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WiredCat

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  1. I just found a code which uses libavcodec to decode videos and display them on screen Canvas canvas = surfaceHolder.lockCanvas(); canvas.drawBitmap(mBitmap, mDrawLeft, mDrawTop, prFramePaint); surfaceHolder.unlockCanvasAndPost(canvas); anyway it looks like a ton of useless garbage, it first decodes then draws a bitmap, i would like to somehow transfer video data to gpu directly so i can just draw a video frame in a simple poly (made of 4 verts), however it may be undoable, anyone has any more information about it?
  2. const double imopi = 0.017453292519943295769236907684886; works only with perspective projection TRay RayFromScreen(int x, int y, int sw, int sh, float fov, float z_near, float z_far, float aspect) { x,y, sw,sh should be in pixels as far as i can see mat4 mvm = CAM_MODEL * CAM_VIEW; //cam model is always identity 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]; TRay res; 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(); //vec3 dirX = FPP_CAM->ReturnRightVector(); //vec3 dirY = FPP_CAM->ReturnUpVector(); //move to lower left corner vec3 start_pos = (FPP_CAM->pos + dir * z_near) + (-dirX * (screen_w / 2.0)) + (-dirY * (screen_h/2.0)); res.start = start_pos + (dirX * (screen_w * scr_coord_x)) + (dirY * (screen_h * scr_coord_y)); res.end = res.start + Normalize( vectorAB(FPP_CAM->pos, res.start) ) * 10000.0; return res; float yratio = 1.0 / aspect; //compute the world position on the other end since its a perspective projection ax = z_far / cotangent; screen_w = 2.0*ax; screen_h = screen_w * yratio; start_pos = (FPP_CAM->pos + dir * z_far) + (-dirX * (screen_w / 2.0)) + (-dirY * (screen_h/2.0)); res.end = start_pos + (dirX * (screen_w * scr_coord_x)) + (dirY * (screen_h * scr_coord_y)); ALOG("RAY START: "+POINT_TO_TEXT(res.start)); return res; } theres a tranpose thing to make it oglcompilant only because i was lazy to change mvm.m thing
  3. 3D

    Would like to draw a billboard between two points, and what these points even define? you are aware that to draw a billboard you are anyway using 4 verts (without any special gcard extensions like in example GL_POINT_SPRITE_ARB) Either way you compose world*viewmat and extract screen direction vectors, then you build up a billboard something like this (thisis for ogl) vec3 BillboardX; vec3 BillboardY; void GetTranslationMatrix(mat4 ModelViewMatrix) { mat4 mvm = ModelViewMatrix; mvm.Transpose(); BillboardX.x = mvm.m[0]; BillboardX.y = mvm.m[4]; BillboardX.z = mvm.m[8]; BillboardY.x = mvm.m[1]; BillboardY.y = mvm.m[5]; BillboardY.z = mvm.m[9]; translation_facenormal = Normalize(vectorcross(BillboardX * 1000.0, BillboardY * 1000.0)); translation_facedist = -dot(translation_facenormal, translation_pos); } int i; for (i=0; i < particlenum; i++) { verts[i*4].v.x = particles[i].pos.x-BillboardX.x*particles[i].size+BillboardY.x*particles[i].size; verts[i*4].v.y = particles[i].pos.y-BillboardX.y*particles[i].size+BillboardY.y*particles[i].size; verts[i*4].v.z = particles[i].pos.z-BillboardX.z*particles[i].size+BillboardY.z*particles[i].size; verts[i*4+1].v.x = particles[i].pos.x+BillboardX.x*particles[i].size+BillboardY.x*particles[i].size; verts[i*4+1].v.y = particles[i].pos.y+BillboardX.y*particles[i].size+BillboardY.y*particles[i].size; verts[i*4+1].v.z = particles[i].pos.z+BillboardX.z*particles[i].size+BillboardY.z*particles[i].size; verts[i*4+2].v.x = particles[i].pos.x+BillboardX.x*particles[i].size-BillboardY.x*particles[i].size; verts[i*4+2].v.y = particles[i].pos.y+BillboardX.y*particles[i].size-BillboardY.y*particles[i].size; verts[i*4+2].v.z = particles[i].pos.z+BillboardX.z*particles[i].size-BillboardY.z*particles[i].size; verts[i*4+3].v.x = particles[i].pos.x-BillboardX.x*particles[i].size-BillboardY.x*particles[i].size; verts[i*4+3].v.y = particles[i].pos.y-BillboardX.y*particles[i].size-BillboardY.y*particles[i].size; verts[i*4+3].v.z = particles[i].pos.z-BillboardX.z*particles[i].size-BillboardY.z*particles[i].size; } Since you have defined 4 points what do you want to do with these two points?
  4. not to mention all these holes
  5. no matter what you'll end up writing: once per frame, (ball is in motion even when vel is 0) you iterate with drag equation and motion till you hit something this is your hit pos/ basically: each frame you find new hitposition, then you do your stuff
  6. doesnt work edit now works after some black magic....
  7. I bet its circular reference but please when i include a definition of X then it should compile and run anyway. #ifndef game_initH #define game_initH #include "logme.h" #include "globalvars.h" #include "stdlib.h" #include "sim/ocean.h" #include "string.h" #include "Textures.h" #include "sim/ships/battle_mp.h" //#include "sim/ships/ship.h" #include "Timer.h" #include "shaderclass.h" #include "HUD/HUD.h" #include "HUD/menu/menulist.h" #include "sim/Entity.h" const int viewport_size = 128; extern TBattleMP_Frame * GAME_PLAY; < -- TBattleMP_Frame does not name a type and in battle_mp.h struct TBattleMP_Frame { }; why it is even throwing me errors. That shouldnt occur
  8. DX12

    You probably want l-system google that
  9. So tga format seems way simplier
  10. Imagine i walk near door, (i have android phone connected lets say to wifi), now some device on that door checks if i have proper security clearance and unlocks door if i do have proper one. Is there a way to do that, that whenever i am close to door action occurs (but without involving camera sensors)     Maybe its not quite related to gamedev but i would like my game to have that feature :X
  11. thanks for info, anyway i asked cause i coudlnt find any information about that, still cant... maybe im too stupid but my thought were like this: when we have full source of android on the phone we could change and recompile it this would make me do most secured phones on the world. But not updated still vurnelabe to hackers.      But primary goal was to compile into so libraries, something like dlls in quake/rtcw/doom things thus i dont know what cgame86.dll etc were for. i thought i could put standardized vcl menu gui for developers, that could change some things i cant remeber now.
  12. im trying to make a sloped button but i forgot which NDC coordinate was higher than other   for x axis its simple higher numbers mean higher x position   but what about y? where is -1 located at bottom or top of the screen? :X     i could check it but i am in a middle of rewriting whole visual component library for my menu
  13. I thought ill be able to compile via command line I see no related info. People say tthat ill need third party compiler aint there some standard cpp compiler for linux that again needs to be compiled into kernel
  14. Since its based on linux there should be a c++ compilator available there, along with full sourcecode where to get this
  15. Is bitmap really that simple? Headers palettes then pixel data I thought pixel data is related to palette