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WiredCat

Member Since 09 Apr 2011
Offline Last Active Today, 12:25 PM

#5289083 Billborad is not aligned to view

Posted by WiredCat on 28 April 2016 - 07:22 AM

lol,

 

you are picking wrong matrix, and getting wrong vector,

 

 

how is

glGetFloatv(GL_PROJECTION_MATRIX, @Matrix);
Right:= Vectorize(Matrix[0,0], Matrix[0,1], Matrix[0,2]);
Up:=    Vectorize(Matrix[1,0], Matrix[1,1], Matrix[1,2]);

equal to

double m_PickInfo_ModelView[16];// of ;
 
  t3dpoint<float> Pos;
glGetDoublev(GL_MODELVIEW_MATRIX, m_PickInfo_ModelView);
 
BillboardX.x = m_PickInfo_ModelView[0];
BillboardX.y = m_PickInfo_ModelView[4];
BillboardX.z = m_PickInfo_ModelView[8];
 
 
BillboardY.x = m_PickInfo_ModelView[1];
BillboardY.y = m_PickInfo_ModelView[5];
BillboardY.z = m_PickInfo_ModelView[9];

to be more specific

glGetFloatv(GL_PROJECTION_MATRIX, @Matrix); and glGetDoublev(GL_MODELVIEW_MATRIX, m_PickInfo_ModelView);

 

 

 

after that you will have worldspace vectors (up, right) so you: LoadIdenity then setupcamera, and draw your object (defining position of billboard and its size)




#5288112 how much can i depend on ram od current handled deviced specially andrid devices

Posted by WiredCat on 22 April 2016 - 04:09 AM

modern +1gb

 

you dont need to worry at all




#5287924 KitKat 4.4 writing to external SD etc.

Posted by WiredCat on 21 April 2016 - 03:06 AM

I dont use any fancy android local storage things, i need a clear way to write, read into internal/external memory as user chooses on which he wants to install it. Problem is kiktak (android 4.4) doesnt allow third party apps to write to external sd cards (and maybe to internal too) so what opportunities do i have?




#5287185 GLSL optimization. What is faster?

Posted by WiredCat on 16 April 2016 - 08:09 AM

For element i of the return value, 0.0 is returned if x[i] < edge[i], and 1.0 is returned otherwise.

 

 

 

Parameters

edge

Specifies the location of the edge of the step function.

x

Specify the value to be used to generate the step function.

 

 

 

 

genType step( genType edge,  

genType x);
 

 

 

 

 

now consider this

 

template <class T> T Max(T a, T b) { return (a > b ? a : b); } as an if if thats faster than normal if then we can debate on the thing, anyway if we dig in shit we end up with times for each gpu.

 

second thing seems to have more instructions than first one. since  i just converten it to asm on the flow i am not 100% sure but it seems so, fpu will do more work , and in the second line you hgave 3 ifs and on first only 2, we could rant about optimization that goes through glsl and end up that calculations (* /) are faster, but you don't always have  division in first line. someone more experienced should reply to that, but i thing for small scene without much data to process second should be faster than first one wheres first is faster for complicated scenes. , but yet not always, and again to answer the question there should be a specialist that knows how glsl optimization is done.,  thus this can vary on different gpus/cpus, and a mystery for 2016: if elses werent invented to screw the performance.




#5282420 What's wrong with my Depth Texture ?

Posted by WiredCat on 21 March 2016 - 02:14 PM

to use depth buffer in FBO you need to attach renderbuffer to it (part of code is for es 2.0 so i use depth componenet 16)

 

code creates fbo texture, then fbo object then rbo object (its a part of shadowmapping algo i use)


glGenTextures(1, &SHADOW_DEPTH_TEX);
glBindTexture(GL_TEXTURE_2D, SHADOW_DEPTH_TEX);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, RENDER_BUFF_W, RENDER_BUFF_H, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);



glGenFramebuffers(1, &SHADOW_FBO1);
glGenRenderbuffers(1, &SHADOW_RBO1);
glBindRenderbuffer(GL_RENDERBUFFER, SHADOW_RBO1);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, RENDER_BUFF_W, RENDER_BUFF_H);
glBindFramebuffer(GL_FRAMEBUFFER, SHADOW_FBO1);
glBindTexture(GL_TEXTURE_2D, SHADOW_DEPTH_TEX);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                          GL_DEPTH_ATTACHMENT,
                          GL_RENDERBUFFER,
						  SHADOW_RBO1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, SHADOW_DEPTH_TEX, 0);



#5278477 Triangle Strip and Perlin Noise.

Posted by WiredCat on 27 February 2016 - 04:38 PM

generate perlin noise texture. lets say each frame you move the offset (the pixel you read from that texture ) by vec2(acutal_pixel + 1, 0.0);

 

since its perlin noise you should have a smooth move from one pixel to another. now imagine you have a 256 length tri strip ribbon. (and your texture is 256x256 now y dimension on texture reponds to the vertex from the start of the ribbon so vertex at center of the ribbon will read perlintex texel on vec2(time, length(ribbon_start, vertex_pos) / 256.0);

if you define your texture as being repeated you dont need to zero time if it exceeds (1 or 256) this will give you demanded shape that is changed over time. now the thing is

you do that in vertex shader (you read the texel from perlin texture) and move your vertex by perlin tex value * some factor since its from 0..1




#5277937 how do i use printf to display an int?

Posted by WiredCat on 24 February 2016 - 01:12 PM

thanks




#5277923 how do i use printf to display an int?

Posted by WiredCat on 24 February 2016 - 12:22 PM

SInce i never used printf but wanted to see if int x = 7; int y = 8;

 

int z = x / y; will give me 0 or 1 since they are ints not floats casted to int like int c = int( float(x) / float(y) );

 

without takin much effort i decided to use ideone that online cpp compiler and i am unable to compile that

 

printf(z);

 

i have no idea how to use it though. any suggestions?




#5277741 Determine whenever box is visible in frustum

Posted by WiredCat on 23 February 2016 - 10:48 AM

sorry for -1 rep




#5277270 Correct way of doing Mouse Picking

Posted by WiredCat on 21 February 2016 - 05:44 AM


vec3 DirectionFromScreen(int x, int y, int sw, int sh, float fov, float z_near, float z_far, float aspect)
{

mat4 mvm = CAM_MODEL * CAM_VIEW;
mvm.Transpose();
vec3 dirX, dirY;
	dirX.x = mvm.m[0];
	dirX.y = mvm.m[4];
	dirX.z = mvm.m[8];

	dirY.x =	mvm.m[1];
	dirY.y =	mvm.m[5];
	dirY.z =	mvm.m[9];


	float a = fov / 2.0;
float cotangent = 1.0 / tan( a * imopi );

float ax = z_near / cotangent;

float screen_w = 2.0*ax;

float screen_h = screen_w;// * yratio;

screen_w = screen_w * aspect;

float scr_coord_x = float(x) / float(sw);
float scr_coord_y = float(sh - y) / float(sh);


vec3 dir = FPP_CAM->ReturnFrontVector();

//move to lower left corner
vec3 start_pos = (FPP_CAM->pos + dir * z_near) + (-dirX * (screen_w / 2.0)) + (-dirY * (screen_h/2.0));

vec3 start = start_pos + (dirX * (screen_w * scr_coord_x)) + (dirY * (screen_h * scr_coord_y));

return Normalize( vectorAB(FPP_CAM->pos, start) );
}

FPP_CAM->pos camera position

 

fov is fovy actually, so it has to be converted into horizontal fov

 

since its opengl code int y has to be scrheight - y

 

CAM_MODEL is always identity

 

z_far is not used at all




#5275451 Triangle rendered white only.

Posted by WiredCat on 12 February 2016 - 02:01 PM

layout(location = 0) out vec4 out_color; in fragment shader

 

i dont understand why you are applying any layouts in fragment shader, cant you just define; out vec4 out_color;?

 

 

second thing might be

 

 

glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(VertexFormat),(void*)0);
glEnableVertexAttribArray(1);
//you can use offsetof to get the offset of an attribute
glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,sizeof(VertexFormat),(void*)(offsetof(VertexFormat,VertexFormat::color)));

 

 

there are few things here and in other parts of code:

 

first of all you should frist define vertexattribpointers

then enable them

 

 

glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(VertexFormat),(void*)0);   (void*)0 this looks like a fail use this:

(void*)(offsetof(VertexFormat,VertexFormat::position)));

 

 

 

next



GLuint vao;
GLuint vbo;

glGenVertexArrays(1,&vao);
glBindVertexArray(vao);

this->vao = vao;
this->vbos.push_back(vbo);

this is another potential problem with sharing opengl data between structures, you shouldn't do that at least you are sure that you this->vao = vao; will return the same object. In my opinion you should make: 

GLuint vao; GLuint vbo;, and somehow i have feeling that aobject after quit are destroyed.

 

 

 

EDIT. Yes SlicerChubu is right you should additionally call ggeterror after every openglcall and log it somehow

void ShowGLERROR()
{
GLenum res = glGetError();
if ( res == GL_INVALID_ENUM) ALOG("GL_INVALID_ENUM");
if ( res == GL_INVALID_VALUE) ALOG("GL_INVALID_VALUE");
if ( res == GL_INVALID_OPERATION) ALOG("GL_INVALID_OPERATION");
if ( res == GL_OUT_OF_MEMORY) ALOG("GL_OUT_OF_MEMORY");
}

in ex:

ALOG("Creating vertex array object");

glGenVertexArrays(1,&vao);

ShowGLERROR();

ALOG("binding vao");

glBindVertexArray(vao);

ShowGLERROR();




#5274117 Weather simulation

Posted by WiredCat on 03 February 2016 - 02:51 PM

code is irrevelant

 

look at the title and read that pdf



/*
*  A Method for Modeling Clouds based on Atmospheric Fluid Dynamics
*	Ryo Miyazaki Satoru Yoshida Yoshinori Dobashi† Tomoyuki Nishita
*	University of Tokyo †Hokkaido University
*	7-3-1, Hongo, Bunkyo-ku Kita 13, Nishi 8, Kita-ku,
*	Tokyo, 113-0033, Japan Sapporo, 060-8628, Japan
* 	{ryomiya, yoshida, nis}@nis-lab.is.s.u-tokyo.ac.jp doba@nis-ei.eng.hokudai.ac.jp
*
*
*  Coded by me ;]
*
*
*/


//deltaV / deltaT = -(grad(pressure) / density) + visc_coeff*grad(V)   ---- velocity

// grad(div) is the flow caused by the gradient of the mass flow around lattices
// Let vx be the x component of the velocity v for the current time step and vx* be the x component of v for the next time step.

/*
Velocity field update / Viscosity and Pressure Effect

vx is of course the x part of velocity vector

//vx*[x][y][z] = vx[x][y][z] + kv * grad(vx)[x][y][z] + kp * grad(diw)x  //for the same cell

//kv is the viscosity ratio
//kp is the coefficient of the pressure effect

grad(vx)[x][y][z] = divBy6 * ( cell[x+1][y][z].v.x + cell[x-1][y][z].v.x + cell[x][y+1][z].v.x +
cell[x][y-1][z].v.x + cell[x][y][z+1].v.x + cell[x][y][z-1].v.x - 6.0f * cell[x][y][x].v.x );

grad(diw)x = divBy2 * ( cell[x+1][y][z].v.x + cell[x-1][y][z].v.x - 2.0f * cell[x][y][z].v.x   ) +
divBy4 * (  cell[x+1][y+1][z].v.y + cell[x-1][y-1][z] - cell[x-1][y+1][z].v.y - cell[x+1][y-1][z].v.y +
cell[x+1][y][z+1].v.z + cell[x-1][y][z-1].v.z - cell[x-1][y][z+1].v.z - cell[x+1][y][z-1].v.z );



*/



/*
  WATER VAPOR DIFFUSION

  Wv*[x][y][z] = Wv[x][y][z] + temperature_coeff * grad(Wv)[x][y][z];


  grad(Wv) = divBy6 * ( cell[x+1][y][z].w + cell[x-1][y][z].w + cell[x][y+1][z].w +
cell[x][y-1][z].w + cell[x][y][z+1].w + cell[x][y][z-1].w - 6.0f * cell[x][y][x].w );


*/



/*
  Thermal Diffusion

   E*[x][y][z] = E[x][y][z] + temp_diff_coeff * grad(E)[x][y][z];


  grad(E) = divBy6 * ( cell[x+1][y][z].temp + cell[x-1][y][z].temp + cell[x][y+1][z].temp +
cell[x][y-1][z].temp + cell[x][y][z+1].temp + cell[x][y][z-1].temp - 6.0f * cell[x][y][x].temp );



*/



/*
  Buoyancy      AD NOTE 2.: since in paper we have z versor pointing upward we need to convert it to y component since we have lefthanded(or righthanded ;p) system  

kb is the coefficient affecting the strength of the
buoyancy force.


Vz*(x,y,z) = Vz(x,y,z) + kb * divBy4 * (  4.0f * E[x][y][z] - E[x+1][y][z] - E[x-1][y][z] - E[x][y+1][z] - E[x][y-1][z]  );

so the code seems to be like this: (rewritten to y as up vector)


cell[x][y][z].v.y* = cell[x][y][z].y + kb * divBy4 * ( 4.0f * cell[x][y][z].temp - cell[x+1][y][z].temp - cell[x-1][y][z].temp -
cell[x][y][z+1] - cell [x][y][z-1] );
*/



/*
			  PHASE TRANSMISSION


 (6) Phase Transition
The amount of water droplets generated by the phase
transition is determined in proportion to the difference
between the maximum amount of water vapor and the
amount of water vapor in each lattice. The maximum
amount of water vapor for a unit volume of air is a
function of its temperature (see appendix for details ).


APPENDIX

The amount of water droplets is proportional to the
difference between the maximum amount, 'wmax', of water
vapor 'wv' and the amount of water droplets 'wl' of each
lattice. That is, the amount of water droplets created at
each time step is computed by the following equation.



(A.1)
where alpha is the phase transition rate. Q is the latent heat.
wmax is a function of the temperature T[K] and is given by
the following equation:
( ) 217.0 exp[19.482 4303.4 /( 29.5)] / . max w T = - T - T (A.2)


*/
const long double viscosity_coeff = 0.9670;
const long double waterVapor_coeff = 0.9670;
const long double temperature_coeff = 0.9670;
const long double divBy6 = 0.16670; //1.(6)
const long double divBy4 = 0.250;
const long double divBy2 = 0.50;
		 /* Deleted bullcrap not even worth watching */
#endif

 

The problem with this is I really need to work out an ambient temperature value for each location on the map.

 

 

There are many topogrpahic temperature maps, by studying them you could create your own initial value map

 

Has anyone come across a way of calculating an ambient temperature for a location based on date/time/location data?

 

Thats almost impossible to achieve, unless your run fullscale simulation, and learn your program, how things change. (still it will be far from ideal due to external forces)

 

And the wind that causes temperature to move (cool down heat up).

I believe there are heat maps on nasa page, so you could make some kind of one year peroid temperature map (with maybe data from each month, or only for winter, spring, summer, autsomething tongue.png, you wont be able to get acutal day, time, hour weather without running some simple simulation. or lerping <- which is bad as f

 

 

still code is wrong there, (didint have time to fix it) but the pdf is really good.

 

vital is to add third dimension. gravity, coriolis force or whatever its called

 

i am a bit to late with that post but was searchign for that code and pdf name.

 

 

but now i dont know if this is answered or what, still i could write an essay about weather




#5273522 Window Creation in Win 7

Posted by WiredCat on 31 January 2016 - 02:41 PM

winapi + createwindowex

you set size and flag as maximized without border additionally you change screen resolution before window creation.

 

 

ideally:

http://nehe.gamedev.net/data/lessons/vc/lesson01.zip




#5271434 Shadow map projection issue

Posted by WiredCat on 16 January 2016 - 12:17 PM

-dot(normal, direction_light_to_vertex) if that is 0 or below 0 then fragment is not facing the light thus it should be shadowed, if  you set the color for this case to shadow color then you will get rid of that.




#5270546 Comparing two textures in openGL

Posted by WiredCat on 11 January 2016 - 10:26 AM

which version of ogles are you using if 1.0 forget about performance,

for 2.0 and above theres something in glsl like texture2d(for sampler2d)

 

values are between 0..1 for all channels.

 

either way you always load textures from a file so you could do that on cpu when loading textures to opengl.

 

but like mhagain said you must tell us more like which ver of ogles, and what are you trying to do.






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