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Found 95 results

  1. Hi. My name is Jan and I'm working on horror adventure game called Akolyta. I work togheter with my friend on the game and we are working on demo version for early access. We would love to see new talented developers who would be willing to help us with the development for free in their free time. If you would like to know more about the game feel free to visit game website: http://akolyta.pterosoftstudio.com We are currently looking for: 3D Environment Artist Prop Artist Marketing Manager Concept Artist Sound Designer/Composer C++ Programmer If you're interested, feel free to contact us via email (info@pterosoftstudio.com) or on our Discord channel.
  2. Hi, I am working on Unity 2019.2 and I am using C# code in Visual Studio Code 1.38.1 but since 2 days, I found a bug in connection with Unity and Visual Studio code that i can not open C# file with double click on it in Visual studio code.Now please help me to solve out this kind of issue in Unity and Visual Studio Code. Thanks, Gaurang
  3. I am using SignalR and I can't get a C# command to call the printinitial JavaScript function. I have a similar example that works fine. When debugging it does step on this. I've been scratching my head for hours, please help me. Here are the two functions, what could it be? C#.net : public void register(string name) { int myplayernumber = -1; A_client.ConnectionId = Context.ConnectionId; A_client.Name = name; ClientList.Add(A_client); if (integer == 0) { myplayernumber = 1; integer = integer + 1; } else if (integer == 1) { Clients.Client(ClientList[0].ConnectionId).printinitial(); myplayernumber = 2; } if (myplayernumber == 2) { Clients.Client(ClientList[1].ConnectionId).printinitial(); } } HTML / JavaScript / JQuery chat.client.printinital = function () { $("#turn").html("print_this"); }; Thank you, Josheir
  4. 8Observer8

    C# GUI WPF + OpenGL 3.1

    We will see how to place OpenTK.GLControl on WPF window to make GUI application with 2D/3D graphics using modern OpenGL 3. This is the result VS project: EditedTriangle_WPFOpenGL31CSharp.zip How to create the project from scratch Note 1: RMB - Right Mouse Button click Note 2: Good Color calculator for normalized values: http://doc.instantreality.org/tools/color_calculator/ Create WPF application, with the name "EditedTriangle". See the screenshot: Download OpenTK.GLControl.zip and OpenTK.zip Create the empty "Libs" folder in the solution folder (where the ".sln" is placed) Unzip "OpenTK" and "OpenTK.GLControl" folder in the "Libs" folder Add references to "OpenTK.dll" and "OpenTK.GLControl.dll". For this: RMB on "References" -> select "Add Reference..." -> select "Browse" -> click the "Browse..." button -> select DLL's. See the screenshot with the result: Add "Assemblies". For this: select "Assemblies" -> "Framework" -> check: System.Drawing System.Windows.Forms WindowsFormsIntegration , see the screenshot with the result: Click "OK" button Open the file "MainWindow.xaml" in VS. Add this line as an attribute of the "Window" element: xmlns:opentk="clr-namespace:OpenTK;assembly=OpenTK.GLControl" Place this code inside of <Window></Window> element: <Grid> <DockPanel LastChildFill="True"> <StackPanel DockPanel.Dock="Right"> <Button x:Name="buttonSetBGColor" Content="Set BG Color" Margin="5" Click="buttonSetBGColor_Click"></Button> <Button x:Name="buttonSetTRColor" Content="Set TR Color" Margin="5" Click="buttonSetTRColor_Click"></Button> </StackPanel> <WindowsFormsHost Margin="5" Initialized="WindowsFormsHost_Initialized"> <opentk:GLControl x:Name="glControl" Load="glControl_Load" Paint="glControl_Paint" /> </WindowsFormsHost> </DockPanel> </Grid> Copy the code below to "MainWindow.xaml.cs" and run the project MainWindow.xaml.cs using System; using System.Windows; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; namespace Triangle_OpenGL31WPF { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { private Utils.ShaderProgram _program; private Matrix4 _projMatrix; private int _startIndex = 0; private int _amountOfVertices = 3; public MainWindow() { InitializeComponent(); } private void WindowsFormsHost_Initialized(object sender, EventArgs e) { glControl.MakeCurrent(); } private void glControl_Load(object sender, EventArgs e) { GL.ClearColor(new Color4(0.631f, 0.6f, 0.227f, 1f)); _program = new Utils.ShaderProgram( "Shaders/vShader.glsl", "Shaders/fShader.glsl"); if (_program.Id == -1) { MessageBox.Show(string.Format("Error: see the file \"{0}\"", Utils.Logger.logFileName)); return; } InitVertexBuffers(); SetTriangleColor(Color4.Red); int uProjMatrix = GL.GetUniformLocation(_program.Id, "uProjMatrix"); if (uProjMatrix < 0) { Utils.Logger.Append("Failed to get uProjMatrix location"); return; } _projMatrix = Matrix4.CreateOrthographicOffCenter(-1f, 1f, -1f, 1f, 1f, -1f); GL.UniformMatrix4(uProjMatrix, false, ref _projMatrix); } private void InitVertexBuffers() { float[] vertices = new float[] { // Triangle 0.0f, 0.5f, // (x, y) -0.5f, -0.5f, 0.5f, -0.5f }; // Create a vertex buffer object int vbo; GL.GenBuffers(1, out vbo); // Bind the VBO to target GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); // Write the data into the VBO GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw); // Get the storage location of the aPosition int aPosition = GL.GetAttribLocation(_program.Id, "aPosition"); if (aPosition < 0) { Utils.Logger.Append("Failed to get the storage location of the aPosition"); return; } // Assign the VBO to aPosition variable GL.VertexAttribPointer(aPosition, 2, VertexAttribPointerType.Float, false, 0, 0); // Enable the assignment GL.EnableVertexAttribArray(aPosition); } private void glControl_Paint(object sender, System.Windows.Forms.PaintEventArgs e) { GL.Viewport(0, 0, glControl.Width, glControl.Height); // Fill a canvas GL.Clear(ClearBufferMask.ColorBufferBit); if (_amountOfVertices > 0) { GL.DrawArrays(PrimitiveType.TriangleStrip, _startIndex, _amountOfVertices); } // Swap the front and back buffers glControl.SwapBuffers(); } private void buttonSetBGColor_Click(object sender, RoutedEventArgs e) { var dialog = new System.Windows.Forms.ColorDialog(); if (dialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) { float r = dialog.Color.R / 255f; float g = dialog.Color.G / 255f; float b = dialog.Color.B / 255f; GL.ClearColor(new Color4(r, g, b, 1f)); glControl.Invalidate(); } } private void buttonSetTRColor_Click(object sender, RoutedEventArgs e) { var dialog = new System.Windows.Forms.ColorDialog(); if (dialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) { float r = dialog.Color.R / 255f; float g = dialog.Color.G / 255f; float b = dialog.Color.B / 255f; SetTriangleColor(new Color4(r, g, b, 1f)); glControl.Invalidate(); } } private void SetTriangleColor(Color4 color) { int uTriangleColor = GL.GetUniformLocation(_program.Id, "uTriangleColor"); if (uTriangleColor < 0) { Utils.Logger.Append("Failed to get uTriangleColor location"); return; } Vector3 c = new Vector3(color.R, color.G, color.B); GL.Uniform3(uTriangleColor, ref c); } } } MainWindow.xaml <Window x:Class="Triangle_OpenGL31WPF.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:local="clr-namespace:Triangle_OpenGL31WPF" xmlns:opentk="clr-namespace:OpenTK;assembly=OpenTK.GLControl" mc:Ignorable="d" Title="Triangle" Height="256" Width="290"> <Grid> <DockPanel LastChildFill="True"> <StackPanel DockPanel.Dock="Right"> <Button x:Name="buttonSetBGColor" Content="Set BG Color" Margin="5" Click="buttonSetBGColor_Click"></Button> <Button x:Name="buttonSetTRColor" Content="Set TR Color" Margin="5" Click="buttonSetTRColor_Click"></Button> </StackPanel> <WindowsFormsHost Margin="5" Initialized="WindowsFormsHost_Initialized"> <opentk:GLControl x:Name="glControl" Load="glControl_Load" Paint="glControl_Paint" /> </WindowsFormsHost> </DockPanel> </Grid> </Window>
  5. Long story short, the 600+ variables required to make Battle Gem Ponies work have been put into a new usable form that'll make what's coming next possible. With all the ingredients finally here it's time to whip up a fresh and playable version of the game! See the full Patreon Exclusive post here! Otherwise come get a glimpse of the game's upcoming development tasks on the Yotes Blog.
  6. Awhile back MarcusAseth posted this picture In it he asked about the blue box and arrow. I too was stumped by it, and no one came back to answer. Original Post: Turns out the blue arrow is when you have the source code in the parent directory to the project file. I guess it was to tell a developer the file is located higher in the directory structure then the project file. Hopefully anyone looking for an answer on this will find it.
  7. Normally something I would follow up on in a Microsoft forum, but thought I'd drop in here first... I had migrated my project from Visual Studio 2010 to Visual Studio 2017 late last year, and everything went smoothly. Just recently, however, I was reviving a testing harness I was using for network code and have been encountering a linker error that is slightly befuddling. Specifically, only in my release builds, I get these: MSVCRT.lib(delete_array.obj) : error LNK2005: "void __cdecl operator delete[](void *)" (??_V@YAXPEAX@Z) already defined in MSVCRT.lib(delete_array.obj) MSVCRT.lib(delete_scalar.obj) : error LNK2005: "void __cdecl operator delete(void *)" (??3@YAXPEAX@Z) already defined in MSVCRT.lib(delete_scalar.obj) Now, normally the first stop in MSVCRT linker errors is to check and make sure all the CRT code generation settings are matching across all libs (Multithreaded DLL, etc.). I have meticulously checked ALL settings 6 times over to ensure they match. But then, things are actually a little strange when you consider that in this particular case it's complaining that something in MSVCRT.lib is already defined in...MSVCRT.lib. That's interesting. I do have my own overrides for global new and delete, and commenting out the specific ones noted in the link errors does get things linking error-free. It is worth noting that my overrides are NOT inlined (I guess these days, it's actually not allowed). Further, why it is *only* those two variants (not the std::nothrow_t variants), and only delete (no issues with the overridden new(s)) is a bit perplexing. Even more, I am using said overrides/library in many other projects without this issue (and as noted, this was not an issue in this particular project back in Visual Studio 2010). This smells to me like a Visual Studio 2017 linker issue, but I thought I'd pop in here and see if anyone had seen something similar?
  8. Hello, So im not quite sure what term to use for this, but as the title says, i would like to create a custom build step. In Visual Studio i can see that there are options for this, such as "Custom Build Step" and "Build Events" properties. Im not sure if these are the right ones or how to really go about using them for what i would like to do. So what i would like to accomplish is to be able to add new custom preprocessor functions, like __FILE__, __LINE__ etc. Is there an existing solution for doing things like this? Example of what i would like to do: // what the developer see struct Object { const char * getName() const { return __OBJECT_NAME__; } }; // what the compiler see struct Object { const char * getName() const { return "Object"; } }; Looking at the existing options that i know of so far, i could use the "Build Events" and from the pre step allow a custom tool to go in and parse and generate code. This however seems like going the long way instead of the intended route. And i would then have to restore the files to their original state after compilation was completed. Also, this might be a stretch. But being able to do something like this would be awesome. // what the developer see template< class T > struct Object { const char * getTypeName() const { return __TYPE_NAME__(T); } }; // what the compiler see template< class T > struct Object { const char * getTypeName() const { return "int"; // or whatever type T is } }; So that would mean that the tool / buildstep would have to be injected at the right time after templates have been resolved and im just guessing that this is out of the question.. Looking at the "Custom Build Step" options im not quite sure how i would use that, it dident look like it would be a step in the right direction for the problem im trying to solve, but maby im just missing something. Suggestions and ideas are very welcome
  9. There are two projects. One is called VampEngine (a Shared Library) and the other Application (A console application). The VampEngine contains a VampEngine::Core class. This function contains a void VampEngine::Core::MainLoop() method. There are also two extern C functions void *Vamp_Core_Constructor() and Vamp_Core_MainLoop(void *obj) Now, this is what happens: The client is calling void *Vamp_Core_Constructor() in order to create a VampEngine::Core which lives inside the Shared Library. And also casts this void object into a Core object. The void VampEngine::Core::MainLoop() is being implemented both in the Shared Library and in the client. The client's MainLoop() is just a wrapper for calling the extern c function Vamp_Core_MainLoop(void *obj) The code compiles and links in both Windows and Linux. When you run it on Windows, MainLoop() (shared library's implementation) is getting called, but on Linux, there is a recursive call in the client's MainLoop() implementation. The behavior in each Operating System can be shown below: You can check the project (It's small, I just started it ) On my GitHub Repo . Also, I have a Premake script if you want to check the code for yourself. You are most interested in the files: API.h EntryPoint.h Application.hpp Core.cpp Core.h Core.hpp Main.cpp This might explain the problem in a better way: The Core class has two implementations of the Core::MainLoop(). One is implemented inside the DLL and the other in the client. The client's implementation is just a wrapper which calls a c extern function (which lives in the dll) which actually calls the MainLoop() implemented inside the DLL. Now in visual c++, because I'm only exporting that c extern function, Core::MainLoop() acts in a polymorphic way. The client calls his implementation of Core::MainLoop() which calls the extern function and eventually the Core::MainLoop() inside the dll runs.On linux, I believe by default all the symbols are getting exported. And this is the behavior I saw using a debugger:The client calls Core::MainLoop() , this calls the extern function, the extern function calls again Core::MainLoop() but instead of running the dll implementation it actually runs the the clients implementation. It's like the clients Core::MainLoop() is calling itself over and over again! Conclusion: I located the above behavior using gdb debugger on Linux. I just noticed the client's implementation was getting called in a recursive way instead of acting polymorphically ending up calling the implementation of the dll's MainLoop()
  10. What if you need to draw text with simple graphics? For example, you have a task in your college to draw plots with some text using C++. You can still use deprecated/legacy OpenGL 1.1 and FreeGLUT. This example shows how to draw a text using FreeGLUT and deprecated/legacy OpenGL 1.5. And this example shows how to set up FreeGLUT in Visual Studio 2015. Text_FreeGlutOpenGL15Cpp.zip - Just download and run this solution in your version of Visual Studio. But do not forget to set "Platform Toolset" to "Your Version Of VS" in the project settings. See screenshot: If you want to set up FreeGLUT from scratch then download the "Libs" folders and set settings by yourself: Libs: Libs_FreeGlutOpenGL15.zip Settings: main.cpp