Vertices behind are being drawn infront - XNA - xna

Well, I am creating a minecraft terrain thing just for the heck of it. The problem I have is that if you look on a certain angle some faces which are actually behind others are drawn in front of them, thus not showing the actual ones which are there. Like minecraft I have the terrain seperated into regions, and when the vertexbuffer is built, only the "outside" faces are shown. It is also for some reason is not drawing the very top nor the left blocks. In addition to all of these problems faces seem to be overlapping ie (only half of a face can be seen)
Here is what it looks like (note I am only drawing the top faces because I have to fix the others up): http://s1100.photobucket.com/albums/g420/darestium/?action=view&current=minecraftliketerrain.png
I am also drawing all the regions in one go with the following method (i'm using reimer's effect file until I can write my own :):
public void Draw(Player player, World world)
{
effect.CurrentTechnique = effect.Techniques["TexturedNoShading"];
effect.Parameters["xWorld"].SetValue(Matrix.Identity);
effect.Parameters["xProjection"].SetValue(player.Camera.ProjectionMatrix);
effect.Parameters["xView"].SetValue(player.Camera.ViewMatrix);
effect.Parameters["xCamPos"].SetValue(player.Camera.Position);
effect.Parameters["xTexture"].SetValue(world.TextureAlias.SheetTexture);
effect.Parameters["xCamUp"].SetValue(player.Camera.UpDownRotation);
for (int x = 0; x < world.regions.GetLength(0); x++)
{
for (int y = 0; y < world.regions.GetLength(1); y++)
{
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
Region region = world.regions[x, y];
if (player.Camera.BoundingFrustum.Contains(region.BoundingBox) != ContainmentType.Disjoint)
{
device.SetVertexBuffer(region.SolidVertexBuffer);
//device.Indices = region.SolidIndices;
device.DrawPrimitives(PrimitiveType.TriangleList, 0, region.VertexCount);
//device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, region.VertexCount, 0, region.SolidIndices.IndexCount / 3);
}
}
}
}
}
Help would be much appreciated thanks :)

Looks like the Z-buffer is disabled. Try setting:
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
The issue with it not drawing the top/left blocks, that you mention, is probably an issue to do with your vertex buffer generation code (if so, try asking another question specifically about that issue).

Related

Matchingproblems when using OpenCVs matchShapes function

I´m trying to find a objekt in a larger Picture with the findContour/matchShape functions (the object can vary so it´s not possible to look after the color or something similar, Featuredetectors like SIFT also doesn´t work because the object could be symetric)
I have written following code:
Mat scene = imread...
Mat Template = imread...
Mat imagegray1, imagegray2, imageresult1, imageresult2;
int thresh=80;
double ans=0, result=0;
// Preprocess pictures
cvtColor(scene, imagegray1,CV_BGR2GRAY);
cvtColor(Template,imagegray2,CV_BGR2GRAY);
GaussianBlur(imagegray1,imagegray1, Size(5,5),2);
GaussianBlur(imagegray2,imagegray2, Size(5,5),2);
Canny(imagegray1, imageresult1,thresh, thresh*2);
Canny(imagegray2, imageresult2,thresh, thresh*2);
vector<vector <Point> > contours1;
vector<vector <Point> > contours2;
vector<Vec4i>hierarchy1, hierarchy2;
// Template
findContours(imageresult2,contours2,hierarchy2,CV_RETR_EXTERNAL,CV_CHAIN_APPROX_SIMPLE,cvPoint(0,0));
// Szene
findContours(imageresult1,contours1,hierarchy1,CV_RETR_EXTERNAL,CV_CHAIN_APPROX_SIMPLE,cvPoint(0,0));
imshow("template", Template);
double helper = INT_MAX;
int idx_i = 0, idx_j = 0;
// Match all contours with eachother
for(int i = 0; i < contours1.size(); i++)
{
for(int j = 0; j < contours2.size(); j++)
{
ans=matchShapes(contours1[i],contours2[j],CV_CONTOURS_MATCH_I1 ,0);
// find the best matching contour
if((ans < helper) )
{
idx_i = i;
helper = ans;
}
}
}
// draw the best contour
drawContours(scene, contours1, idx_i,
Scalar(255,255,0),3,8,hierarchy1,0,Point());
When I'm using a scene where only the Template is located in, i get a good matching result:
But when there are more objects in the pictures i have trouble detecting the object:
Hope someone can tell me whats the problem with the code i´m using. Thanks
You have a huge amount of contours in the second image (almost each letter).
As the matchShape checks for scale-invariant Hu-moments (http://docs.opencv.org/3.1.0/d3/dc0/group__imgproc__shape.html#gab001db45c1f1af6cbdbe64df04c4e944) also a very small contours may fit the shape you are looking for.
Furthermore, the original shape is not distinguished properly like can be seen when excluding all contours with an area smaller 50.
if(contourArea(contours1[i]) > 50)
drawContours(scene, contours1, i, Scalar(255, 255, 0), 1);
To say it with other words, there is no problem with your code. The contour can simply not be detected very well. I would suggest to have a look at approxCurve and convexHull and try to close the contour this way. Or improve the use of Canny in some way.
Then you could use a priori knowledge to restrict the size (and maybe rotation?) of the contour you are looking for.

Creating a boundary around a tiled map

I've created a tiled map composed of multiple sprite nodes that are 367x367. I create this map like so:
for var i = 0; i < Int(multiplier); i++ {
for var j = 0; j < Int(multiplier); j++ {
// Positive
var map = SKSpriteNode(imageNamed: "tiledBackground.png")
var x = CGFloat(i) * map.size.height
var y = CGFloat(j) * map.size.height
map.position = CGPointMake(x, y)
self.addChild(map)
}
}
In the above example, the multiplier is 27 and the map size is 10,000x10,000.
This creates the map as expected, however I want this map to have boundaries that the player can't leave. I know how to create the boundaries, but I'm not sure what values to initialize the physics body with.
I've tried this: SKPhysicsBody(rectangleOfSize: map.mapSize) however that produced very erroneous results.
I also tried this: SKPhysicsBody(edgeLoopFromRect: CGRectMake(0, 0, map.mapSize.width, map.mapSize.height)) which built a physics body like it should (I have showPhysics = TRUE), however the physics body seemed to move with the player (I have the player moving and am centering the map on the player). You can see what I mean here: http://gyazo.com/675477d5dd86984b393b10024341188a (It's a bit hard to see, but that green line is the boundary for the physics body. When the tiled map ends (And where it turns grey), the physics body should stop as that's where the player shouldn't be allowed to move any more).
Just leave a comment if you need any more code (I believe I included anything that is relevant).
After messing around with a bit of my code I found a fix was to just add the physicsBody to my map instead of the scene. A rather easy fix, so I'm surprised I didn't think of it sooner.
With this in mind, I've answered my own question and no longer need help.

JavaFX: Disable image smoothing on Canvas object

I'm making a sprite editor using JavaFX for use on desktops.
I'm attempting to implement zooming functionality, but I've run into a problem: I can't figure out how to disable image smoothing on a Canvas object.
I'm calling Canvas.setScaleX() and Canvas.setScaleY() as per every tutorial implementing Canvas zooming. But my image appears blurred when zoomed in.
I have some test code here to demonstrate.
As this is a sprite editor, it's important for me to have crisp edges to work with. The alternative to fixing image smoothing on the Canvas is to have a non-smoothing ImageView, and have a hidden Canvas to draw on, which I would rather avoid.
Help is appreciated.
(here's a link to a related question, but doesn't address my particular problem)
I was having the same issue with the blurring.
In my case, my computer has Retina Display. Retina Display causes a pixel to be rendered with sub-pixels. When drawing images to the canvas, the image would be drawn with antialiasing for the sub-pixels. I have not found a way to prevent this antialiasing from occurring (although it is possible with other canvas technologies such as HTML5's Canvas)
In the meantime, I have a work-around (albeit I'm concerned about performance):
public class ImageRenderer {
public void render(GraphicsContext context, Image image, int sx, int sy, int sw, int sh, int tx, int ty) {
PixelReader reader = image.getPixelReader();
PixelWriter writer = context.getPixelWriter();
for (int x = 0; x < sw; x++) {
for (int y = 0; y < sh; y++) {
Color color = reader.getColor(sx + x, sy + y);
if (color.isOpaque()) {
writer.setColor(tx + x, ty + y, color);
}
}
}
}
}
The PixelWriter bypasses the anti-aliasing that occurs when drawing the image.

How can I perform clipping on rotated rectangles?

So I have this Panel class. It's a little like a Window where you can resize, close, add buttons, sliders, etc. Much like the status screen in Morrowind if any of you remember. The behavior I want is that when a sprite is outside of the panel's bounds it doesn't get drawn and if it's partially outside only the part inside gets drawn.
So what it does right now is first get a rectangle that represents the bounds of the panel, and a rectangle for the sprite, it finds the rectangle of intersection between the two then translates that intersection to the local coordinates of the sprite rectangle and uses that for the source rectangle. It works and as clever as I feel the code is I can't shake the feeling that there's a better way to do this. Also, with this set up I cannot utilize a global transformation matrix for my 2D camera, everything in the "world" must be passed a camera argument to draw. Anyway, here's the code I have:
for the Intersection:
public static Rectangle? Intersection(Rectangle rectangle1, Rectangle rectangle2)
{
if (rectangle1.Intersects(rectangle2))
{
if (rectangle1.Contains(rectangle2))
{
return rectangle2;
}
else if (rectangle2.Contains(rectangle1))
{
return rectangle1;
}
else
{
int x = Math.Max(rectangle1.Left, rectangle2.Left);
int y = Math.Max(rectangle1.Top, rectangle2.Top);
int height = Math.Min(rectangle1.Bottom, rectangle2.Bottom) - Math.Max(rectangle1.Top, rectangle2.Top);
int width = Math.Min(rectangle1.Right, rectangle2.Right) - Math.Max(rectangle1.Left, rectangle2.Left);
return new Rectangle(x, y, width, height);
}
}
else
{
return null;
}
}
and for actually drawing on the panel:
public void DrawOnPanel(IDraw sprite, SpriteBatch spriteBatch)
{
Rectangle panelRectangle = new Rectangle(
(int)_position.X,
(int)_position.Y,
_width,
_height);
Rectangle drawRectangle = new Rectangle();
drawRectangle.X = (int)sprite.Position.X;
drawRectangle.Y = (int)sprite.Position.Y;
drawRectangle.Width = sprite.Width;
drawRectangle.Height = sprite.Height;
if (panelRectangle.Contains(drawRectangle))
{
sprite.Draw(
spriteBatch,
drawRectangle,
null);
}
else if (Intersection(panelRectangle, drawRectangle) == null)
{
return;
}
else if (Intersection(panelRectangle, drawRectangle).HasValue)
{
Rectangle intersection = Intersection(panelRectangle, drawRectangle).Value;
if (Intersection(panelRectangle, drawRectangle) == drawRectangle)
{
sprite.Draw(spriteBatch, intersection, intersection);
}
else
{
sprite.Draw(
spriteBatch,
intersection,
new Rectangle(
intersection.X - drawRectangle.X,
intersection.Y - drawRectangle.Y,
intersection.Width,
intersection.Height));
}
}
}
So I guess my question is, is there a better way to do this?
Update: Just found out about the ScissorRectangle property. This seems like a decent way to do this; it requires a RasterizerState object to be made and passed into the spritebatch.Begin overload that accepts it. Seems like this might be the best bet though. There's also the Viewport which I can apparently change around. Thoughts? :)
There are several ways to limit drawing to a portion of the screen. If the area is rectangular (which seems to be the case here), you could set the viewport (see GraphicsDevice) to the panel's surface.
For non-rectangular areas, you can use the stencil buffer or use some tricks with the depth buffer. Draw the shape of the surface in the stencil buffer or the depth buffer, set your render state to draw only pixels located in the shape you just rendered in the stencil/depth buffer, finally render your sprites.
One way of doing this is simple per-pixel collision. Although this is a bad idea if the sprites are large or numerous, this can be a very easy and fast way to get the job done with small sprites. First, do a bounding circle or bounding square collision check against the panel to see if you even need to do per-pixel detection.
Then, create a contains method that checks if the position, scale, and rotation of the sprite put it so far inside the panel that it must be totally enclosed by the panel, so you don't need per-pixel collision in that case. This can be done pretty easily by just creating a bounding square that has the width and height of the length of the sprite's diagonal, and checking for collision with that.
Finally, if both of these fail, we must do per-pixel collision. Go through and check against every pixel in the sprite to see if it is within the bounds of the panel. If it isn't set the alpha value of the pixel to 0.
Thats it.

XNA isometric tiles rendering issue

I'm currently working on a XNA game prototype. I'm trying to achieve a isometric view of the game world (or is it othographic?? I'm not sure which is the right term for this projection - see pictures).
The world should a tile-based world made of cubic tiles (e.g. similar to Minecraft's world), and I'm trying to render it in 2D by using sprites.
So I have a sprite sheet with the top face of the cube, the front face and the side (visible side) face. I draw the tiles using 3 separate calls to drawSprite, one for the top, one for the side, one for the front, using a source rectangle to pick the face I want to draw and a destination rectangle to set the position on the screen according to a formula to convert from 3D world coordinates to isometric (orthographic?).
(sample sprite:
)
This works good as long as I draw the faces, but if I try to draw fine edges of each block (as per a tile grid) I can see that I get a random rendering pattern in which some lines are overwritten by the face itself and some are not.
Please note that for my world representation, X is left to right, Y is inside screen to outside screen, and Z is up to down.
In this example I'm working only with top face-edges. Here is what I get (picture):
I don't understand why some of the lines are shown and some are not.
The rendering code I use is (note in this example I'm only drawing the topmost layers in each dimension):
/// <summary>
/// Draws the world
/// </summary>
/// <param name="spriteBatch"></param>
public void draw(SpriteBatch spriteBatch)
{
Texture2D tex = null;
// DRAW TILES
for (int z = numBlocks - 1; z >= 0; z--)
{
for (int y = 0; y < numBlocks; y++)
{
for (int x = numBlocks - 1; x >=0 ; x--)
{
myTextures.TryGetValue(myBlockManager.getBlockAt(x, y, z), out tex);
if (tex != null)
{
// TOP FACE
if (z == 0)
{
drawTop(spriteBatch, x, y, z, tex);
drawTop(spriteBatch, x, y, z, outlineTexture);
}
// FRONT FACE
if(y == numBlocks -1)
drawFront(spriteBatch, x, y, z, tex);
// SIDE FACE
if(x == 0)
drawSide(spriteBatch, x, y, z, tex);
}
}
}
}
}
private void drawTop(SpriteBatch spriteBatch, int x, int y, int z, Texture2D tex)
{
int pX = OffsetX + (int)(x * TEXTURE_TOP_X_OFFRIGHT + y * TEXTURE_SIDE_X);
int pY = OffsetY + (int)(y * TEXTURE_TOP_Y + z * TEXTURE_FRONT_Y);
topDestRect.X = pX;
topDestRect.Y = pY;
spriteBatch.Draw(tex, topDestRect, TEXTURE_TOP_RECT, Color.White);
}
I tried using a different approach, creating a second 3-tiers nested for loop after the first one, so I keep the top face drawing in the first loop and the edge highlight in the second loop (I know, this is inefficient, I should also probably avoid having a method call for each tile to draw it, but I'm just trying to get it working for now).
The results are somehow better but still not working as expected, top rows are missing, see picture:
Any idea of why I'm having this problem? In the first approach it might be a sort of z-fighting, but I'm drawing sprites in a precise order so shouldn't they overwrite what's already there?
Thanks everyone
Whoa, sorry guys I'm an idiot :) I started the batch with SpriteBatch.begin(SpriteSortMode.BackToFront) but I didn't use any z-value in the draw.
I should have used SpriteSortMode.Deferred! It's now working fine. Thanks everyone!
Try tweaking the sizes of your source and destination rectangles by 1 or 2 pixels. I have a sneaking suspicion this has something to do with the way these rectangles are handled as sort of 'outlines' of the area to be rendered and a sort of off-by-one problem. This is not expert advice, just a fellow coder's intuition.
Looks like a sub pixel precision or scaling issue. Also try to ensure your texture/tile width/height is a power of 2 (32, 64, 128, etc.) as that could make the effect less bad as well. It's really hard to tell just from those pictures.
I don't know how/if you scale everything, but you should try to avoid rounding wherever possible (especially inside your drawTop() method). Every time you round some position/coordinate chances are good you might increase the error/random offsets. Try to use double (or better: float) coordinates instead of integer.

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