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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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  • Using normals in DirectX 10

    - by Dave
    I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates a valid mesh with the vertices and indices. Now I am trying to figure out how can I make the shader use the correct normal in the array for the current vertex if I can't setnormals() to my mesh. If I were to just use an index in my array of normals corresponding to the index in the vertices, how would I retrieve the current index the shader is processing? BTW: I am trying to write a blinn-phong shader technique. Also when I create the input layout and I've added the semantic NORMAL to it, how would I list the multiple semantics in that single parameter? Would I just separate it with a space? PS: If you need to see any code, just let me know.

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • Should I bundle C libraries with my Python application?

    - by oceanhug
    If I have a Python package that depends on some C libraries (like say the Gnu Scientific Library (GSL) for numerical computations), is it a good idea to bundle the library with my code? I'd like to make my package as easy to install as possible for users and I don't want them to have to download C libraries by hand and supply include-paths. Also I could always ensure that the version of the library that I ship is compatible with my code. However, is it possible that there are clashes if the user has the library installed already, or ar there any other reasons why I shouldn't do this? I know that I can make it easier for users by just providing a binary distribution, but I'd like to avoid having to maintain binary distributions for all possible OSs. So, I'd like to stick to a source distribution, but for the user (who proudly owns a C compiler) installation should be as easy as python setup.py install.

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  • Units in tile world

    - by Vilzow
    I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x direction (or y direction) should correspond to 1 meter. Since I have a variable time step (android mobile game), I can't figure it out, since the timing and velocity always will be dependent of the device. So, is there any good way to make one tile to correspond 1 meter? This would be good, otherwise the physics implementation would later be weird.

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  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • how to avoid flickering in awt [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • Engine for 2D Top-Down Physics-Based Skeletal Animation

    - by RylandAlmanza
    I just watched at the Sui Generis video, and was completely amazed. Specifically, the part where the big troll thing is beating up the player with his flail. This got me really excited, and I would like to try implementing something like this in a 2D Top-Down format. Something like this. That atloria example seems simple enough, but it's not exactly what I'm looking to make. I think atloria is using predefined animations, where as I would like to make something more physics-based like the Sui Generis engine does. So, I'm wondering what physics engines might work for something like this, and if I'd need to implement my own skeletal system, or if I could just use "joints" and such from the engine. The only experience I have in terms of physics engines is Box2D, which I've heard shouldn't be used for top-down settings, and I can think of a few reasons it wouldn't work out well. One of those reasons being gravity. In box 2D, gravity pulls towards a side of the screen (usually the bottom.) I wouldn't want my player's forearms constantly being pulled to one side. :) Also should mention that the programming language doesn't matter all that much to me. I'm currently playing with HTML5 stuff, though. :) Thanks in advance!

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  • Rain drops on screen

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

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  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • Could someone explain why my world reconstructed from depth position is incorrect?

    - by yuumei
    I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate from near to far by the depth: highp float depth = (2.0 * CameraPlanes.x) / (CameraPlanes.y + CameraPlanes.x - texture( depthTexture, textureCoord ).x * (CameraPlanes.y - CameraPlanes.x)); // Reconstruct the world position from the linear depth highp vec3 world = mix( nearWorldPos, farWorldPos, depth ); CameraPlanes.x is the near plane CameraPlanes.y is the far. Assuming that my frustum positions are correct, and my depth looks correct, why is my world position wrong? (My depth texture is of format GL_DEPTH_COMPONENT32F if that matters) Thanks! :D Update: Screenshot of world position http://imgur.com/sSlHd So you can see it looks nearly correct. However as the camera moves, the colours (positions) change, which they shouldnt. I can get this to work, if I do the following: Write this into the depth attachment in the previous pass: gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w / CameraPlanes.y; and then read the depth texture like so: depth = texture( depthTexture, textureCoord ).x However this will kill the hardware z buffer optimizations.

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  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • exact point oh a rotating sphere

    - by nkint
    I have a sphere that represents the heart textured with real pictures. It's rotating about the x axis, and when user click down it has to show me the exact place he clicked on. For example if he clicked on Singapore and the system should be able to: understand that user clicked on the sphere (OK, I'll do it with unProject) understand where user clicked on the sphere (ray-sphere collision?) and take into account the rotation transform sphere-coordinate to some coordinate system good for some web-api service ask to api (OK, this is the simpler thing for me ;-) some advice?

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  • How to implement "bullet time" in a multiplayer game?

    - by Tom
    I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/bullet time effect? Something like an illusion for the player that's currently slo-mo'ed. So everybody sees him "real-time", but he sees everything slowed down. Update A sidenote: keep in mind that a FPS game has to be balanced in order for it to be fun. So yes, this bullet time feature has to be solid, giving a small advantage to the "player", while not taking away from other players. Plus, there is a possibility that two players could activate their bullet time at the same time. Furthermore: I'm going to implement this in the future no matter what it takes. And, the idea is to build a whole new game engine for all this. If that gives new options, I'm more then interested in hearing the ideas. Meanwhile, here with my team we're thinking about this too, when our theory will be crafted, I'm going to share it here. Is this even possible? So, the question on "is this even possible" has been answered, now it's time to find the best solution. I'm keeping the "answer" until something exceptionally good comes up, like a prototype theory with something close to working pseudo code.

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  • RPG Item processing

    - by f00b4r
    I started working on an item system for my (first) game, and I'm having a problem conceptualizing how it should work. Since Items can produce a bunch of potentially non-standard actions (revive a character vs increasing some stat) or have use restrictions (can only revive if a character is dead). For obvious reasons, I don't want to create a new Item class for every item type. What is the best way to handle this? Should I make a handful of item types (field modifiers, status modifiers, )? Is it normal to script item usage? Could (should?) this be combined with the above mentioned solution (have a couple of different sub item types, make special case items usage scripted)? Thanks.

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  • Open GL polygons not displaying

    - by Darestium
    I have tried to follow nehe's opengl tutorial lesson 2. I use sfml for my window creation. The problem I have is that both the triangle and the quad don't show up on the screen: #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app, const sf::Input &input); void renderCube(sf::Window *app, sf::Clock *clock); void renderGlScene(sf::Window *app); void init(); int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 2"); app.UseVerticalSync(false); init(); while (app.IsOpened()) { processEvents(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable z-buffer and read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); // Reset the view glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 units and into the screen 6.0 glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); // Draw a quad glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); } I would greatly appreciate it if someone could help me resolve my issue.

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