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  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

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  • The glutKeyboardFunc does not react to key presses immediately

    - by Nibirue
    I have a function glutKeyboardFunc(keyboard), where keyboard has: void keyboard(unsigned char key, int x, int y){ float alpha = 1.0; switch(key){ case 'c': glClearColor(1,0,0,alpha); printf("success"); break; } } This is a summary of the function; it works properly, but only once some other action has occurred. For instance, the printf statement reports success immediately on keystroke 'c', but the background color does not become active until I click somewhere else on the canvas. I want all keystrokes to have an immediate effect.

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  • glReadPixels() returning non-accurate value

    - by max
    I'm trying to implement the flood fill algorithm. But glReadPixels() is returning float RGB values of a pixel which are slightly different from the actual value set by me, causing the algorithm to fail. Why is this happening? Outputting returned RGB values to check. #include<iostream> #include<GL/glut.h> using namespace std; float boundaryColor[3]={0,0,0}, interiorColor[3]={0,0,0.5}, fillColor[3]={1,0,0}; float readPixel[3]; void init(void) { glClearColor(0,0,0.5,0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0,500,0,500); } void setPixel(int x,int y) { glColor3fv(fillColor); glBegin(GL_POINTS); glVertex2f(x,y); glEnd(); } void getPixel(int x, int y, float *color) { glReadPixels(x,y,1,1,GL_RGB,GL_FLOAT,color); } void floodFill(int x,int y) { getPixel(x,y,readPixel); //outputting values here to check cout<<readPixel[0]<<endl; cout<<readPixel[1]<<endl; cout<<readPixel[2]<<endl; if( readPixel[0]==interiorColor[0] && readPixel[1]==interiorColor[1] && readPixel[2]==interiorColor[2] ) { setPixel(x,y); floodFill(x+1,y); floodFill(x,y+1); floodFill(x-1,y); floodFill(x,y-1); } } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3fv(boundaryColor); glLineWidth(3); glBegin(GL_LINE_STRIP); glVertex2i(150,150); glVertex2i(150,350); glVertex2i(350,350); glVertex2i(350,150); glVertex2i(150,150); glEnd(); floodFill(200,200); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Flood fill"); init(); glutDisplayFunc(display); glutMainLoop(); }

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  • I'm looking for a blend mode that gives 'realistic' paint colors. (Subtractive)

    - by almosnow
    I've been looking for a blend mode to (well ...) blend two RGB pixels in order to build colors in the samw way that a painter builds them (i.e: subtractive). Here are quick examples of the type of results that I'm expecting: CYAN + MAGENTA = BLUE CYAN + YELLOW = GREEN MAGENTA + YELLOW = RED RED + YELLOW = ORANGE RED + BLUE = PURPLE YELLOW + BLUE = GREEN I'm looking for a formula, like: dest_red = first_red + second_red; dest_green = first_green + second_green; dest_blue = first_blue + second_blue; I've tried with the commonly used 'multiply' formula but it doesn't work; I've tried with custom made formulas but I'm still not able to 'crack' how it should work. And I know already a lot of color theory so please refrain from answers like: Check this link: http://the_difference_betweeen_additive_and_subtractive_lightning.html

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  • Twin edges - Half edge data structure

    - by Pradeep Kumar
    I have implemented a Half-edge data structure for loading 3d objects. I find that the part of assigning twin/pair edges takes the longest computation time (especially for objects which have hundreds of thousands half edges). The reason is that I use nested loops to accomplish this. Is there a simpler and efficient way of doing this? Below is the code which I've written. HE is the half-edge data structure. hearr is a vector containing all the half edges. vert is the starting vertex and end is the ending vertex. Thanks!! HE *e1,*e2; for(size_t i=0;i<hearr.size();i++){ e1=hearr[i]; for(size_t j=1;j<hearr.size();j++){ e2=hearr[j]; if((e1->vert==e2->end)&&(e2->vert==e1->end)){ e1->twin=e2; e2->twin=e1; } } }

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  • Filling in uninitialized array in java? (or workaround!)

    - by AlexRamallo
    Hello all, I'm currently in the process of creating an OBJ importer for an opengles android game. I'm relatively new to the language java, so I'm not exactly clear on a few things. I have an array which will hold the number of vertices in the model(along with a few other arrays as well): float vertices[]; The problem is that I don't know how many vertices there are in the model before I read the file using the inputstream given to me. Would I be able to fill it in as I need to like this?: vertices[95] = 5.004f; //vertices was defined like the example above or do I have to initialize it beforehand? if the latter is the case then what would be a good way to find out the number of vertices in the file? Once I read it using inputstreamreader.read() it goes to the next line until it reads the whole file. The only thing I can think of would be to read the whole file, count the number of vertices, then read it AGAIN the fill in the newly initialized array. Is there a way to dynamically allocate the data as is needed?

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  • Strange ATI vs Nvidia TRIANGLE_STRIP issue

    - by chriscisco
    I have this code, I am using a test for my Engine I am working on. On My NVIDIA NVS 4200M it displays the GL_TRIANGLE_STRIP as expected. On my ATI Radeon 5800 it appears to draw a Triangle. shader.begin(); Matrix4<float> temp = getActiveCamera()->getProjectionMatrix() * getActiveCamera()->getObjectToWorld().fastInverse(); glUniformMatrix4fv(shader["mvp"], 1, GL_TRUE, temp.getArray()); glBegin(GL_TRIANGLE_STRIP); glVertexAttrib3f(shader["colour"],0,1,0); glVertexAttrib3f(shader["coord3d"],-.5,-.5,0); glVertexAttrib3f(shader["colour"],1,1,0); glVertexAttrib3f(shader["coord3d"],0.5,-.5,0); glVertexAttrib3f(shader["colour"],1,0,1); glVertexAttrib3f(shader["coord3d"],-.5,.5,0); glVertexAttrib3f(shader["colour"],0,1,1); glVertexAttrib3f(shader["coord3d"],.5,.5,0); glEnd(); shader.end(); Here are what it actually looks like on my two computers. https://www.dropbox.com/s/sgm2j978tx2ipnp/not%20working.png https://www.dropbox.com/s/27idv0b8k0p4pcx/working.png

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  • negative color with glBlendFunc() ?

    - by Newbie
    i want my lines to be drawn with negative color (taken from the screen under the line), i just didnt understand how the blending works, looked at docs etc, tested 50 combinations and so on. started to think its not possible at all... could someone just give the two values, im tired of thinking how it works. thanks,

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  • Image is not load Texture value is -1

    - by Mitali
    hi i Want to know what is the reason image is not load but a white view is open.When i debug the texture vale and summary value is -1. My Code is: _textures[kTexture_Background] = [[Texture2D alloc] initWithImage: [UIImage imageNamed:@"backgroundimage.png"]]; Thanks

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  • OpenGL ES 2.0 FBO creation goes wrong with unknown error

    - by Nick
    Hey guys, I've been struggling with this for a while now, and this code crashes with, to me, unknown reasons. I'm creating an FBO, binding a texture, and then the very first glDrawArrays() crashes with a "EXC_BAD_ACCESS" on my iPhone Simulator. Here's the code I use to create the FBO (and bind texture and...) glGenFramebuffers(1, &lastFrameBuffer); glGenRenderbuffers(1, &lastFrameDepthBuffer); glGenTextures(1, &lastFrameTexture); glBindTexture(GL_TEXTURE1, lastFrameTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 768, 1029, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, NULL); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //Bind/alloc depthbuf glBindRenderbuffer(GL_RENDERBUFFER, lastFrameDepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 768, 1029); glBindFramebuffer(GL_FRAMEBUFFER, lastFrameBuffer); //binding the texture to the FBO :D glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, lastFrameTexture, 0); // attach the renderbuffer to depth attachment point glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, lastFrameDepthBuffer); [self checkFramebufferStatus]; As you can see this takes part in an object, checkFrameBufferStatus looks like this: GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); switch(status) { case GL_FRAMEBUFFER_COMPLETE: JNLogString(@"Framebuffer complete."); return TRUE; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: JNLogString(@"[ERROR] Framebuffer incomplete: Attachment is NOT complete."); return false; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: JNLogString(@"[ERROR] Framebuffer incomplete: No image is attached to FBO."); return false; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: JNLogString(@"[ERROR] Framebuffer incomplete: Attached images have different dimensions."); return false; case GL_FRAMEBUFFER_UNSUPPORTED: JNLogString(@"[ERROR] Unsupported by FBO implementation."); return false; default: JNLogString(@"[ERROR] Unknown error."); return false; JNLogString is just an NSLog, and in this case it gives me: 2010-04-03 02:46:54.854 Bubbleeh[6634:207] ES2Renderer.m:372 [ERROR] Unknown error. When I call it right there. So, it crashes, and diagnostic tells me there's an unknown error and I'm kinda stuck. I basically copied the code from the OpenGL ES 2.0 Programming Guide... What am I doing wrong? Thanks in Advance,

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  • How much more complex is it to draw simple curves, lines and circles in OpenGL ES rather than in Qua

    - by mystify
    Is OpenGL ES really so much faster? Why? And is it really so horrible complicated to draw such simple things in OpenGL ES compared to drawing these in Quartz 2D? For example, I have a UIView subclass with -drawRect: implemented, where I draw some lines, curves and circles. Just simple paths, with some shadow. What would I do in OpenGL ES? Isn't there this nice EAGLView layer thing? One thing that comes to mind is how do touch events go into OpenGL ES? Maybe that's the complex thing about it? Are there tutorials on basic drawing operations in OpenGL ES?

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  • Castor3D en version 0.6.1.0, le moteur de rendu 3D en C++ supporte désormais OpenGL 3.x et 4.x

    Présentation Ce moteur 3D a l'ambition d'être multi-plateformes et multi-renderer. Pour l'instant, seul le développement sous Windows est exploitable (je galère pour la création d'une fenêtre compatible OpenGL sous Linux). Seul le Renderer OpenGL est implémenté (je n'ai aucune connaissance en Direct3D). La reconnaissance des Shaders est implémentée, uniquement la partie GLSL pour l'instant, on verra un jour pour intégrer Cg. Pas encore de LOD ni de gestion OcTree pour l'instant, mais c'est prévu. Support de plusieurs formats de fichiers : Obj, 3DS, MD2, MD3, PLY. Le système d'animation a un squelette qu'il me faut compléter afin d'avoir une implémentation correcte d'un système d'animation avec ou sans squeleton (...

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  • minecraft wont take keyboard input

    - by Drew S
    After upgrading to 13.10 FTB(minecraft) wont take keyboard input after login in. I can click the buttons but it will not let me type in a address on multiplayer, or copy/paste with mouse. Since upgrading I cannot run the other mod packs either, only the one I had installed from 13.04. I get this when running a new modpack: 2013-10-28 15:14:52 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:355) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733) 2013-10-28 15:14:52 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:724) 2013-10-28 15:14:52 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:234) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:196) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) 2013-10-28 15:14:52 [INFO] [STDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.Display.<clinit>(Display.java:135) 2013-10-28 15:14:52 [INFO] [STDERR] ... 4 more

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  • Feed the Beast Ultimate black screen after login 13.04?

    - by Drew S
    I get a black screen after login feed the beast ultimate splash animation. I have tried the manual LWJGL upgrading, using different versions of java (6 and 7 openJDK). no matter what I get this 2013-06-28 15:23:17 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError 2013-06-28 15:23:17 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:356) 2013-06-28 15:23:17 [INFO] [STDERR] at asq.a(SourceFile:56) 2013-06-28 15:23:17 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:746) 2013-06-28 15:23:17 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:722) 2013-06-28 15:23:17 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:234) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:196) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) 2013-06-28 15:23:17 [INFO] [STDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.Display.<clinit>(Display.java:135) 2013-06-28 15:23:17 [INFO] [STDERR] ... 4 more

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  • OpenGL ES 2.0 equivalent of glOrtho()?

    - by Zippo
    In my iphone app, I need to project 3d scene into the 2D coordinates of the screen for some calculations. My objects go through various rotations, translations and scaling. So I figured I need to multiply the vertices with ModelView matrix first, then I need to multiply it with the Orthogonal projection matrix. First of all am on the right track? I have the Model View Matrix, but need the projection matrix. Is there a glOrtho() equivalent in ES 2.0?

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  • how to make shadows for transparent objects using ray tracing in C++/openGL

    - by happy face
    I'm trying to make a code that cast shadow from trasnparent objects(such as glass) for rendering in 3D I do not have a shadow map and photon mapping yet, and I wanted to know if there is a way to make shadows for transparent materials using ray tracing only. Caustics sounds very hard without photon mapping... I have implemented a simple code in C++ that only makes the shadows black (no matter if the objects are transparent or opaque) Pseudo code would be great, thnx. for(size_t i = 0;i < num; ++i) { if(state_list[i].hit && state_list[i].distance < dist_from_light[i]) { return[i] = BLACK; }

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  • interactive lua prompt in opengl application

    - by anon
    Okay, so when I run lua, I get something like: lua Lua 5.1.4 Copyright (C) 1994-2008 Lua.org, PUC-Rio > Now, I want a prompt like this, 1) in a GUI application I've written. My GUI application can provide functions like: get_input_from_screen(); and write_this_crap_out_to_screen(); and more functions I can write as necessary I also know how to embed a lua interpreter in my C++ code (short tutorial on the web) What I don't know .. is how to connect the input/output of a lua interpreter with my GUI stuff. Any help/links apreciated. Thanks!

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