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  • Developing and deploying games for Windows, Mac (& Linux)

    - by nornagon
    I want to write games that run on all the major platforms. I also want people to be able to play them by downloading a file and double clicking it. That means a single .exe/.app file. I'm happy to use OpenGL directly for graphics. What I don't know how to do is show a window, handle mouse/keyboard input and play sounds in a cross-platform manner. I don't really mind what the underlying language is, as long as it isn't C++ or Java. C#, Ruby or Python would be preferable, in that order :) Please, SO, save me from having to write Flash games!

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  • How to color a mesh with values at the vertices in WPF 3D?

    - by Christo
    We've got a sphere which we want to display in 3D and color given a fuction that depends on spherical coordinates. The sphere was triangulated using a regular grid in (theta, phi), but this produced a lot of small triangles near the poles. In an attempt to reduce the number triangles at the poles, we've changed out mesh generation to produce more evenly sized triangles over the surface. The first triangulation method had the advantage that we could easily create a texture and drape it over the surface. It seems that in WPF it isn't possible to assign colors to vertices the way one would go about in OpenGL or Direct3D. With the second triangulation method it isn't apparent how to go about generating the texture and setting the texture coordinates, since the vertices aren't aligned to a grid anymore. Maybe it would be possible to create a linear texture containing a color for each vertex, but then how will that effect the coloring? Will it still render smoothly over the triangle surfaces as one would expect by applying per vertex coloring?

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  • UITextField showing trash instead of characters

    - by krasnyk
    There's quite a strange thing happening to text fields in application I'm developing (see image below).  [1]: http://img7.imageshack.us/img7/1449/zrzutekranu20100506godz.png At some point in the application I'm using    - (void) viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; [[(TextFieldView*)[self view] usernameTextField] becomeFirstResponder];    } Which results in the above image. If it's called in viewDidAppear - everything is fine. The funny thing about this error is that it breaks ALL text fields throught the application. Has anyone ever encountered such an error? Might it be related to openGL use?

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  • UITableView cellForRowAtIndexPath occasionally not called?

    - by Tobster
    I'm developing a graphing application that on the main navigation/tab view displays a UIView that renders a graph using openGL. Beneath that view is a UITableView that displays the list of elements on the graph, and an add button. Occasionally, when the user clicks on another tab, and then returns to the graph view tab, the table view does not get redrawn. I have a [tableView reloadData] method being called in the navigation controllers' (also the table view's delegate and data source) viewDidAppear method. numberOfSectionsInTableView and numberOfRowsInSection get called, but cellForRowAtIndexPath does not despite both latter methods returning positive values. This is an intermittant problem, only happening some of the time, but it's not clear what (if anything) influences this. Does anyone have any ideas?

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • DirectX text at (x,y,z)

    - by bobobobo
    In OpenGL, you can actually draw text with an XYZ position, and it will appear at that location, but in a fixed size. If anyone's played MechWarrior 2, they used it there for nav points. The text had a 3d position, but it always appeared a fixed size. The nav point was actually a bit of text at that exact point in space. Other than that the ability to place 3d text was pretty much useless.. you'd always want text to be 2d, righT? I'm finally in a position where I want this feature. I have these points in space that I need to assign text information to, i.e. I need to draw text at a fixed size but with a 3d position. Can this be done from DirectX?

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  • What would be a good starting point for development of a 3D application for representation of struct

    - by Lela Dax
    I was thinking QT on OpenGL. Multiplatform ability and being able to be closed (at no cost) at a later point would be important points. But I'm very interested in finding a way that is not only viable but also has the least amount of reinvention of the wheel. e.g. "Why not Ogre? A ready powerful 3D engine without reinventing that part". But I'm very uncertain in what is the optimal collection of tools for that job.

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  • Compile Qt Project To Run On A Linux System

    - by ForgiveMeI'mAN00b
    I have a Qt project. It uses the cross platform libraries SDL, OpenGL and FLTK. I want to be able to compile the project so that it can run on a Linux computer. I'm looking at a bunch of articles I have seen so far two ways to do this. Use a cross compiler, which seems to me a rather complicated thing to setup and compile with, or, the other options, is to compile the project simply on a Linux computer, simply the Linux version of Qt creator/SDK. My question is, If I have a Qt project that uses only cross platform libraries, then is creating a Windows version easy as compiling it in Qt/Windows, and creating the Linux version as easy as doing it in Qt/Linux? PS. Please don't ask/complain about why I didn't just try to see if it works myself, I don't have any Linux OS's installed on my computer right now, and I don't want to risk going into the trouble of installing a whole new OS just to have it not work in the end.

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  • Is there a way to make an executable from an Xcode project?

    - by Questor
    Hello, all! I feel it's quite a naive question I'm going to ask. Excuse me if it's foolish. I have made an iPhone game using Cocos2d, Box2d and OpenGL. I want to show the game to a potential employer for demonstration purposes, without giving him the source code. How can I make a .exe or .app file from the Xcode project? I've searched online a lot but couldn't find the relevant answer. Thank you very much in advance.

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  • Android: Touch seriously slowing my application

    - by Jason Rogers
    Hi all, I've been raking my brains on this one for a while. when I'm running my application (opengl game) eveyrthing goes fine but when I touch the screen my application slows down quite seriously (not noticeable on powerful phones like the nexus one, but on the htc magic it gets quite annoying). I did a trace and found out that the touch events seem to be handled in a different thread and even if it doesn't take so much processing time I think androids ability to switch between threads is not so good... What is the best way to handle touch when speed is an issue ? Currently I'm using : in the GLSurfaceView @Override public boolean onTouchEvent(MotionEvent event) { GameHandler.onTouchEvent(event); return true; } Any ideas are welcome

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  • Erase part of RenderTarget when drawing primitives?

    - by user1495173
    I'm creating a paint like application using XNA. I have a render target which acts as a canvas. When the user draws something I draw corresponding triangles using DrawUserPrimitives and triangle strips to make lines and other curves. I want to implement an eraser in the application, so that the user can erase the triangles from the texture. I've used OpenGL in the past and there I would just use a blend function like so: glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); How would I do this in XNA? I tried setting the GraphicsDevice blend mode to AlphaBlend, Additive, etc.. but it did not work. Any ideas? Thanks!

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  • Designing entire webpages as SVG files

    - by user1311390
    Disclaimer I realize that given the absurdity of the title, this sounds like a troll. However, it's a genuine question. My background involves OpenGL / x86 assembly. I've recently started learning web programming. I really like SVG + CSS, and was wondering -- why do people not design entire webpages in SVG? Context SVG provides beautiful primitive: quadratic + cubic bezier curves; lines + filling -- all as vector graphics SVG provides text SVG provides affine transformations Questions Are there examples of people designing entire websites as a giant SVG file? If not, what the limitations? Are there performance hits when using SVG primitives as opposed to divs/tables?

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  • Tips for begining 3D Application Deelopment

    - by Moon .
    hey, guys i want to create an application that has 3D display. I want all the planets in it. Then the next step is i want to have satellites in it as well. I want to provide an interface to add satellites etc. Offcourse this will include 3D designing and it will be more like a game. I want to know what are the things i need to know to make this.. you know give me like a list 3D modeling and OpenGL etc.

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  • When does code bloat start having a noticeable effect on performance?

    - by Kyle
    I am looking to make a hefty shift towards templates in one of my OpenGL projects, mainly for fun and the learning experience. I plan on watching the size of the executable carefully as I do this, to see just how much of the notorious bloat happens. Currently, the size of my Release build is around 580 KB when I favor speed and 440 KB when I favor size. Yes, it's a tiny project, and in fact even if my executable bloats 10 x its size, it's still going to be 5 MB or so, which hardly seems large by today's standards... or is it? This brings me to my question. Is speed proportional to size, or are there leaps and plateaus at certain thresholds, thresholds which I should be aiming to stay below? (And if so, what are the thresholds specifically?)

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  • Drawing with GDI+ under IIS

    - by Zac
    I'm running a web application under IIS that we draw graphs with that are sent to the clients. We were previously running under iis6, while migrating to 2008 ( iis7 ) we have encountered some very weird issues with the graphing. I stumbled across the msdn docs for GDI+ stating that "GDI+ functions and classes are not supported for use within a Windows service." I suspect that my issues are probably related to further isolation of services http://msdn.microsoft.com/en-us/library/ms533798%28VS.85%29.aspx My question is how the heck are we supposed to draw graphics? Raw GDI? OpenGL - but doesn't that still require a DC?

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  • Looking for a mobile platform to view vector data and use it like a simple map

    - by Orchestrator
    I would like to develop or use an existing platform that will allow me to view custom vector data and use it as a map on mobile phones such as Android/IPhone (Maybe even WP7). I'm hoping that there's already a good infrastructure for what I need so I would not need to develop a whole infrastructure by myself. In Conclusion - Is there any existing platform that may answer my needs? If not, how would you guys suggest I should begin? How should I save my vector data? How could I read it? Should I view it with a graphics engine like OpenGL? Is there any chance this solution could be cross-platform? I know that it's possible since it was already done with apps like Waze. And it works the same on iOS and Android. Thanks!

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  • Normalized Device Coordinates to window coordinates

    - by okoman
    I just read some stuff about the theory behind 3d graphics. As I understand it, normalized device coordinates (NDC) are coordinates that describe a point in the interval from -1 to 1 on both the horizontal and vertical axis. On the other hand window coordinates describe a point somewhere between (0,0) and (width,height) of the window. So my formula to convert a point from the NDC coordinate system to the window system would be xwin = width + xndc * 0.5 * width ywin = height + ynfv * 0.5 * height The problem now is that in the OpenGL documentation for glViewport there is an other formula: xwin = ( xndc + 1 ) * width * 0.5 + x ywin = ( yndc + 1 ) * height * 0.5 + y Now I'm wondering what I am getting wrong. Especially I'm wondering what the additional "x" and "y" mean. Hope the question isn't too "not programming related", but I thought somehow it is related to graphics programming.

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  • iPhone : Primitives getters and setters

    - by Burf2000
    I feel a bit miffed at the moment, I done a few iPhone projects that use floats and ints etc and all is fine. I now using OpenGL and GLFloat[] C arrays etc and it seems unless I make methods to set / get them it crashes on the device (not the simulator). Now as these are not setup as properties (I don't think c arrays can) it kind of makes sense. However the project has been working for months without them. It seems something in the code is wiping out anything float / ints to the point that the debugger can see an assigned value but accessing it crashes the phone. As soon as I think I know something for this platform, something changes my mind lol.

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  • Android:simulating 1-bit display

    - by user1681805
    I'm new to Android,trying to build a simple game which use 1-bit black and white display.the screen dimension is 160 * 80,that is 12800 pixels.I created a byte array for the "VRAM",so each time it draws,it first checks the array. The thing is that I am not drawing a point or rectangle for each pixel,I'm using 2 bitmaps(ARGB_4444,I have to use alpha channel,because of shadow effect),1 for positive and 1 for negative.So I called 12800 times drawBitmap() in the surfaceView's Draw method.I know that's silly...But even for openGL,12800 quards won't be that fast right? Sorry..I cannot post imgs.the link of screenshot:http://i1014.photobucket.com/albums/af267/baininja/Screenshot_2013-10-22-01-05-36_zps91dbcdef.png should i totally give up this and draw points on a 160*80 bitmap then scale it to intented size?But that loses the visual effects.

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  • Why do we need normalized coordinate system? Options

    - by jcyang
    Hi, I have problem understand following sentences in my textbook Computer Graphics with OpenGL. "To make viewing process independent of the requirements of any output device,graphic system convert object descriptions to normalized coordinates and apply the clipping routines." Why normalized coordinates could make viewing process independent of the requirements of any output devices? Isn't the projection coordinates already independent of output device?We only need to first scale and then translate the projection coordinate then we will get device coordinate. So why do we need first convert the projection coordinate to normalized coordinate first? "Clipping is usually performed in normlized coordinates.This allows us to reduce computations by first concatenating the various transformation matrices" Why clipping is usually performed in normlized coordinates? What kind of transformation concatenated? thanks. jcyang.

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  • Creating a Linux Desktop Envoriment

    - by Alon
    Suppose I want to create my own desktop envoriment for Linux, without X. Like Google with the Android did. Where do I start? Is it actually a normal application that just draws stuff, and starts after the kernel boot? And how does it draw it? Using OpenGL or is there something more generic? And graphics drivers, how is it going? You should develop custom graphics drivers for your desktop or it comes with the Linux kernel? Note: It's for normal PCs and not embedded devices. Thanks.

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  • Iterators over a LInked List in a Game in Java

    - by Matthew
    I am using OpenGl in android and they have a callback method called draw that gets called with out my control. (As fast as the device can handle if I am not mistaken) I have a list of "GameObjects" that have a .draw method and a .update method. I have two different threads that handle each of those. So, the question is, can I declare two different iterators in two different methods in two different threads that iterate over the same Linked List? If so, do I simply declare ListIterator<GameObject> l = objets.listIterator() each time I want a new iterator and it won't interfere with other iterators?

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Cannot install ia32-libs

    - by Marcos Junior
    I don't know why I can't install ia32-libs. It claims for a dependency that cannot be found on repos. junior@mediacenter:~$ sudo apt-get install ia32-libs Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: ia32-libs : Depends: ia32-libs-multiarch E: Unable to correct problems, you have held broken packages. junior@mediacenter:~$ sudo apt-get install ia32-libs-multiarch Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: ia32-libs-multiarch:i386 : Depends: gstreamer0.10-plugins-good:i386 but it is not going to be installed Depends: gtk2-engines:i386 but it is not going to be installed Depends: gtk2-engines-murrine:i386 but it is not going to be installed Depends: gtk2-engines-pixbuf:i386 but it is not going to be installed Depends: gtk2-engines-oxygen:i386 but it is not going to be installed Depends: ibus-gtk:i386 but it is not going to be installed Depends: libcanberra-gtk-module:i386 but it is not going to be installed Depends: libcurl3:i386 but it is not going to be installed Depends: libgail-common:i386 but it is not going to be installed Depends: libglapi-mesa:i386 but it is not going to be installed Depends: libglu1-mesa:i386 but it is not going to be installed Depends: libgtk2.0-0:i386 but it is not going to be installed Depends: libqt4-opengl:i386 but it is not going to be installed Depends: librsvg2-common:i386 but it is not going to be installed Recommends: libgl1-mesa-glx:i386 but it is not going to be installed Recommends: libgl1-mesa-dri:i386 but it is not going to be installed E: Unable to correct problems, you have held broken packages. Running ubuntu Precise: junior@mediacenter:~$ uname -a Linux mediacenter 3.2.0-24-generic #37-Ubuntu SMP Wed Apr 25 08:43:22 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux Synaptic fix broken package does nothing. Any tips?? Thanks I need this package to install other apps like teamviewer7.

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  • Fun with Sun Ray, 3D, Oracle VM x86 and SRIOV

    - by wim.coekaerts
    One of the things I like about my job is that I get to play around with stuff and make use of the technologies we work on in my teams. Sort of my own little playground. It allows me to study the products in great detail and put them to use in ways that individual product teams don't always intend them to be used for :) but that makes it fun. I have a lot of this set up at home because... work is sort of hobby and I just like to tinker with it. Anyway, a few weeks ago I was looking at my sun ray rig at home and how well 3D works. Google Earth and some basic opengl tests like glxspheres combined with virtualgl. It resulted in some very cool demos recorded with my little camera (sorry for the crappy quality of the video :-) : OVDC (soft client) on my mac Sun Ray 2FS Never mind the hickups during zoom, that's because I was using the scrollwheel on my mouse and I can't scroll uninterrupted :) Anyway, this is quite cool ! The setup for this was the following : Sun Ray on LAN, Sun Ray Server 5 latest installed on OL5.5 inside a VM running on Oracle VM 2.2 (hardware virt, with a virtual network (vif)) and the virtualgl rendering happened on another box (wopr5) that runs linux on a little atom D520 with an ION2 gpu. So network goes from Sun Ray to Sun Ray Server to wopr5 and back. Given that this is full screen 3D it puts a good amount of load on the network and it's pretty cool that SRS was just a VM :) So, separately, I had written a little blog entry about using sriov and oracle vm a while back. link to sriov blog entry Last night when I came home I wanted to do some more playing around with SRIOV and live migrate. To do this, I wanted to set up a VM with 2 network interfaces, one virtual network (vif) and then one that's one of the SRIOV virtual functions from my network card. Inside the guest they show as eth0 and eth1, and then bond them using a standard linux bonding device (bond0 here) with active active links. The goal here is that on live migrate, we would detach the VF (eth1 in guest in this case), the bond would then just hum along on eth0 (vif) we can live migrate the VM and then on the other server after the migrate completes we re-attach a VF to the VM there and eth1 pops up again and the bond uses both eth0/eth1 to do its work. So, to set this up, I figured, why not use my sun ray server VM because the 3D work generates a nice network load and is very latency/timing sensitive. In the end, I ran glxspheres on my sunray server (vm) displaying on my sun ray 2 fs and while that was running, I did my live migrate test of this vm (unplug pci VF, migrate, reconnect vf) and guess what, it just kept running :) veryyyyyy cool. now, it was supposed to, but it's always nice to see it actually work, for real. Here's a diagram of it. No gimics - just real technology at work ! enjoy :)

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