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QUESTION
I currently have a screen consisting of two areas:
(Values are just assumed for this particular example and may of course vary depending on screen).
The screen in total is 1080x1432px (WxH) and consists of two areas, each clipped using glViewPort
. This because I want area (1) not to fill the screen when zooming.
- Game area. Can be zoomed. The size is 1080x1277px (WxH) and located at the top.
- The HUD (FYI objects from here can be moved to area (1). Non zoomable. The size is 1080x154 (WxH).
Both have their own cameras.
Area (1) width is 15f and the height is more than 15f (does not matter as long as it's at least 15f).
I want area (2) to be 7f in width and 1f in height (for convenience). Thus I want to set the camera accordingly. I've tried to do this by calculating the FOV:
...ANSWER
Answered 2018-Oct-03 at 17:13The projection matrix describes the mapping from 3D points of a scene, to 2D points of the viewport. It transforms from eye space to the clip space, and the coordinates in the clip space are transformed to the normalized device coordinates (NDC) by dividing with the w
component of the clip coordinates. The NDC are in range (-1,-1,-1) to (1,1,1).
Every geometry which is out of the NDC is clipped.
The objects between the near plane and the far plane of the camera frustum are mapped to the range (-1, 1) of the NDC.
(See further How to render depth linearly in modern OpenGL with gl_FragCoord.z
in fragment shader?)
This means if you want to see objects that are nearer then 1.0, then you have to set the distance to the near plane less than 1.0.
Note, the near plane and the far plane should be as close as possible to the scene, to increase the computational accuracy and to avoid z-fighting, but they must include everything you want to see from the scene.
QUESTION
I'm trying to do a 3D collision test with Bullet, which I would have expected to work fairly simply:
...ANSWER
Answered 2018-May-13 at 12:28You are mixing collision flags (btCollisionObject#setCollisionFlags(int *flags*)
) and collision filtering (btCollisionWorld#addCollisionObject(object, short *group*, short *mask*)
). These are two very different things.
You should not call the btCollisionObject#setCollisionFlags(int)
method with anything other than the available flags (see here). The CF_CUSTOM_MATERIAL_CALLBACK
collision flag must be set for the ContactListener#onContactAdded
method to be called. So that's why your code doesn't work as you expected.
Note that in my tutorial you are referring to, this is explained as well:
QUESTION
I have number of 3d objects I want to resize in an easy and fast manner.
My code is very similar to xoppa's card game example:
https://xoppa.github.io/blog/a-simple-card-game/
The objects are rendered using a ModelBatch
and RenderableProvider
:
ANSWER
Answered 2017-Sep-07 at 14:36Modify your item.transform
matrix each frame to include a scaling operation; the entire point of using matrices is that are mathematically composable.
See:
QUESTION
I am trying make create a ContactListener
derived class in Libgdx using Bullet wrapper for collision detection like in this tutorial but in separate classes. It separate classes for rendering and game world. In render()
method of class Render
I pass an Array of model instances to this derived class. But when I run it gives an because Array size is zero. Here is the derived class :
ANSWER
Answered 2017-Mar-08 at 10:16Both your CollisionListener#instances
and GameRenderer#instances
point to the same reference after your call to gameWorld.collisionListener.setModelInstances(instances);
inside your GameRenderer#render()
method.
Then, at the end of the method, you are invoking:
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