cocos2d create CCParticlySystemQuad - cocos2d-iphone

This function does nothing, execpt after about 30 seconds the fps begins to go down. I'd like to know what I have to do to display the ccparticle correctly.
Here is my code:
-(void) coccomilk:(CGPoint) p{
CCParticleSystemQuad *milk = [[[CCParticleSystemQuad alloc] initWithTotalParticles:100 ] autorelease];
milk.texture = [[CCTextureCache sharedTextureCache] addImage:#"milk.png"];
milk.emitterMode = kCCParticleModeGravity;
milk.totalParticles = 100;
//milk.particleCount = 100;
milk.life = 0.2f;
milk.lifeVar = 0.1f;
milk.startSize = 32;
milk.startSizeVar = 32;
milk.endSize = 2;
milk.endSizeVar = 0;
milk.angle = 90;
milk.angleVar = 42;
//milk.rotation = 0;
//milk.rotatePerSecond = 0;
//milk.rotatePerSecondVar = 0;
milk.speed = 651;
milk.speedVar= 335.5;
milk.gravity = ccp(0,-2.72);
//milk.blendAdditive = NO;
milk.duration = 0.08;
//milk.blendFunc = (ccBlendFunc) {GL_ONE,GL_DST_ALPHA} ;
milk.emissionRate = milk.particleCount / milk.life;
milk.radialAccel = 0;
milk.radialAccelVar = 0;
milk.tangentialAccel = 0;
milk.tangentialAccelVar = 0;
ccColor4F color = {1.0f,1.0f,1.0f,0.8f};
milk.startColor = color;
milk.startColorVar = (ccColor4F) {0.0f,0.0f,0.0f,0.0f};
milk.endColor = color;
milk.endColorVar = (ccColor4F) {0.0f,0.0f,0.0f,0.0f};
milk.position = ccp(p.x,p.y);
//milk.posVar = 0.0;
milk.sourcePosition = ccp(p.x,p.y);
milk.visible = YES;
[self addChild:milk z:2];
milk.autoRemoveOnFinish = YES;
[milk release];
//[self performSelector:#selector(clearSprite:) withObject:water afterDelay:0.4];
}

There are more mistakes:
There's a wrong emissionRate. You're counting it from the actual number of particles, what's 0 in the time of initialization. Your emissionRate is 0 which means no particles will be emitted. The correct calculation is:
milk.emissionRate = milk.totalParticles / milk.life;
There're too many releases. It will crash on the last release (autoRemoveOnFinish), so remove the last [milk release] from your code. Your particle system will be released after it's life period when it finishes - thats what autoRemoveOnFinish is for - so you don't need to do it manually.

I suggest you to try ParticleDesigner, a lightweight application which allows to graphically design the particles you need and once you are satisfied generate the configuration file cocos2d can manage. http://particledesigner.71squared.com/

Related

Calculating velocity using consistent speed in basic C++ engine

What I'm trying to achieve is a sprite moving to another sprite in a 2D environment. I started with the basic Mx = Ax - Bx deal. But I noticed that the closer to the target the sprite gets, the more it slows down. So I tried to create a percentage/ratio based on the velocity then each x and y gets their percent of a speed allowance, however, it's acting very strangely and only seems to work if Mx and My are positive
Here's the code extract:
ballX = ball->GetX();
ballY = ball->GetY();
targX = target->GetX();
targY = target->GetY();
ballVx = (targX - ballX);
ballVy = (targY - ballY);
percentComp = (100 / (ballVx + ballVy));
ballVx = (ballVx * percentComp)/10000;
ballVy = (ballVy * percentComp)/10000;
The /10000 is to slow the sprites movement
Assuming you want the sprite to move at a constant speed, you can do a linear fade on both the X and Y position, like this:
#include <stdio.h>
int main(int, char **)
{
float startX = 10.0f, startY = 20.0f;
float endX = 35.0f, endY = -2.5f;
int numSteps = 20;
for (int i=0; i<numSteps; i++)
{
float percentDone = ((float)i)/(numSteps-1);
float curX = (startX*(1.0f-percentDone)) + (endX*percentDone);
float curY = (startY*(1.0f-percentDone)) + (endY*percentDone);
printf("Step %i: percentDone=%f curX=%f curY=%f\n", i, percentDone, curX, curY);
}
return 0;
}
Thanks for the responses, I got it working now but normalising the vectors instead of the whole percent thing, here's what I have now:
ballX = ball->GetX();
ballY = ball->GetY();
targX = target->GetX();
targY = target->GetY();
ballVx = (targX - ballX);
ballVy = (targY - ballY);
vectLength = sqrt((ballVx*ballVx) + (ballVy*ballVy));
ballVx = (ballVx / vectLength)/10;
ballVy = (ballVy / vectLength)/10;

OpenGL When to use Geometry Shaders

I currently have a OpenGL sprite drawing class that buffers up a bunch of sprite data then dumps it with glDrawElements. The problem is, creating the sprites that go into the buffer is cumbersome as I have loads of parameters to pass into the buffer with even more redundancy for the shaders. I was wondering if I could reduce CPU load by only loading the buffer with the essentials, location, orientation, texture coordinates etc... and then let a geometry shader turn that nonsense into quads for the fragment shader.
If theres a different answer, I've added the offending method so you can see what I mean:
void Machine::draw(key num, BoundingBox loc, float angle){
SpriteSyncData* props;
VertexAttribArray* vdata;
GLushort* idata;
SpriteProperties* sprite_props;
int sliceW;
int sliceH;
sprite_props = &spriteList[num];
props = &spriteToSync[sprite_props->atlas];
props->size++;
if(props->size > props->capacity){
props->capacity += COARSE_MEM_SCALE;
props->data = (VertexAttribArray*) realloc((void*) props->data, (sizeof(VertexAttribArray)*4) * props->capacity);
props->i_data = (GLushort*) realloc((void*) props->i_data, (sizeof(GLushort)*4) * props->capacity);
}
vdata = props->data + (props->size - 1) * 4;
idata = props->i_data + (props->size - 1) * 4;
sliceW = sprite_props->location.x1 - sprite_props->location.x0;
sliceH = sprite_props->location.y1 - sprite_props->location.y0;
if(sprite_props->flags & DRAW_TILED){
vdata[0].p = QVector3D(loc.x1, loc.y0, UNIFORM_DEPTH);
vdata[1].p = QVector3D(loc.x0, loc.y0, UNIFORM_DEPTH);
vdata[2].p = QVector3D(loc.x0, loc.y1, UNIFORM_DEPTH);
vdata[3].p = QVector3D(loc.x1, loc.y1, UNIFORM_DEPTH);
vdata[0].s = QVector2D(((float) (loc.x1 - loc.x0)) / sliceW,
((float) (loc.y1 - loc.y0)) / sliceH);
vdata[0].r = QVector2D(0, 0);
vdata[1].r = vdata[0].r;
vdata[2].r = vdata[0].r;
vdata[3].r = vdata[0].r;
}
else{
vdata[0].p = QVector3D(loc.x0 + sliceW, loc.y0, UNIFORM_DEPTH);
vdata[1].p = QVector3D(loc.x0, loc.y0, UNIFORM_DEPTH);
vdata[2].p = QVector3D(loc.x0, loc.y0 + sliceH, UNIFORM_DEPTH);
vdata[3].p = QVector3D(loc.x0 + sliceW, loc.y0 + sliceH, UNIFORM_DEPTH);
vdata[0].s = QVector2D(1, 1);
vdata[0].r = QVector2D(sliceW, sliceH);
vdata[1].r = vdata[0].r;
vdata[2].r = vdata[0].r;
vdata[3].r = vdata[0].r;
}
vdata[0].t = QVector2D(sprite_props->texCoords[2], sprite_props->texCoords[1]);
vdata[1].t = QVector2D(sprite_props->texCoords[0], sprite_props->texCoords[1]);
vdata[2].t = QVector2D(sprite_props->texCoords[0], sprite_props->texCoords[3]);
vdata[3].t = QVector2D(sprite_props->texCoords[2], sprite_props->texCoords[3]);
vdata[1].s = vdata[0].s;
vdata[2].s = vdata[0].s;
vdata[3].s = vdata[0].s;
vdata[0].s_lo = QVector2D(sprite_props->texCoords[0], sprite_props->texCoords[1]);
vdata[0].s_hi = QVector2D(sprite_props->texCoords[2] - sprite_props->texCoords[0],
sprite_props->texCoords[3] - sprite_props->texCoords[1]);
vdata[1].s_lo = vdata[0].s_lo;
vdata[1].s_hi = vdata[0].s_hi;
vdata[2].s_lo = vdata[0].s_lo;
vdata[2].s_hi = vdata[0].s_hi;
vdata[3].s_lo = vdata[0].s_lo;
vdata[3].s_hi = vdata[0].s_hi;
vdata[0].o = (vdata[1].p + vdata[3].p) * 0.5;
vdata[1].o = vdata[0].o;
vdata[2].o = vdata[0].o;
vdata[3].o = vdata[0].o;
vdata[0].a = angle;
vdata[1].a = angle;
vdata[2].a = angle;
vdata[3].a = angle;
idata[0] = (props->size - 1) * 4;
idata[1] = idata[0] + 1;
idata[2] = idata[0] + 2;
idata[3] = idata[0] + 3;
}

Sprite Kit - Player going of screen with accelerometer

Im programming a game using sprite kit and i have written the accelerometer code and it works. But the problem is it doesn't stop when hitting the edge of the screen, can anyone help me out with this?
Here is the code for the player:
-(void)addShip
{
//initalizing spaceship node
ship = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
[ship setScale:0.5];
ship.zRotation = - M_PI / 2;
//Adding SpriteKit physicsBody for collision detection
ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship.frame.size];
ship.physicsBody.mass = 0.02;
ship.physicsBody.categoryBitMask = shipCategory;
ship.physicsBody.dynamic = YES;
ship.physicsBody.affectedByGravity = NO;
ship.physicsBody.contactTestBitMask = DonutCategory | PizzaCategory | ChocolateCategory | SoftCategory | AppleCategory | GrapeCategory | OrangeCategory | BananaCategory;
ship.physicsBody.collisionBitMask = 0;
ship.physicsBody.usesPreciseCollisionDetection = YES;
ship.name = #"ship";
ship.position = CGPointMake(260,30);
[self addChild:ship];
motionManager = [[CMMotionManager alloc] init];
if ([motionManager isAccelerometerAvailable] == YES) {
[motionManager startAccelerometerUpdatesToQueue:[[NSOperationQueue alloc] init]
withHandler:^(CMAccelerometerData *data, NSError *error)
{
float destX, destY;
float currentX = ship.position.x;
float currentY = ship.position.y;
BOOL shouldMove = NO;
if(data.acceleration.x < -0.25) { // tilting the device to the right
destX = currentX + (data.acceleration.x * kPlayerSpeed);
destY = currentY;
shouldMove = YES;
} else if (data.acceleration.x > 0.25) { // tilting the device to the left
destX = currentX + (data.acceleration.x * kPlayerSpeed);
destY = currentY;
shouldMove = YES;
}
if(shouldMove) {
SKAction *action = [SKAction moveTo:CGPointMake(destX, destY) duration:1];
[ship runAction:action];
}
}];
}
}
You can add edges to your screen so the physics will stop the ship when it hits the edge (do it in init method):
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
//Add this to change some behaviour when ship will collide with the screen
//self.physicsBody.friction = 0.0f;
The other way is check in update method when ship is touching edge of the screen and change the ship position.
//Extended
I believe moveTo:duration: method mess up your phasic, to fix it just mate sure your destX and destX to go more that screen size width (height) - ship size width (height) and less that origin x and origin y.
You shouldn't use moveTo:duration: method, instead you should apply force to your ship.
Try this code, it's a little bit different that yours but this is much better way to move your ship (ignore the code above):
//Your ship setting
_ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_ship.frame.size];
_ship.physicsBody.mass = 0.02;
_ship.physicsBody.categoryBitMask = shipCategory;
_ship.physicsBody.dynamic = YES;
_ship.physicsBody.affectedByGravity = NO;
// Edge around the screen
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
//Apply movement (instead of moveTo:duration:)
//Get the accelerometer value
CMAccelerometerData* accelData = _motionManager.accelerometerData;
if (fabs(accelData.acceleration.x) > 0.2) {
// 35 is the value you can play with to make your ship movement feel more natural
[_ship.physicsBody applyForce:CGVectorMake(0.0, 35.0 * data.acceleration.x)];
}

Block of code running in iPhone simulator and not on iPhone 4? (COCOS2D)

I am using the ccTouchBegan and ccTouchEnded, and for some reason there is a block of code that runs perfectly on iPhone simulator and doesn't run at all on iPhone 4. This is what my methods look like:
-(BOOL)ccTouchBegan:(UITouch*)touch withEvent:(UIEvent *)event {
firstTouch = [self convertTouchToNodeSpace:touch];
if (!self.currentFootball.footballHasEmbarked) {
//arrow.position = ccp(fPos.x, fPos.y);
float newAnc = (120 + (self.currentFootball.contentSize.width * .5f) + (arrow.contentSize.width * .5f)) / arrow.contentSize.width;
arrow.anchorPoint = ccp(-newAnc, .5);//self.currentFootball.position;
arrow.position = self.currentFootball.position;//ccp(fPos.x-120, fPos.y);
arrow.rotation = 180;
arrow.visible = YES;
arrow.scale = 0.5f;
//powerLevel.position = fPos;
powerLevel.position = self.currentFootball.position;
powerLevel.rotation = 180;
powerLevel.percentage = 0;
powerLevel.visible = YES;
outLine.position = self.currentFootball.position;
outLine.rotation = 180;
outLine.visible = YES;
CCProgressFromTo *powerBarGoUp = [CCProgressFromTo actionWithDuration:1.0f from:0.0f to:100.0f];
CCProgressFromTo *powerBarGoDown = [CCProgressFromTo actionWithDuration:1.0f from:100.0f to:0.0f];
id action = [CCRepeatForever actionWithAction:[CCSequence actions:powerBarGoUp, powerBarGoDown, nil]];
[powerLevel runAction:action];
return YES;
}
else {
return NO;
}
}
-(void) ccTouchEnded:(UITouch*)touch withEvent:(UIEvent *)event {
const float max = 100;
CGPoint endTouch = [self convertTouchToNodeSpace:touch];
if (endTouch.x > firstTouch.x) {
endTouch = ccp(firstTouch.x, endTouch.y);
//CCLOG(#"I ran");
}
arrow.visible = NO;
powerLevel.visible = NO;
outLine.visible = NO;
self.currentFootball.footballHasEmbarked = YES;
self.currentFootball.spiraling = YES;
if (self.currentFootball) {
[smgr addBody:self.currentFootball.body];
}
if (CGPointEqualToPoint(endTouch, firstTouch)) {
CCLOG(#" I have run");
float anchorPointDist = ccpLength(endTouch);
float distFactor = distFromFb + anchorPointDist;
projectionAnchorPoint = ccp(firstTouch.x + distFactor,firstTouch.y);
}
CGPoint diff = ccpSub(endTouch, projectionAnchorPoint);
float len = powerLevel.percentage;
CGPoint norm = ccpNormalize(diff);
if (len > max){
len = max;
}
[self.currentFootball applyImpulse:ccpMult(norm, (len * 300))];
pos = self.currentFootball.position.y;
[self schedule:#selector(newFootball)];
}
This is the block of code that will not run on my iPhone.
if (CGPointEqualToPoint(endTouch, firstTouch)) {
CCLOG(#" I have run");
float anchorPointDist = ccpLength(endTouch);
float distFactor = distFromFb + anchorPointDist;
projectionAnchorPoint = ccp(firstTouch.x + distFactor,firstTouch.y);
}
Am I not doing something right?
Print out the values for endTouch and firstTouch. They may vary by a very small amount on device, as it's harder to keep your finger in the same location as opposed to a mouse pointer. If that's the case, you may want to accept end touches within a range of the first touch.
Perhaps there is some slight difference in the points you are comparing, making the result of that comparison always false. Try using this method instead of CGPointEqualToPoint.
BOOL ccpFuzzyEqual(CGPoint a, CGPoint b, float variance);

3D picking lwjgl

I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.)
This is how the code looks like:
if(Mouse.getEventButton() == 1) {
if (!Mouse.getEventButtonState()) {
Camera.get().generateViewMatrix();
float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio();
float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f));
float displacementRate = (float)Math.tan(Camera.get().getFovy()/2);
screenSpaceX *= displacementRate;
screenSpaceY *= displacementRate;
Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1);
Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1);
Matrix4f tmpView = new Matrix4f();
Camera.get().getViewMatrix().transpose(tmpView);
Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert();
Vector4f worldSpaceNear = new Vector4f();
Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear);
Vector4f worldSpaceFar = new Vector4f();
Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar);
Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z);
Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z);
rayDirection.normalise();
Ray clickRay = new Ray(rayPosition, rayDirection);
Vector tMin = new Vector(), tMax = new Vector(), tempPoint;
float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f;
Drawable closestDrawableHit = null;
for(Drawable d : this.worldModel.getDrawableThings()) {
// Calcualte AABB for each object... needs to be moved later...
firstVertex = true;
for(Surface surface : d.getSurfaces()) {
for(Vertex v : surface.getVertices()) {
worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x;
worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y;
worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z;
worldPosition = worldPosition.rotate(d.getRotation());
if (firstVertex) {
maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z;
minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z;
firstVertex = false;
} else {
if (worldPosition.x > maxX) {
maxX = worldPosition.x;
}
if (worldPosition.x < minX) {
minX = worldPosition.x;
}
if (worldPosition.y > maxY) {
maxY = worldPosition.y;
}
if (worldPosition.y < minY) {
minY = worldPosition.y;
}
if (worldPosition.z > maxZ) {
maxZ = worldPosition.z;
}
if (worldPosition.z < minZ) {
minZ = worldPosition.z;
}
}
}
}
// ray/slabs intersection test...
// clickRay.getOrigin().x + clickRay.getDirection().x * f = minX
// clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f
// clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f
// -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f
largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x;
temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y;
if(largestEnteringValue < temp) {
largestEnteringValue = temp;
}
temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z;
if(largestEnteringValue < temp) {
largestEnteringValue = temp;
}
smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x;
temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y;
if(smallestExitingValue > temp) {
smallestExitingValue = temp;
}
temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z;
if(smallestExitingValue < temp) {
smallestExitingValue = temp;
}
if(largestEnteringValue > smallestExitingValue) {
//System.out.println("Miss!");
} else {
if (largestEnteringValue < closestEnteringValue) {
closestEnteringValue = largestEnteringValue;
closestDrawableHit = d;
}
}
}
if(closestDrawableHit != null) {
System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z);
this.worldModel.removeDrawableThing(closestDrawableHit);
}
}
}
I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all.
Edit:
Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center and always shots to the same position no matter where i direct my camera...
My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the glulookat method in lwjgl; I have to build it my self and I guess thats where the problem is at)...
Edit2:
This is how i calculate it currently:
private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}};
public Vector getCameraDirectionVector() {
Vector actualEye = this.getActualEyePosition();
return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z);
}
public Vector getActualEyePosition() {
return eye.rotate(this.getRotation());
}
public void generateViewMatrix() {
Vector cameraDirectionVector = getCameraDirectionVector().normalize();
Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize();
Vector up = Vector.cross(side, cameraDirectionVector);
viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x;
viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y;
viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z;
/*
Vector actualEyePosition = this.getActualEyePosition();
Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize();
Vector xaxis = Vector.cross(upVector, zaxis).normalize();
Vector yaxis = Vector.cross(zaxis, xaxis);
viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x;
viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y;
viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z;
viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition);
*/
viewMatrix = new Matrix4f();
viewMatrix.load(getViewMatrixAsFloatBuffer());
}
Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it...
I have read alot of threads and documentations about this but i can't seam to wrapp my head around it...
I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but things are not disappearing where i press on the screen.
OpenGL is not a scene graph, it's a drawing library. So after removing something from your internal representation you must redraw the scene. And your code is missing some call to a function that triggers a redraw.
Okay so i finaly solved it with the help from the guys at gamedev and a friend, here is a link to the answer where i have posted the code!