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  • Will you still play a good Red Alert 3 mission map? [closed]

    - by W.N.
    I've been creating a RA3 mission map (play in Skirmish), most likely a remake of RA2 Yuri "To the Moon" mission, with more interesting elements. However, because of my work, the process was corrupted for more than a year. And now, I see that very few people still play RA3. So, should I continue making this map? Because there're still a lot of work to complete this map. I can assure you, the mission will be interesting. However, if few people play it, there's no need to waste time to it. Please give me some advice. Thank you.

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • How do I repeatedly move an image by 1 pixel?

    - by Will
    I have a method that is moving a UIImageView called shootImg across the screen: -(IBAction)shoot{ if (appDelegate.shootInt > 0) { if (direction == 1) { shootImg.center = CGPointMake(shootImg.center.x+1, shootImg.center.y); appDelegate.shootInt = appDelegate.shootInt - 1; shootLabel.text = [NSString stringWithFormat:@"%d", appDelegate.shootInt]; } This does seem to work. But it only moves shootImage 1 pixel. What I want to do is make it repeatedly move 1 pixel. I tried a while loop but that didn't seem to work. I'm not using cocos2d or anything like that and if you need to see more code just ask. Thanks :)

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  • PHP-How to choose XML section based on an attribute?

    - by Vincent
    All, I have a config xml file in the following format: <?xml version="1.0"?> <configdata> <development> <siteTitle>You are doing Development</siteTitle> </development> <test extends="development"> <siteTitle>You are doing Testing</siteTitle> </test> <production extends="development"> <siteTitle>You are in Production</siteTitle> </production> </configdata> To read this config file to apply environment settings, currently I am using, the following code in index.php file: $appEnvironment = "production"; $config = new Zend_Config_Xml('/config/settings.xml', $appEnvironment ); To deploy this code on multiple environments, as user has to change index.php file. Instead of doing that, is it possible to maintain an attribute in the xml file, "say active=true". Based on which the Zend_Config_Xml will know which section of the xml file settings to read? Thanks

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • How to implement custom texture formats in Android?

    - by random1337
    What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. Question: Is there any interface to achieve this?(or any other way) The resulting image is used as a texture for a 3D model. Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • Keep Getting Syntax Error C2199?

    - by DARK3ZOOZ
    Here's my problem I'm trying to define something, but keep getting a syntax error Code: #define R_RegisterShader 0x50C8A0 int (*trap_R_RegisterShader)( const char *name, int Arg_1 ) = (int (_cdecl *)(const char *, int ))R_RegisterShader; ^^^^^^^ This last part is where I keep getting the error if you need more lines of codes, just let me know. thanks http://gyazo.com/1a47ebc12cfbd6ea72feb72c686ae84d screenshot of error

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • How do audio based games such as Audiosurf and Beat Hazard work?

    - by The Communist Duck
    Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games produce levels based on them, such as Audiosurf and Beat Hazard. Here is a video of Audiosurf in action, to show what I mean. If you provide a heavy metal song, you would get a completely different set of obstacles, enemies, and game experience from something like Vivaldi. What does interest me is how these games work. I do not know much about audio (well, data-side), but how do they process the song to understand when it is settling down or when it's speeding up? I guess they could just feed the pitch values (assuming those sorts of things exist in audio files) to form a level, but it wouldn't fully explain it. I'm either looking for an explanation, some links to articles about this sort of thing (I'm sure there's a term or terms for it), or even an open-source implementation of this kind of thing ;-) EDIT: After some searching and a little help, I found out about FFT (Fast Fourier Transform). This maybe a step in the right direction, but it is something that does not make any sense to me..or fits with my physics knowledge of waves.

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  • Should I drawing directly on CCLayer or CCSprite?

    - by einverne
    Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an animation in the first square and let the second one draw lines with user touch. Now these two squares are CCSprite. And I can draw dots in the second one on the CCLayer. But I am little confused that I should draw lines on the Sprite or on the Layer. Or are there other ways to organize the code?

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  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

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  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • How do you blend multiple colors in HSV (polar) color-space?

    - by Toxikman
    In RGB color space, you can do a weighted multiple-color blend by just doing: Start with R = G = B = 0. Then we perform a blend at index i using a set of colors C, and a set of normalized weights w like so: R += w[i] * C[i].r G += w[i] * C[i].g B += w[i] * C[i].b But I'd like to interpolate the colors in the HSV color-space instead, so that saturation and brightness are uniform across the interpolation. I know I can blend saturation and brightness in the same way as above, but the HUE component is an angle around a continuous circle, since HSV is essentially a polar coordinate system. Blending only two HSV colors makes sense to me, you just find the shortest arc around the circle and interpolate between the two hues. But when you attempt to blend more than 2 colors, it becomes a bit of a puzzle. You have to handle anomalous cases, like 4 equally-weighted colors with a hue at 0, 90, 180, and 270 degrees. They basically cancel each other out, so any hue will do. Any ideas would be greatly appreciated.

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  • GL_INVALID_OPERATION in glEnd

    - by Killrazor
    Hello, I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); //CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_TRIANGLE_STRIP)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glEnd()); //CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } I'm always get an GL_INVALID_OPERATION in glEnd(). I suspect that error is not here, but I can't detect where may be. Actually, the output render seems ok. But I want to solve this situation before to catch a subtle bug tomorrow. Any idea of what could be

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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