I have been trying to use JavaFX to draw a Ferris Wheel for a class project. Every time I run the program, it does not show the wheel(the rest of the project is not finished yet). I've looked on a few other similar questions,but they were not showing up for bits of code not included in my program. What's wrong with it? If anyone can help, that would be great!
Related
i've got an image with detached body parts, 1 file showing where each one is and another showing where they go and how they move. it looks like it was made in spine.
those files are from a unity game
i've found a tool (https://lib.haxe.org/p/OpenFl-Animate-Atlas-Player/1.9.3) that i thought would do exactly that but it seems to not work, or i don't know the correct terminology with which to search for
so if anybody knows a tool that can convert those files into a gif/video it'll help a lot
if i left something out here are the files themselves: https://mega.nz/folder/ko01xQjI#pfiVzEf9Oy1q1hINwSwUhA
I'm new to augmented reality, and I'm using vuforia 4.2.3 and unity 5, I followed all the steps trying to make a test run and whenever the camera detects the target the whole screen turn white, I've tried many thing but none of them worked, can someone help me?
I had a problem that sounds similar.
There is a known bug that causes white screen, could be related to that? See here for more info.
What worked for me was to change the VideoBackground.shader code, as described on that thread.
Go to Project>>Qualcomm Augmented reality>>Shaders
Double-click VideoBackground. This opens up Mono.
In the code, change where it says:
"queue"="geometry-11"
to this:
"queue"="Geometry"
Save, rebuild etc.
Worked for me.
I am using a simple 2D sprite class based on this tutorial to render PNG bitmaps to the screen:
http://www.raywenderlich.com/9743/how-to-create-a-simple-2d-iphone-game-with-opengl-es-2-0-and-glkit-part-1
Everything worked fine on both my iPhone 4S running iOS 6.1 and my iPhone 5S running iOS 7. Since I updated to iOS 7.1, and on my MacBook Air updated to Mavericks and XCode 5.1, sprites no longer appear on the screen (I just get an empty white screen, which is the color I cleared the background to). When I build the app using XCode 5.1 and run on my iPhone 4S again, it still works.
Does anyone know what could be causing this? Has anyone run into this issue? I am having trouble getting to the source of the problem due to my lack of understanding of OpenGL ES among other things. :) My sprite class is exactly the same as the one in the tutorial.
Let me know if more details/code snippets are required.
I'm not even going to look at the sample code since it doesn't sound like it's the same as your current code. (You said 'based on'.) But I'll tell you how to find your problem.
First, clear to something other than white (like red) as a test.
If the screen turns red you at least know that your view and context and open gl in general is working. That knocks out a lot of possible culprits.
Second.. use the debug tools and chances are it will take you right to your problem. You have to run on a tethered device though and not the sim. Run your app...
Click on FPS in the debug navigator. Then click analyze and be patient. It will take a one frame snapshot of whats happening in open gl. It has to do a bunch of stuff to make that happen and it takes about 30 seconds. But then you'll have an interactive thing that shows you the frame and will let you step through processes and see what code is making that happen, and the frame as it draws each element. It's super cool actually. And probably it will show you an error message (in red).
My guess is that it's no longer loading your sprite images. Something probably changed between 6 and 7 or the versions of Xcode or of OSX. In that case the screen is blank because they're not loaded and therefore not being drawn.
EDIT:
I think the analysis will help find your problem. But to offer more possibilities, in my experience when nothing is drawing it's often one of these things:
An overall OpenGL issue - set your clear color to red or blue to test.
Shader didn't compile - always output shader compile errors so you know.
Bad Shader math or logic - use gl_FragColor = vec4(0.0,0.0,1.0,1.0) or some contrasting color to test. Can you see your structures?
Program isn't getting an attribute. Did you remember glEnableVertexAttribArray
Program isn't getting a uniform. Use the Analyze feature above to check the uniform values to make sure they made it to the shader.
(i'll add more if I think of them)
When stuff does
I'm fairly new to OpenGL ES 2.0 on the iPhone and am trying to make a simple animation of bumper cars in a ring. For some reason, I am currently unable to render anything on screen (only the glClear() set color shows up rather any 3D objects) and I think it has something to do with my base effect or possibly my binding/rendering. I'm currently unsure of what the issue is and have been stumped for quite some time now. Would anyone be able to take a look through my project and try to guide me? I just need a footing for the right direction in debugging this issue. Just click the attached link and go to File -> Download to get the entire project.
Edit: I did find an issue under SceneMesh.h where SceneMeshVertex had GLKVector2 texCoords0; declared as GLKVector3 texCoords0; which is wrong. So that has been corrected and updated.
Xcode Project
In SceneModel.m I made a goof. In
-(id)initWithName:(NSString *)modelName mesh:(SceneMesh *)meshReference numberOfVertices:(GLsizei)count; I accidentally reference numberOfVertices instead of count .... woops. That fixed that.
I'm trying to make the flip-clock animation, I find this tutorial very interesting
http://www.voyce.com/index.php/2010/04/10/creating-an-ipad-flip-clock-with-core-animation/
but I still can't make it work.
If someone did it and could share is experience or even the code source that will be really nice.
Thanks,
P.S: if you have other tutorial link please share them.
What, exactly, do you need help on?
At the moment, there is some sample code available at Google Code:
http://code.google.com/p/idharmaclock/source/browse/trunk/LostoClock/Classes/LostoClockViewController.m?spec=svn2&r=2
Referenced from:
http://www.iphonedevsdk.com/forum/tutorial-requests/52329-flip-clock-animation-tutorial.html
check this out:
Flip Transform
I actually made a small framework out of the tutorial. Check:
https://github.com/jaydee3/JDFlipNumberView
It contains two main classes:
JDFlipNumberView (animated digits)
JDDateCountdownFlipView (a date countdown, just init with a date, set a frame and there you go.)
In any case, you just need to do three steps:
Init the class
Set a target value (or a date)
Start the animation
I don't know if you can use this but who knows. There's a HTC hero theme for the iPhone, installable on jailbroken iPhones. This is not at all interesting, except for one feature of the theme. It has the flipclock. This theme shows the time on the homescreen exactly like you want. You can download the sourcecode of the theme here. You might have to dig into the code but the flipclock is there somewhere!
Good luck and I hope you'll be able to make your application work like a charm!