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JoryRFerrell2013

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  1. You can create a tracker for each obj, recording it's absolute global position. For the object you want to follow, simply subtract the vector of the distance and rotation you want relative to the object, and this will have you "follow" the object.
  2. http://pastebin.com/cFh1fHpH http://pastebin.com/w9EVF6i6   The first link is the main code... The second is the def for the MainChar class.     I init the MainChar class and try to render, but it won't show up. I thought that maybe it simply just wasn't in the viewport so I tried moving it around and rotating it so hopefully it would move into view...still a no-go. Is it not rendering period? How am I screwing up? Arg. Arg....
  3. Never mind...just got help solving the problem.   Simply go download the glew src code (glew.c) and use #include "glew.c" in main project file. Compile/Link with -DGLEW_STATIC IN compile options, and you should be up and running.   As others explained to me, the library relies on grabbing functions from a preset pool that has been set-up by the project managers. This means that linking to the dll is pointless because the code can't take advantage of any new functionality that doesn't exist in the DLL. So when new stuff becomes available and your user base wants to take advantage of it, they must upgrade the dll also, or your code will be useless. So you might as well save everyone the trouble and just use the static library version from the get-go.
  4. I am having troubles running glew.   Using the following code: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> int main(int argc, char **argv) { glutInit(&argc, argv); glutInitContextVersion(3, 1); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA); glutInitWindowSize(1024, 768); //glutInitWindowPosition(100, 100); glutCreateWindow("First run."); // init glew GLenum glewInitResult; glewExperimental = GL_TRUE;      glewInit(); /* if(GLEW_OK != glewInitResult) { std::cerr << "ERROR: " << glewGetErrorString(glewInitResult); return 1; } */ std::cout << "hello"; glClearColor(0,0,0,0); glutMainLoop(); return 0; } I then compile/link with the following in MinGW:     g++ -c -o glewTest.o glewTest.cpp -I"C:\MinGW\include\GL" -DGLEW_STATIC     and...     g++ -o glewTest.exe glewTest.o -L"C:\MinGW\lib" -lglew32 -lfreeglut -lopengl32 -lglu32 -Wl,--subsystem,windows     or...     g++ -o glewTest.exe glewTest.o -L"C:\MinGW\lib" -lglew32mx -lfreeglut -lopengl32 -lglu32 -Wl,--subsystem,windows     The "g++ -o glewTest.exe glewTest.o -L"C:\MinGW\lib" -lglew32 -lfreeglut -lopengl32 -lglu32 -Wl,--subsystem,windows" does compile, but when I try to run I get the following error:     "The procedure entry point glewInit@0 could not be located in the dynamic link library glew32.dll"   When I try to compile with "g++ -o glewTest.exe glewTest.o -L"C:\MinGW\lib" -lglew32mx -lfreeglut -lopengl32 -lglu32 -Wl,--subsystem,windows", I get the follow error:     "glewTest.o:glewTest.cpp:(.text+0x15a): undefined reference to `glewInit@0' collect2.exe: error: ld returned 1 exit status"   I am at a loss...what do I do to either get the sys to find the dll, or get it to find the lib ref?   I am fine with either a static or dynamic lib build, but I have already tried the following with the dll version: Place the DLL in the same folder with the executable. No joy. Make sure I am using the same version and mem type (32/64bit) of the Lib with the DLL. Did so. Had no bearing. Make sure I am placing the lib/DLL/Headers in the correct paths. Did so. Also had no bearing. Make sure I am linking my necessary files correctly in the compile process. Obviously not working. I have tried sifting through over 40-50 different webpages and they all pretty much say the same thing. Any new ideas?
  5. I will eventually get rid of the gluLookAt code. It is deprecated, and I am even upload a version of the same matrix, and altering it a little to replace LookAt won't be to diff... but I just haven't messed with it yet. :P
  6. My camera won't follow my object. Or maybe my object is not appearing where it should (meaning my camera is correctly oriented according to the cubes matrix, but I am drawing the cube with incorrect order of commands?). Is my math wrong, or am I handling the drawing pipeline incorrectly? SCREEN_SIZE = (1200, 900) import sys from math import radians from math import cos from OpenGL.GL import * from OpenGL.GLU import * import pygame from pygame.locals import * from gameobjects.matrix44 import * from gameobjects.vector3 import * from random import * class Cube_Projectile(object): def __init__(self, position): self.abs_position = (0.0, 0.0, 0.0) self.abs_rotation = [0.0, 0.0, 0.0] self.abs_rot_matrix = [[1.0,0.0,0.0,0.0], [0.0,1.0,0.0,0.0], [0.0,0.0,1.0,0.0], [0.0,0.0,0.0,1.0]] self.color = (uniform(0.0, 1.0), 1.0, 2.0, uniform(0.0, 1.0)) self.life = 1000 self.name = "" self.mass = 1 self.velocity = 0 self.momentum = self.mass*self.velocity self.matrix = Matrix44() def render(self, rotation, rot_matrix): if self.life > 0: glPushMatrix() glLineWidth(10) glBegin(GL_LINES) glColor(3,0,0) glVertex(0.0, 0.0, 0.0) glVertex(0.0, 0.0, 25.0) glColor(0,3,0) glVertex(0.0, 0.0, 0.0) glVertex(0.0, 25.0, 0.0) glColor(0,0,3) glVertex(0.0, 0.0, 0.0) glVertex(25.0, 0.0, 0.0) glEnd() glPopMatrix() glPushMatrix() #glTranslate(self.abs_position[0], self.abs_position[1], self.abs_position[2]) rot_matrix.translate = self.abs_position glLoadMatrixd(rot_matrix.to_opengl()) glScale(.5,.5,.5) print "self.abs_rot_matrix: \n",self.abs_rot_matrix[0], "\n",self.abs_rot_matrix[1], "\n",self.abs_rot_matrix[2],"\n\n","Internal Matrix: \n",glGetDoublev(GL_MODELVIEW_MATRIX),"\n\n\n\n\n" glColor(self.color) glBegin(GL_QUADS) glNormal3f(-1.0, -1.0, 1.0) glVertex3f(-2.000000, -2.000000, -2.000000) glNormal3f(-1.0, -1.0, 1.0) glVertex3f(-2.000000, -2.000000, 2.000000) glNormal3f(-1.0, 1.0, 1.0) glVertex3f(-2.000000, 2.000000, 2.000000) glNormal3f(-1.0, 1.0, -1.0) glVertex3f(-2.000000, 2.000000, -2.000000) glNormal3f(-1.0, 1.0, 1.0) glVertex3f(-2.000000, 2.000000, -2.000000) glNormal3f(1.0, 1.0, -1.0) glVertex3f(2.000000, 2.000000, -2.000000) glNormal3f(1.0, -1.0, -1.0) glVertex3f(2.000000, -2.000000, -2.000000) glNormal3f(-1.0, -1.0, -1.0) glVertex3f(-2.000000, -2.000000, -2.000000) glNormal3f(1.0, 1.0, -1.0) glVertex3f(2.000000, 2.000000, -2.000000) glNormal3f(-1.0, 1.0, 1.0) glVertex3f(2.000000, 2.000000, 2.000000) glNormal3f(1.0, -1.0, 1.0) glVertex3f(2.000000, -2.000000, 2.000000) glNormal3f(1.0, -1.0, -1.0) glVertex3f(2.000000, -2.000000, -2.000000) glNormal3f(-1.0, -1.0, 1.0) glVertex3f(-2.000000, -2.000000, 2.000000) glNormal3f(1.0, -1.0, 1.0) glVertex3f(2.000000, -2.000000, 2.000000) glNormal3f(1.0, 1.0, 1.0) glVertex3f(2.000000, 2.000000, 2.000000) glNormal3f(-1.0, 1.0, 1.0) glVertex3f(-2.000000, 2.000000, 2.000000) glNormal3f(-1.0, -1.0, 1.0)#--- glVertex3f(-2.000000, -2.000000, 2.000000) glNormal3f(-1.0, -1.0, -1.0) glVertex3f(-2.000000, -2.000000, -2.000000) glNormal3f(1.0, -1.0, -1.0) glVertex3f(2.000000, -2.000000, -2.000000) glNormal3f(1.0, -1.0, 1.0) glVertex3f(2.000000, -2.000000, 2.000000) glNormal3f(1.0, 1.0, 1.0) glVertex3f(2.000000, 2.000000, 2.000000) glNormal3f(1.0, 1.0, -1.0) glVertex3f(2.000000, 2.000000, -2.000000) glNormal3f(-1.0, 1.0, -1.0) glVertex3f(-2.000000, 2.000000, -2.000000) glNormal3f(-1.0, 1.0, 1.0) glVertex3f(-2.000000, 2.000000, 2.000000) glEnd() glPopMatrix() def resize(width, height): glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60.0, float(width)/height, .1, 1000.) glMatrixMode(GL_MODELVIEW) glLoadIdentity() def init(): glEnable(GL_DEPTH_TEST) glShadeModel(GL_FLAT) glClearColor(0.0, 0.0, 0.0, 1.0) glEnable(GL_COLOR_MATERIAL) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glLight(GL_LIGHT0, GL_POSITION, (10, 10, 10, 0)) def run(): pygame.init() screen = pygame.display.set_mode(SCREEN_SIZE, HWSURFACE|OPENGL|DOUBLEBUF) resize(*SCREEN_SIZE) init() PAUSED = "False" clock = pygame.time.Clock() glMaterial(GL_FRONT, GL_AMBIENT, (0.1, 0.1, 0.1, 1.0)) glMaterial(GL_FRONT, GL_DIFFUSE, (1.0, 2.0, 1.0, 1.0)) camera_matrix = Matrix44() camera_matrix.translate = (0.0, 0.0, 0.0) # Initialize speeds and directions rotation_direction = Vector3() rotation_speed = radians(90.0) movement_direction = Vector3() movement_speed = 5.0 obj_1 = Cube_Projectile((0, 0, 0)) obj_1.name = "obj 1" obj_1.color = (4.0, 0.0, 0.0, 0) objects_Render = [] objects_Render.append(obj_1) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYUP and event.key == K_ESCAPE: pygame.quit() sys.exit() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); time_passed = clock.tick() time_passed_seconds = time_passed / 1000.0 pressed = pygame.key.get_pressed() rotation_direction.set(0.0, 0.0, 0.0) movement_direction.set(0.0, 0.0, 0.0) if pressed[K_a]: rotation_direction.y = +1.0 elif pressed[K_d]: rotation_direction.y = -+1.0 if pressed[K_DOWN]: rotation_direction.x = +1.0 elif pressed[K_UP]: rotation_direction.x = -1.0 if pressed[K_RIGHT]: rotation_direction.z = +1.0 elif pressed[K_LEFT]: rotation_direction.z = -1.0 if pressed[K_s]: movement_direction.z = -10.0 elif pressed[K_w]: movement_direction.z = +10.0 elif pressed[K_n]: objects_Render.append(Cube_Projectile((uniform(-2, 2), uniform(-2, 2), uniform(-2, 2)))) rotation = rotation_direction * rotation_speed * time_passed_seconds rotation_matrix = Matrix44.xyz_rotation(*rotation) camera_matrix *= rotation_matrix heading = Vector3(camera_matrix.forward) movement = heading * movement_direction.z * movement_speed objects_Render[0].abs_position += movement * time_passed_seconds print "Absolute Position: ", objects_Render[0].abs_position, "\n\n" glLight(GL_LIGHT0, GL_POSITION, (0, 2, 1, 7)) for obj in objects_Render: if objects_Render.index(obj) == 0: obj.render(tuple([rotation[0], rotation[1], rotation[2], 0.0]), camera_matrix) else: obj.render(tuple([rotation[0], rotation[1], rotation[2], 0.0]), camera_matrix) if len(objects_Render) != 0: glLoadIdentity() gluLookAt(camera_matrix.translate[0] - (10*heading[0]), camera_matrix.translate[1] - (10*heading[1]), camera_matrix.translate[2] - (10*heading[2]), camera_matrix.translate[0], camera_matrix.translate[1], camera_matrix.translate[2], camera_matrix.up[0], camera_matrix.up[1], camera_matrix.up[2]) else: glLoadIdentity() gluLookAt(0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) pygame.display.flip() run()
  7. I at the very least need to find out how I can check a surface normal after using the cross product method. I don't need a program. I just need the math logic behind it.