is highly suboptimal. Basically, in the template, I use for-each to iterate through the global variable. For-each changes the context node, so this allows me to use position() in the way I described. The problem is that this turns what would normally be an O(n) operation into an O(n^2) operation, where n is the length of the nodelist, as this require iterating through the whole list whenever the template is matched. I think that there must be a more elegant solution. Altogether, here is my current (slightly simplified) xslt stylesheet: <?xml version="1.0"?> <xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:s="http://www.w3.org/2005/07/scxml" xmlns="http://www.w3.org/2005/07/scxml" xmlns:c="http://msdl.cs.mcgill.ca/" version="1.0"> <xsl:output method="xml"/> <!-- we copy them, so that we can use their positions as identifiers --> <xsl:variable name="states" select="//s:state" /> <!-- identity transform --> <xsl:template match="@*|node()"> <xsl:copy> <xsl:apply-templates select="@*|node()"/> </xsl:copy> </xsl:template> <xsl:template match="s:state"> <xsl:variable name="stateId"> <xsl:value-of select="@id"/> </xsl:variable> <xsl:copy> <xsl:apply-templates select="@*"/> <xsl:for-each select="$states"> <xsl:if test="@id = $stateId"> <xsl:attribute name="stateNum" namespace="http://msdl.cs.mcgill.ca/"> <xsl:value-of select="position()"/> </xsl:attribute> </xsl:if> </xsl:for-each> <xsl:apply-templates select="node()"/> </xsl:copy> </xsl:template> </xsl:stylesheet> I'd appreciate any advice anyone can offer. Thanks.

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  • Problem with SIngleton Class

    - by zp26
    Hi, I have a prblem with my code. I have a viewController and a singleton class. When i call the method readXml and run a for my program update the UITextView. When i call the clearTextView method the program exit with EXC_BAD_ACCESS. The prblem it's the name of the variable position. This is invalid but i don't change anything between the two methods. You have an idea? My code: #import "PositionIdentifierViewController.h" #import "WriterXML.h" #import "ParserXML.h" #define timeToScan 0.1 @implementation PositionIdentifierViewController @synthesize accelerometer; @synthesize actualPosition; @synthesize actualX; @synthesize actualY; @synthesize actualZ; -(void)updateTextView:(NSString*)nomePosizione { NSString *string = [NSString stringWithFormat:@"%@",nomePosizione]; textEvent.text = [textEvent.text stringByAppendingString:@"\n"]; textEvent.text = [textEvent.text stringByAppendingString:string]; } -(IBAction)clearTextEvent{ textEvent.text = @""; //with this for my program exit for(int i=0; i<[[sharedController arrayPosition]count]; i++){ NSLog(@"sononelfor"); Position *tempPosition = [[Position alloc]init]; tempPosition = [[sharedController arrayPosition]objectAtIndex:i]; [self updateTextView:(NSString*)[tempPosition name]]; } } -(void)readXml{ if([sharedController readXml]){ UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Caricamento Posizioni" message:@"Caricamento effettuato con successo" delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:nil]; [alert show]; [alert release]; NSString *string = [NSString stringWithFormat:@"%d", [[sharedController arrayPosition]count]]; [self updateTextView:(NSString*)string]; //with only this the program is ok for(int i=0; i<[[sharedController arrayPosition]count]; i++){ NSLog(@"sononelfor"); Position *tempPosition = [[Position alloc]init]; tempPosition = [[sharedController arrayPosition]objectAtIndex:i]; [self updateTextView:(NSString*)[tempPosition name]]; } } else{ UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Caricamento Posizioni" message:@"Caricamento non riuscito" delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:nil]; [alert show]; [alert release]; } } // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; sharedController = [SingletonController sharedSingletonController]; actualPosition = [[Position alloc]init]; self.accelerometer = [UIAccelerometer sharedAccelerometer]; self.accelerometer.updateInterval = timeToScan; self.accelerometer.delegate = self; actualX=0; actualY=0; actualZ=0; [self readXml]; } - (void)dealloc { [super dealloc]; [actualPosition dealloc]; [super dealloc]; } @end #import "SingletonController.h" #import "Position.h" #import "WriterXML.h" #import "ParserXML.h" #define standardSensibility 2 #define timeToScan .1 @implementation SingletonController @synthesize arrayPosition; @synthesize arrayMovement; @synthesize actualPosition; @synthesize actualMove; @synthesize stopThread; +(SingletonController*)sharedSingletonController{ static SingletonController *sharedSingletonController; @synchronized(self) { if(!sharedSingletonController){ sharedSingletonController = [[SingletonController alloc]init]; } } return sharedSingletonController; } -(BOOL)readXml{ ParserXML *newParser = [[ParserXML alloc]init]; if([newParser startParsing:(NSString*)@"filePosizioni.xml"]){ [arrayPosition addObjectsFromArray:[newParser arrayPosition]]; return TRUE; } else return FALSE; } -(id)init{ self = [super init]; if (self != nil) { arrayPosition = [[NSMutableArray alloc]init]; arrayMovement = [[NSMutableArray alloc]init]; actualPosition = [[Position alloc]init]; actualMove = [[Movement alloc]init]; stopThread = FALSE; } return self; } -(void) dealloc { [super dealloc]; } @end

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  • SQL SERVER – CTRL+SHIFT+] Shortcut to Select Code Between Two Parenthesis

    - by pinaldave
    Every weekend brings creative ideas and accidents brings best unknown secrets in front of us. Just a day while working with complex SQL Server code in SSMS I came across very interesting shortcut which I have never used before and instantly fell in love with it. It is totally possible that you are familiar with this but for me it was the first time and I was surprised that I did know know this short cut so far. Shortcut key is CTRL+SHIFT+]. This key can be very useful when dealing with multiple subqueries, CTE or query with multiple parentheses. When exercised this shortcut key it selects T-SQL code between two parentheses. Let us see the examples to understand the same. In each of the examples I have put the cursor at the position displayed and pressed CTRL+SHIFT+] and it has selected the code between two corresponding parentheses. Cursor position 1 Cursor position 2 Cursor position 3 If you are a developer and have to code with complex queries, you will totally appreciate that this feature can save so much of the time for development. I often remember my experience as a developer when I have lost a lot of hours to just balance parentheses. As I said yesterday I found this shortcut accidently. How many of you were aware of this feature? Is there any other useful feature you would like to share with us? Please leave a comment and if I have not covered it earlier, I will share it due credit on this blog. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology Tagged: SQL Shortcut

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

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  • Help implementing virtual d-pad

    - by Moshe
    Short Version: I am trying to move a player around on a tilemap, keeping it centered on its tile, while smoothly controlling it with SneakyInput virtual Joystick. My movement is jumpy and hard to control. What's a good way to implement this? Long Version: I'm trying to get a tilemap based RPG "layer" working on top of cocos2d-iphone. I'm using SneakyInput as the input right now, but I've run into a bit of a snag. Initially, I followed Steffen Itterheim's book and Ray Wenderlich's tutorial, and I got jumpy movement working. My player now moves from tile to tile, without any animation whatsoever. So, I took it a step further. I changed my player.position to a CCMoveTo action. Combined with CCfollow, my player moves pretty smoothly. Here's the problem, though: Between each CCMoveTo, the movement stops, so there's a bit of a jumpiness introduced between movements. To deal with that, I changed my CCmoveTo into a CCMoveBy, and instead of running it once, I decided to have it CCRepeatForever. My plan was to stop the repeating action whenever the player changed directions or released the d-pad. However, when the movement stops, the player is not necessarily centered along the tiles, as it should be. To correctly position the player, I use a CCMoveTo and get the closest position that would put the player back into the proper position. This reintroduces an earlier problem of jumpiness between actions. What is the correct way to implement a smooth joystick while smoothly animating the player and keeping it on the "grid" of tiles? Edit: It turns out that this was caused by a "Bug Fix" in the cocos2d engine.

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Aligning text to the bottom of a div: am I confused about CSS or about blueprint? [closed]

    - by larsks
    I've used Blueprint to prototype a very simple page layout...but after reading up on absolute vs. relative positioning and a number of online tutorials regarding vertical positioning, I'm not able to get things working the way I think they should. Here's my html: <div class="container" id="header> <div class="span-4" id="logo"> <img src="logo.png" width="150" height="194" /> </div> <div class="span-20 last" id="title"> <h1 class="big">TITLE</h1> </div> </div> The document does include the blueprint screen.css file. I want TITLE aligned with the bottom of the logo, which in practical terms means the bottom of #header. This was my first try: #header { position: relative; } #title { font-size: 36pt; position: absolute; bottom: 0; } Not unexpectedly, in retrospect, this puts TITLE flush left with the left edge of #header...but it failed to affect the vertical positioning of the title. So I got exactly the opposite of what I was looking for. So I tried this: #title { position: relative; } #title h1 { font-size: 36pt; position: absolute; bottom: 0; } My theory was that this would allign the h1 element with the bottom of the containing div element...but instead it made TITLE disappear, completely. I guess this means that it's rendering off the visible screen somewhere. At this point I'm baffled. I'm hoping someone here can point me in the right direction. Thanks!

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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  • Setting the values of a struct array from JS to GLSL

    - by mikidelux
    I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec3 spotDirection; float spotCutOff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotExponent; float spotLightCosCutOff; }; uniform Light lights[numLights]; After testing LOTS of things I made it work but I'm not happy with the code I wrote: program.uniform.lights = []; program.uniform.lights.push({ position: "", diffuse: "", specular: "", ambient: "", spotDirection: "", spotCutOff: "", constantAttenuation: "", linearAttenuation: "", quadraticAttenuation: "", spotExponent: "", spotLightCosCutOff: "" }); program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position"); program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse"); program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular"); program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient"); ... and so on I'm sorry for making you look at this code, I know it's horrible but I can't find a better way. Is there a standard or recommended way of doing this properly? Can anyone enlighten me?

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • Collision and Graphics integration

    - by Shlomi Atia
    I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good for bounding volumes and fixed sized sprites. However, for characters with variable height size sprites like this: http://gamemedia.wcgame.ru/data/2011-07-17/game-sprite-sheet.jpg This is no longer good. The character won't align to the ground if I'll draw it from the center. I can just make the sprites the same height, but it will be a waste of memory (the largest sprite is 4 times larger then the smallest one). Even then, this is not an option at all with skeletal sprites like this one: http://user-generated-content.java-gaming.org/img-vault/212a171fc1ebb27ab77608fb9b2dd9bd9205361ce6300b21a7f8d06d025fbbd8.png It seems that the graphics need to be drawn from the ground for characters, but not for other images such as scenery and obstacles. The only solution I could think of was having another position called draw-position, which is the entity center for images, and is the the bottom of the collision volume for characters. Then when I draw relative to that position, it should work properly. I haven't found any references for something like that, so I'm kinda insecure about it. Does anyone knows of a better approach for this problem? Thanks

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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