How to dispose of multimaterial objects? - object

I use multimaterial objects in my scene, and I am wondering what is the best way to remove and dispose of them? I've read questions on how to dispose of regular objects, and they say you can use .dispose() on the object, but there is no method for multimaterial objects or for regular objects(it's not listed in the Object3D document page).
Is it enough to just dispose the geometry and materials? What do I do after that, set the object to null? Will this free up the memory? (this is my concern since I use a lot of objects and want to make sure memory is released).
.
edit:
So after experimenting, It appears as if the way to dispose objects follows this sequence:
scene.remove(mesh);
mesh.geometry.dispose(); if you want to remove the geometry (looping through children of a multimaterial object and disposing all of their geometry seems to be okay)
mesh.geometry = undefined;
mesh = undefined;
If you want to remove the materials used in a multimaterial object, you can remove each one with material.dispose();
so if you initialize a material to var material = new THREE.MeshBasicMaterial();
material.dispose(); would remove it.
Then you would do material = undefined;
Textures are disposed similarly.
If I'm wrong, let me know.

Related

Particles generated behind sprite

I just started out with Phaser.
I have a simple sprite in the middle of the screen, and whenever I click the sprite, I emit a particle at the clicked x,y coordinates.
My problem is that the particles are generated behind the sprite. I have tried setting z on the sprite to 1 and the emitter to 1000 without luck.
What am I missing?
var emitter = game.add.emitter(game.world.centerX, game.world.centeryY);
emitter.makeParticles('phaser');
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
sprite.scale.setTo(2, 2);
sprite.inputEnabled = true;
sprite.events.onInputDown.add(function(sender, pointer){
emitter.emitX = pointer.x;
emitter.emitY = pointer.y;
emitter.emitParticle();
}, this);
http://phaser.io/sandbox/cxBVeHrx
EDIT
My actual code is based on the Phaser-ES6-Boilerplate. Even though BdRs answer solves the issue in the sandbox code, I'm not able to utilize this in my real code.
I have uploaded both the code and a running example. Hopefully someone can tell me where I have screwed things up...
Separate Phaser items don't have a z-order, instead it just depends on the order you create and add them to game. Each new sprite or emitter or group etc. will be displayed on top of all previously added items.
So, simply changing your code to something like this should work.
// first the sprite
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
sprite.scale.setTo(2, 2);
// then the particles in front of sprite
var emitter = game.add.emitter(game.world.centerX, game.world.centeryY);
emitter.makeParticles('phaser');
// then maybe text in front of particles and sprite
var mytest = game.add.bitmapText(10, 20, 'myfont', 'Level 1', 16);
// etc.
Btw sprites do have a .z value but that only used when it's part of a Phaser.Group, it will then be used as the display z-order but only within that group of sprites.
By default, phaser will not sort objects that get added to any group, it will just render them in the order that they get added. In your case, you can just add the emitter to the group after you add the sprite (the group in this case is the 'game' object).
Of course, having to add objects in the drawing order is not ideal, and if you need to have them sorted dynamically, not possible.
Another way is you can sort objects within a group using the 'sort' function, in which you give it the name of a parameter to sort by, and you sort whenever you need to (in some cases, in the Update callback).
Sorting every frame can be a performance hit though, especially if you have a lot of objects. Another way you could go about this is by adding groups, sorting those groups in draw order (think of them like layers), and then adding objects to those groups in any order. Any group that needs sorting within itself you can sort as well. This way, you can choose to have (for example) a background layer not needing to be sorted but everything added to that layer will be behind every other layer.
Good answers from everybody, but you are missing that every GameObject has a depth property which serves exactly the z-index purpose. This way you do not need to rely on the order of objects creation.
There is also an official
example.
Hope this helps.

Passing an object from a tabbarController to its subviews

I am trying to pass a simple core data objects info from a tabBarController to its subviews so that they each reference a different attribute of that object. As a newbie, I'm not sure even where to start. It doesn't seem to be as simple as passing the data from one tableView to another...
Thank you for any help.
If you are sharing the same object between (most of the) the view controllers of your tab bar controller, maybe the best architecture for this would be to have one central data object.
A typical pattern is a singleton, some kind of data manager that provides the object, but maybe that is overkill. Another is to keep references to all view controllers and update them one by one when something changes - also not very elegant.
What you really want is something like a global variable. You could (ab)use your app delegate (just give it a property that points to the object) or if you prefer even your tab bar controller (make a subclass, give it a property). In the latter case, every view controller could then get the object like this:
NSManagedObject *object = [(MyCustomTabBarController*)self.tabBarController object];
For example, you can check for changes and refresh your views in viewWillAppear.
A UITabBarController should be handling other view controllers, not handling data objects. How does the tab bar controller get the object reference in the first place? And what is the object you're sharing?
Let each of your subordinate VC's keep a pointer to the object, and then they can each follow the appropriate keypath to get to the entities they're designed to handle.
Tim Roadley's book Learning Core Data for iOS, in chapters 5 and 6, shows how to pass an object from one view controller (a table view) to a detail view. It doesn't sound like that's what you're asking, but just in case...
In response to comment:
I'm looking at a tableview, tap a cell, and then a tab bar controller slides in? That's not the usual visual metaphor for a tab bar; it's meant for changing modes for the entire program. See the Music app for a typical example: songs, playlists, artists.
But if you really need to do it that way, try this (I'm assuming you're using storyboards):
In prepareForSegue: in your tableview controller, tell the destination (tab bar controller) what object it's working with.
In the tab bar controller's -viewWillAppear, tell each of its tabs about the attribute: self.frobisherViewController.frobisher = self.myWidget.frobisher.
You could instead tell each of the component tabs about the top level object: self.frobisherViewController.widget = self.myWidget. But I like the first approach better because there is less linkage. The frobisherViewController now would need to know about both widgets and frobishers.
This ended up being very simple. I was trying to call the object in the child views initWithNibName which doesn't work. I ended up creating a setObject function and calling the properties I wanted in viewWillAppear.
Hope this helps someone.

GameViews in OpenTK-1.0 calling Destroy/CreateFramebuffer obliterates context...Why?

GameViews in OpenTK-1.0 initialize the context in CreateFramebuffer() and destroy said context in DestroyFramebuffer(). What if I want to hold onto my VBOs and just create a bunch of new FBOs? For example, on rotation, I need to create newly sized FBOs, but I don't want to have to completely reload all my VBOs and I just don't understand how this would work without completely reimplementing all/most of GameView. I can't just override these two methods, because the base class does not expose a setter on Renderbuffer or Framebuffer. What am I missing here?
In sum: I want to rotate the device and get a new OpenTK-1.0 FBO, but not destroy the context. How do I go about this?
CreateFramebuffer() creates an OpenGL context, not a framebuffer object. To create a FBO, call GL.GenFramebuffer(). To destroy it, use GL.DeleteFramebuffer().
Refer to the OpenGL wiki for more information. This is written for desktop OpenGL, but this article also applies to OpenGL ES.

What's the best practice to creating different views when sharing one child frame in an MFC MDI app?

I'm not necessarily looking for code help, but rather a high level answer so I can research the solution myself. Basically, I have an MDI app with multiple docs and their views, I'd like all the views to open up as tabs in the one child frame that I have. The thing is my child frame is statically configured with a splitter window with two views, a form and a list view, in the OnCreateClient method. I'd like to keep this as the default tab that appears when the app is launched.
I have a third view (editview) with it's own document template, which I'd like to be able to open as a separate tab. I will have other views that will behave this way. What's the best way to approach this?
Will I need to create separate child frames for each view? Will I lose the 'tab' feature if I create separate child frames?
Or will I have to modify the child frame's OnCreateClient method to test which document template is the current one and create the view for that doc template? I'd like to know how some of you seasoned programmers have had or would do it.
Thanks.
In case this helps others, from what I've gathered, it is perfectly acceptable to create a new child frame class derived from CChildFrame or just use that as your frame with your new view. The doc, frame, and view will be added to the doc template in the initInstance method. for example, let say you have a pair of trios (2 docs, 2 views, 2 frames):
pDocTemplate = new CMultiDocTemplate(IDR_testappTYPE,
RUNTIME_CLASS(CMydoc1),
RUNTIME_CLASS(CMyframe1),
RUNTIME_CLASS(CMyview1));
if (!pDocTemplate)
return FALSE;
AddDocTemplate(pDocTemplate);
pDocTemplate2 = new CMultiDocTemplate(IDR_testappTYPE,
RUNTIME_CLASS(CMydoc2),
RUNTIME_CLASS(CMyframe2),
RUNTIME_CLASS(CMyview2));
if (!pDocTemplate2)
return FALSE;
AddDocTemplate(pDocTemplate2);
If you add another trio with a different childframe because this new frame doesn't use splitters like the ones above, you would do it this way.
pDocTemplate3 = new CMultiDocTemplate(IDR_mditest3TYPE,
RUNTIME_CLASS(CMydoc), //same doc
RUNTIME_CLASS(CMyframeWithoutSplitters), //new frame
RUNTIME_CLASS(CMyview3)); //new view
if (!pDocTemplate3)
return FALSE;
AddDocTemplate(pDocTemplate3);

Caching and re-using tree of HtmlElement objects

I am using the WebBrowser control in my project to display complex HTML documents that are generated/manipulated at runtime.
I have noticed that constructing the DOM programmatically from C# by creating HtmlElement objects is about 3x slower than generating an HTML string and passing it to the WebBrowser, which in turn parses it to generate the DOM. Both ways create a noticeable delay when navigating between lengthy documents.
I am looking for the fastest way to switch between multiple documents in the same WebBrowser control, ideally without having to repeatedly generating the DOM tree for each document. Is it possible to cache a tree of HtmlElement objects somewhere in my program, and then re-insert them into the WebBrowser as needed?
I will describe the solution in terms of the native win32 COM APIs; it shouldn't be too difficult to write the interop to do it in C# (or find it at pinvoke.net). Alternatively, you may need to use the properites that the managed objects expose to get the native ones.
You're not likely to be able to build the DOM yourself faster than IE's parser, so create a blank HTMLDocument (which in native code would be CoCreateInstance(CLSID_HTMLDocument)) and QueryInterface() the HTMLDocument for its IMarkupServices implementation. Also create two IMarkupPointers using the IMarkupServices::CreateMarkupPointer() method.
Next call IMarkupServices::ParseString() to parse your HTML. This will give you a pointer to an IMarkupContainer that contains your DOM, as will as two IMarkupPointers that point to the beginning and end of you DOM. Now you can use IMarkupServices::Move() to move your data from one IMarkupContainer to another.
So the general scheme you would use is to have a single HTMLDocument which is your "display" document, and it's associated IMarkupContainer (which you can just QueryInterface() for). Then you have a vector or list or whatever of all the non-displaying markup containers. Then you just create a markup pointer for your display doc, call IMarkupPointer::MoveToContainer(displayDocumentContainer, true) and then use that to move stuff around from your display container to the not-displaying containers and vice-versa.
One thing to note: you must only access these objects on the thread you create them from, or acquire them on. All IE objects are STA objects. If you need multi-threaded access, you must marshal.
If you have specific follow up questions, let me know.
References:
IMarkupContainer
IMarkupServices
Introduction to Markup Services
This will do it
// On screen webbrowser control
webBrowserControl.Navigate("about:blank");
webBrowserControl.Document.Write("<div id=\"div1\">This will change</div>");
var elementToReplace = webBrowserControl.Document.GetElementById("div1");
var nodeToReplace = elementToReplace.DomElement as mshtml.IHTMLDOMNode;
// In memory webbrowser control to load fragement into
// It needs this base object as it is a COM control
var webBrowserFragement = new WebBrowser();
webBrowserFragement.Navigate("about:blank");
webBrowserFragement.Document.Write("<div id=\"div1\">Hello World!</div>");
var elementReplacement = webBrowserFragement.Document.GetElementById("div1");
var nodeReplacement = elementReplacement.DomElement as mshtml.IHTMLDOMNode;
// The magic happens here!
nodeToReplace.replaceNode(nodeReplacement);
I'd really need to know more about how you are generating these documents. It might be faster to get your data into a XML document and then use a XSL transform to convert the data to HTML and pass that to the WebBrowser control.
The nice thing about the XSLT implementation of .NET is that it takes the XSL source and compiles it to a temporary assembly to speed up the transforms.
If you decide to go that route look up the MVP.XML project which adds some nice exslt functionality to the stock XSLT implementation.
Maybe rather than caching the DOM you could just flip between several WebBrowser controls on the form - with only the active one being visible?
Could you do something like this?
Create the contents you want to display inside a DIV
Create secondary contents (in the background) inside non-visible DIVs
Swap the contents by playing with the visibility

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