I am currently trying to learn vulkan. I am using vulkan-tutorial.com, but am having som problems getting the same result as the tutorial. When the tutorial is creating a square, using index buffers, they get a square, while I get a triangle. I copied the code they posted (on the page) into my project to make shure I did not write somehting wrong
Here is a image of what I am rendering
While this is what I should be rendering
All the code I am using is found on the page, or here:
c++ code, vertex shader, fragment shader
If you need more info about anything, just ask.
Thanks for any help!
Related
I am trying to make a copy of the popular browser game Travian.com. I am currently working on the maps and I was able to get the farms overview image as a png.
What I am trying to accomplish with that map is:
Each element (farm) should be clickable) and redirect to that specific farm page.
As you could see on the map, farms are not just simple squares.
Once I had the farms.png picture, I used on online tool to convert a png into a .svg file. Using a free software, I was able to draw circles around each map to build my svg.
This is the result:
I recently read about canvas and I was wondering if canvas would be a better option in my case rather using svg?
You need to try it yourself and see if it gets redrawn quickly enough that the game is sufficiently responsive for you. If the map is very detailed, the redraw may be too slow and make your game feel slow. You really need to try it and see. If it's too slow for you, then you may need to either:
use bitmap images, or
keep the maps as SVGs, but render them to a Canvas on first load. This way they'll be sharp at whatever resolution screen the user has.
I'm trying to load a bitmap in Direct2D that already contains an alpha channel, but Direct 2D seems to always ignore the alpha channel surrounding the desired image, replacing it with opaque black. Has anyone had success with this, and could show me their code? has anyone loaded a PNG file, and convert it to a bitmap? (MSDN says it's possible, but i can't find any cases where people have had success) or is this a mask thing?
In any case, could you show me a example code snippet explaining how to do one of these things? i'm trying to make a game, i have everything else working, and this is the literal final step. if someone could show me exactly how this is done, that would make my day! just transparency in an image. that's all i need.
I'm kicking around an idea for a side project and am looking for advice on which direction to go in terms of technology. I've done some research already, but am still fairly confused as to what the realistic options are.
I'd like to make an interactive map based on a fictional world (think Middle Earth), including a timeline filter and a details section for additional information on an event or location.
Desired Features:
map on the left
details pane on the right
timeline slider/filter at bottom
Territories
color for political affiliation
displays details in details pane
labels
labels for cities
Hurdles:
Get a clean map image to work with
Map image into intermediate format (svg, geojson, topojson?)
Display map on webpage, style map, add animations, etc
Technologies
SVG
I'm pretty sure I could code all of this in SVG using events and boundaries. I've already been able to create SVG Paths from the image using GIMP, so converting the map into an SVG file seems plausible.
The issue with doing it this way is I would end up doing all the work the hard way when there seems to be lots of frameworks for this kind of thing already.
Kartograph
La Bella Italia is a very nice example and would serve as a good starting point. I love the trade route animations and the border styling with the glow filters.
The bonus here is that I know I can make an svg map, which is all this would need to get up and running.
My issue here is it doesn't seem like Kartograph is as rich of a platform as D3.js. I'm not sure if I can double dip and link some D3 stuff with the kartograph events. If I could, that might be the solution.
D3.js
The sliders, animations(hover and selection), and topojson seem like they would be perfect. But the main issue I have here is getting my image converted into a GeoJson format. From what I can tell these formats are strictly for Real World maps, using longitude/latitude.
So there you have it! I'm hoping there is some good news on how I might convert my map image into topojson so I can enjoy the benefits of D3.js. If not, I suppose I could just try kartograph and wire the events up with D3 controls.
Thoughts?
I'm currently writing my master thesis and I have the same topic like you had these days. I called my project Arda Maps. Feel free to ask me anything if have techonology questions.
I'm using the following frameworks/tools in my project:
QGIS
JQuery
D3.js
GeoJSON/TopoJSON
TimeGlider
I have been doing some searching the last couple of days and I have been curious how to do this. I have a UIImagePickerController.
So I want to add a effect like black and white, sepia, etc. I am creating a custom UIImagePickerVController and I am curious. Can this be done with OpenGL ES? If so, how?
This is possible through the use of pixel shaders using OpenGL-ES 2.0. You could also write an Objective-c++ routine that gets all the pixels of your image into an array then applies a custom algorithm to modify the color of the image.
Edit:
Here are some links that might help get you started.
http://www.sunsetlakesoftware.com/2010/10/22/gpu-accelerated-video-processing-mac-and-ios
http://www.dreamincode.net/forums/topic/76816-image-processing-tutorial/
http://www.efg2.com/Lab/Library/ImageProcessing/Algorithms.htm
Was trying to get Stencil to work in my app. I use Sprites to render content on to the Device. Content could be movies, pictures or text.
Can I set the stencil buffer using these Sprites, which can be used in later passes to stencil out other Sprites being rendered?
I'm even not able to stencil out any of the Sprites by setting StencilFunction = Compare.Never! Anything wrong that I might be doing?
I've already spent almost an entire day checking out posts related to Stencils in MDX, but just couldn't get it to work.
Bit more searching got me to a technique wherein we draw silhouette of the shapes to be added to the stencil buffer. Is this really required in my case? I just want to use the Sprites, and add them to stencil buffer to stencil out other Sprites.
EDIT: OK.. So I figured out how to get it done. Referred to this post - http://www.gamedev.net/community/forums/viewreply.asp?ID=1999276
But now the sprite is ignoring alpha values and rendering sprites opaque. Similar to the effect we get when alpha blending is set to false. Any ideas?
So, I finally figured it out. It's all related to Sprites and its Begin() method.
Sprite.Begin() will modify the RenderState and disable stencil. We can prevent it by setting SpriteFlags.DoNotModifyRenderState flag, but then the alpha blending is not supported when sprites are drawn.
What I did now was simply call Sprite.Begin() without SpriteFlags.DoNotModifyRenderState flag set. And before the call to Sprite.Draw(), enabled stencil on the device.