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  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Finding vectors with two points

    - by Christian Careaga
    We're are trying to get the direction of a projectile but we can't find out how For example: [1,1] will go SE [1,-1] will go NE [-1,-1] will go NW and [-1,1] will go SW we need an equation of some sort that will take the player pos and the mouse pos and find which direction the projectile needs to go. Here is where we are plugging in the vectors: def update(self): self.rect.x += self.vector[0] self.rect.y += self.vector[1] Then we are blitting the projectile at the rects coords.

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  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Rendering transparent textures in directX

    - by Vibhore Tanwer
    I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. What I expect is background color should be visible while playing video only non transparent pixels should be visible but what I get is a black background behind the video. I am using following settings on device to achieve alpha blending : device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.AlphaBlendEnable = true; What am I missing here? What is the best approach to handle transparent videos? Any help will be of great value to me.

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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • AABB - AABB Collision, which face do I hit?

    - by PeeS
    To allow my objects to slide when they collide, I need to : Know which face of the AABB they collide with. Calculate the normal to that face. Return the normal and calculate the impulse that to apply to the player's velocity. Question How can I calculate which face of the AABB I collided with, knowing that I have two AABB's colliding? One is the player and the other is a world object. Here's what that looks like (problem collision circled in white): Thank you for your help.

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • Tic-Tac-Toe game AI

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated.

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • Partial Shader Signatures HLSL D3D11 C++

    - by ThePhD
    I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what was going wrong with the shaders, because the different named components of the Pixel and Vertex shaders were swapping the data being input: void QuadVertex ( inout float4 position : SV_Position, inout float4 color : COLOR0, inout float2 tex : TEXCOORD0 ) { // ViewProject is a 4x4 matrix, // just included here to show the simple passthrough of the data position = mul(position, ViewProjection); } And a Pixel Shader: float4 QuadPixel ( float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { // Color is filled with position data and tex is // filled with color values from the Vertex Shader return color; } The ID3D11InputLayout and associated C++ code correctly compiles the shaders and sets them up with some simple primitive data: data[0].Position.x = 0.0f * 210; data[0].Position.y = 1.0f * 160; data[0].Position.z = 0.0f; data[1].Position.x = 0.0f * 210; data[1].Position.y = 0.0f * 160; data[1].Position.z = 0.0f; data[2].Position.x = 1.0f * 210; data[2].Position.y = 1.0f * 160; data[2].Position.z = 0.0f; data[0].Colour = Colors::Red; data[1].Colour = Colors::Red; data[2].Colour = Colors::Red; data[0].Texture = Vector2::Zero; data[1].Texture = Vector2::Zero; data[2].Texture = Vector2::Zero; When used with the shader, the float4 color always ended up with the position data, and the float2 tex always ended up with the color data. After a moment, I figured out that the shader's input and output signatures needed to be in the correct order and the correct format and be laid out in the exact order of the output from the Vertex Shader, regardless of the semantics: float4 QuadPixel ( float4 pos : SV_Position, float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { return color; } After finding this out, My question is: Why don't the semantics map the appropriate components when going from Vertex Shader to Pixel Shader? Is there any way that I can make it so certain semantics are always mapped to other semantics, or do I always have to follow the rigid Shader Signature (in this case, Position, Color, and Texture) ? As a side note for why I'm asking: I know that when using XNA, my shader signatures for functions could differ in position and even drop items from Vertex Shader to Pixel Shader function parameters, having only the COLOR0 and TEXCOORD0 components being used (and it would still match up correctly). However, I also know that XNA relied on DX9 (and maybe a little DX10) implementation, and that maybe this kind of flexibility no longer exists in DX11?

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • The most efficent ways for drawing lines all day long with OpenGL

    - by nkint
    I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The setting is simple: a uniform color background (say, black) and colored lines (say, white) that are slowly fading out. With slowly I mean.. hours. Say that the first line I draw is with alpha 255 (fully visible), after one hours is 240. After 10 hours is 105. One line could have 250 points and there will be like 300 line in one day. For now I have done a prototype with very rudimentary method like: glBegin( GL_LINE_STRIP ); iterator = point_list.begin(); for (++iterator, end = point_list.end(); iterator != end; ++iterator) { const Vec3D &v = *iterator; glVertex2f(v.x(), v.y()); } glEnd(); More efficient method?

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • converting 2d grid of squares to polygon nav mesh

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a 2D matrix of squares, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid. Is there any reading I can look at until I get a chance to get to my computer or should I just give it a go. My idea was to take the non-traversable squares out and extend lines from there edges to make polygons.. that's all I have got so far. Any advice?

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • iOS Game that Runs Continuously in Background

    - by user2913669
    I'm trying to understand the most logical way of creating an iOS game that runs continuously in the background. For example.. you have tower and enemy waves. The game has endless enemy waves even when the game exits. When you open the game again, it will retrieve the data that occurred when the app was closed. I assume a database on a server would be the best solution. The values continuously increment on the server. The game connects to the server and retrieves the specific user's updated game data.

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