GraphicsEngine | OpenGL 4 Graphics Engine | Graphics library
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kandi X-RAY | GraphicsEngine Summary
OpenGL 4 Graphics Engine.
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Trending Discussions on GraphicsEngine
QUESTION
I'm looking to create a masking polygon for multiple polygons.
It's easy enough for a single polygon:
How to apply a polygon mask layer in ggplot
but much trickier for multiple:
https://www.stat.auckland.ac.nz/~paul/Reports/GraphicsEngine/definitions/definitions.html
I feel like I'm fairly close but I need a method of drawing a line between a point for the closest polygon, i.e. I'd like to try and connect nearest islands with a line.
While also connecting those polygons to an outer polygon box but only with a single line:
...ANSWER
Answered 2021-Apr-04 at 20:59Edit: For only a mask around the islands:
QUESTION
I am using Visual Studio Code 2020, and it is giving me the error "The method setDefaultCloseOperation(int) is undefined for the type Frame"
The problem is line 52,
...ANSWER
Answered 2020-Sep-06 at 01:41The error means that the setDefaultCloseOperation(int)
is not found as a method of your object frame
. This could be because there is no method with that name in the frame object, or if there is such a method, there isn't one that takes a single int argument.
Looking up the API here for Frame and JFrame: https://docs.oracle.com/javase/7/docs/api/java/awt/Frame.html https://docs.oracle.com/javase/7/docs/api/javax/swing/JFrame.html
setDeaultCloseOperation seems to be defined for the JFrame object, and not Frame. JFrame extends Frame, meaning it is a specific kind of frame. Specifically, it is a frame that has the setDefaultOperation()
method.
Perhaps change your frame definition to Frame frame = new JFrame();
or JFrame frame = new JFrame();
QUESTION
I am Following a C++ game tutorial using the DirectX 11 engine. In the first two parts, my code was fine, but on the third part (creating the SwapChain) the DirectX window decided to not show up, leaving me with the console. I don't really know how to describe the code so I will just insert all the classes, header files, etc. main.cpp:
...ANSWER
Answered 2020-May-27 at 08:06In window.cpp I get an Exception at this->m_hwnd = hwnd;
The problem is in this line of code:
QUESTION
I've been having some trouble with doing a frustum culling with aabb. All frustums planes seems to be wrong and I don't know where it's comming from.
Here is the code to compute frustum planes.
...ANSWER
Answered 2020-Feb-28 at 06:49I found a working solution in this repos : https://github.com/EQMG/Acid/blob/master/Sources/Physics/Frustum.cpp
QUESTION
I'm having a little trouble understanding the IDisposable interface
I'm developing a Game Engine and have ran code analysis on my solution and been told to implement the IDisposable interface on my "GrapicsEngine" class, because it contains a Bitmap instance.
Naturally, I searched the internet to learn how to do this correctly and have came up with the following code:
Here is my class members:
...ANSWER
Answered 2018-May-04 at 16:16You're on the right track. Anytime you have a class level variable that is disposable the containing class should also be disposable. And you're handling it properly from what I can tell. I don't see class name line so I can't tell if you have the IDisposable interface included but I imagine you do since you have implemented the methods. If not make sure you add it.
IDisposable is a chain reaction type of implementation. If the variable is disposable, and it's only local to a method call then you dispose of it at the end of the call, but if it's at the class level you implement IDisposable and dispose of it with your class as you're doing. That way anyone using your class can dispose of it properly.
So for example: Say I have a file open in my class...
QUESTION
I am building a bunch of small android projects that share a lot in common. It really bothers me that I have the same resources for all projects, so I am trying to move them to a common folder. I have the following in my build.gradle file:
...ANSWER
Answered 2017-Dec-18 at 01:52If you want to share icons/drawables between multiple projects, then you need to create an android library module and put all your reusable stuff in that. Then in all your projects just add this new module as a dependency.
You can't do things like android:icon="@../Common/res/mipmap/ic_launcher"
in android. All resources has to be indexed in R
, and only then you can use them.
QUESTION
Good morning,
I am writing a Game Engine with DX11. My problem is that the helper files aren't being found. The path of the executable is C:\Users\aPlutonicCoder\Documents\Visual Studio 2017\Projects\GameEngine\Debug\GraphicsEngine.exe
. The path of the helper files is C:\Users\aPlutonicCoder\Documents\Visual Studio 2017\Projects\GameEngine\Debug\Color Files\color.ps
and C:\Users\aPlutonicCoder\Documents\Visual Studio 2017\Projects\GameEngine\Debug\Color Files\color.vs
. The relevant code is:
ANSWER
Answered 2017-Aug-15 at 10:19You could try this:
QUESTION
I am working on a graphics engine. The engine has a std::vector
of drawables. A Drawable is an object which contains a Model and a DrawableObject, which in turn holds a shader program and a bunch vertices from a 2D or 3D model. Adding new Drawables goes well, the problem occurs when I try to remove a Drawable. The last Drawable will always be removed and the second to last will have its values changed.
Drawable.h
...ANSWER
Answered 2017-Aug-13 at 18:55I changed the class members to pointers. Now it works. The comments were right, I didn't do anything with the tmp
variable.
QUESTION
I try to draw the camera frustum for debugging purpose. I can draw it using the NDC space with the following code
...ANSWER
Answered 2017-May-26 at 12:18Classic OpenGL view and projection matrices are set up so that view space is right-handed, with the camera looking into -z
direction, and the glOrtho
and glFrustum
functions interpreting near
and far
as distances along the view direction, hence the view space z
coordinates of the near and far planes are
QUESTION
I'm currently designing a 2D Game Engine in c#, using GDI+ and I've come across a horrible design flaw in my code.
The idea is that my game engine consists of multiple screens, each screen contains multiple game objects and each game object contains multiple components (Just like unity does). Each game object could contain different components compared to the previous game object.
For example, lets say I have a ball that bounces. I would need a physics component, and a transform component.
However, I've realised that some components, rely on other components to work.
In the case I mentioned above the physics component, needs to access the transform component to update and know the balls position, rotation, etc.
So at the moment, my base component class contains a reference to the GameObject it is currently attached too, so that any component can access any other component in the game object.
I just wanted to know whether or not this was the best approach towards my component based engine.
Below is a script for the Sprite Component, which needs to access the game objects position.
...ANSWER
Answered 2017-Mar-07 at 09:41However, I've realised that some components, rely on other components to work.
In the case I mentioned above the physics component, needs to access the transform component to update and know the balls position, rotation, etc.
Yes its true, but it is not the problem. It is a requirement which cannot be eliminated as some time two or more compoennts work together to achieve an objective. But you can make it more sensible through adding dependent component from your code as Require Component attribute usually use in Unity.
You should need to keeping mind that beside several advantages of this component based model complete independce cannot be achived.
The components should be appropriate for deployment into any suitable environments, thus they should possess minimal dependencies related to other components[They should be, but cannot possible in every circumstances like in your case or unity game-engin]. This ensures that the deployment of a particular component do not affect the whole system in any way.(more)
Note: you have right to disagree with the answer or provide more relent answer that ensure decoupling.
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