3D Graphics - Inaccurate Results Using GluLookAt (LWJGL)
Jun 16, 2014
I've recently started programming with lwjgl, playing around with some 3D graphics. I've built a house and now I'm trying to render a view looking straight onto the center of the roof, but with current configuration it's slightly off.
As you can see in the image the edges on the roof aren't perfetly straight which would be the case if I was looking straight to the center from a point on the roof normal vector. I'm using gluLookAt to get the view, using the following code:
I'm doing a program where a user enters in exam results for students. Once he's entered the code, the code should split the results in stars in 4 categories.
I am working with a while loop that prints out infinite results. What I want to do is, if the user enters 2 digits, say "12", it should output 1 "*".
If the user enters "21" and "22", it should output "**".
There are 4 categories of marks which are marked with ints range1, range2, range3 and range4, which are user enter digits. Part 1 of the code is to split the user entered digits into its correct ranges. the ranges are 0-29, 30-39, 40-69 and 70-100. I've done the part where when the user enters a digit, it goes into the correct variable. After that when the user enters a digit over 100, the enter results should show up as stars. For example
Enter number =
21 22 44 66 44 23 11 111 (the 111 is where the program breaks and moves on)
So it should then display
0-29 ****
30-39
40-69 ***
70-100
Whatever I'm trying, it displays an infinite amount of stars. If I try to use break, It only outputs a single star, no matter how many digits I enter
Here is the code
int mark = 0; int range1 = 0, range2 = 0, range3 = 0, range4 = 0; int count1 = 0, count2 = 0, count3 = 0, count4 = 0; while (mark >=0 && mark <=100) {
[Code] .....
"The problem is with the while loop, the one above is something I was experimenting with "
I wanted to create a simple window with the LWJGL and a key input request which closes the window.I also wanted to create the classes in seperated packages, so it's more organized.The window displays but if I press that certain key nothing happens.Here is the Main class:
package bb.main; import bb.input.Input; import bb.main.render.SimpleRenderer; public class Main { public static void main(String[] args){ SimpleRenderer createWindow = new SimpleRenderer(); Inputinput= new Input();
I wanted to use 16x16 pixel images in my game to make it look more "pixely", but the images get really blurry when they're rendered. How do I make them clearer?
Java Code:
import static org.lwjgl.opengl.GL11.*; import org.lwjgl.opengl.*; import org.lwjgl.*; import org.lwjgl.input.Mouse; import org.lwjgl.input.Keyboard; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import java.io.*; public class Test{ int DISPLAY_WIDTH = 1000, DISPLAY_HEIGHT = 500;
I'm looking for a working example of shadow mapping with java code using shaders. There are so many c++ or c tutorials out there but i haven't managed to rewrite them since I'm too bad in c/c++. I've been trying to implement this a long time but can't get the hang of it. Any example out there? Preferably as sstripped down as possible except for the shadow mapping.
He said that if you need something that Swing can't provide, like a bar graph, you build it. Now, being used to just writing a method that will open up a JFrame, how you would actually build graphics on your own. How in the world would that work? How would one write their own methods to make a window or to build a graph?
I attempted to make my square move in the screen and i set up collision with another object, however the graphics are flickering, really flickering, here's the code:
Java Code:
import javax.swing.*; import javax.swing.event.*; import java.awt.*; import java.awt.event.*; public class NewEmpty extends JFrame { double p1speed =5, p2speed =5;
I am attempting to create a n-body simulation using orbital dynamics and Java in school.
I am only in high-school, but I have some programming experience. The logic of this program comes quite easily. My problem is the graphical part, so I was just looking for quick methods to implement graphics.
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Are there any more efficient methods, libraries etc? And also, how should I use the time variable, a variable that updates everytime the program updates?
i am trying to run a command in terminal the code is below if i run the command in terminal it works fine however when i run it from netbeans with code below nothing gets printed. however if i run a different command such as (ip addr) it works fine?
public static void a() throws IOException{ ArrayList lister=new ArrayList(); Runtime rt = Runtime.getRuntime(); Process proc = rt.exec("ps -ef | grep firefox");// the command i am trying to run to get pid of application InputStream stderr = proc.getInputStream();
I need to print certain information from an arraylist depending on the arguments the method has. I'm trying to print the last 3 methods from the database class but nothing is printing and I don't know what the problem is.
package hw3; import java.util.*; public class Driver { public static void main(String[] args){ /* Comments required PersonFileReader pfr = new PersonFileReader("person.dat"); ArrayList<Person> testData = pfr.readData(); Database db = new Database(testData); */
[Code] .....
On the driver class I just print what the methods from the database class do.
I wanted to create a interface with buttons ofshapes and type of transformation where user first select a shape, the shape will appear and user will have to click on the buttons on resize, reflect, rotate or skew to transform to shape. How can i do the coding? such as adding listeners to the shapes?
What I am trying to do is save the the content drawn to my screen as an image. The following code is my render method and although I know how to use it, I don't fully understand the classes and how they work with is making this difficult.
public void render() { BufferStrategy bs = this.getBufferStrategy(); if (bs == null) { createBufferStrategy(3); return;
I have to write a program for class that basically uses Paint Component to draw a bunch of rectangles to look like a building then have them change color randomly. I am stuck I can't figure out how to make it draw the rectangles in rows and columns to look like the building i can make it display multiple squares randomly however but thats not the assignment.. here is my code
package labBuilding; import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class Building extends JPanel {
I see this is an object reference, but what is on the right side? Does not seem like a method, as it would not equal a method nor would the parentheses be on the left. Why are parentheses there? Disregarding the above code, I would like to know how to rotate without Graphics 2d
Also, with G2D you it will not allow for setting x coords
So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard, but how.
import java.awt.*; import java.awt.event.*; import java.awt.Font.*; class snowBackground { public static void drawField(Graphics g, Color field)
[code]....
There are 3 other files that make the actual Snowmen.Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?
I used to think that it is simplly a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering (triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? so generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel# paint Component(Graphics g) and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on? so generally speaking if we if we are using a JPanel and we say BufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
Page flipping is used in full screen games which entails drawing an imagine off screen then swap with on screen image after drawing has completed.
Is it possible to write a block of code to actually see this happen? Like use this technique on a window that is in windowed mode. Would it draw an image off somewhere by the desktop or would it have to be on the window?
I have a .java file which has been built into a .class file, and now I want this to be called on the click of a button on the HTML page. Is 'applet' the answer to this ? I searched around this question on the internet prior to posting but every applet tutorial I see is related to graphics and drawing blocks etc. my java file does not have any graphics, it's just a simple stand-alone code which opens a file and displays it's contents on the terminal. Would like to now see the output on the browser.
I develop a little app in javaee6 and jsf2. I have a search page which has a search form with 2 fields and a search button when i click search button the results should be displayed in searchresults page.
Issue: searchresults page is is not displaying records though it fetched records from table I'm able to achieve this using search bean as session scope but i want to use the scope as Requestscope.
how to display results in a PLAIN_MESSAGE. My program is converting hex to decimal and displaying the results. Here's the code:
package pkgfinal; import javax.swing.JOptionPane; import java.util.Scanner; public class Final { public static int Convert(String userInput, int base){ int running_sum = 0;
I have the code here to populate a GUI. I have the math and then print out and return a single number. I have tried to use setText in the class CalculateButtonHandler.
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class RectangleProgram extends JFrame { private JLabel lengthL, widthL, areaL, perimeterL, averageL;