java mandelbrot set moving wrong - java

so I've been trying to program the mandelbrot set in java, I know the code isn't very optimized but i've just started out doing this.
The idea is that when i click a pixel it will put that pixel in the center (that represents a certain complex number) and calculate the set around it. This works at the beginning but if i zoom in it will start to behave weird. I'm guessing it's either my midX, midY or the display function that's weird but i've been looking at it for a long time and can't figure it out, would appreciate some help.
class set {
DotWindow w;
int[][] arrayColor;
int max = 100;
Grayscale gray;
double zoom = 1.1;
double midX = -0.5;
double midY = 0;
public static void main(String[] args) {
new set().run();
}
void run() {
setup();
runLoop();
}
void runLoop() {
int x;
int y;
while (true) {
GameEvent event = w.getNextEvent();
switch (event.getKind()) {
case GameEvent.KEY_PRESSED:
int key = event.getKey();
if (key == 43) {
zoom = zoom * 1.1;
} else if (key == 45) {
zoom = zoom / 1.1;
}
display();
break;
case GameEvent.MOUSE_CLICKED:
midX = midX - (1 - event.getX() / 250.0);
midY = midY - (1 - event.getY() / 250.0);
System.out.println(midX);
display();
break;
}
}
}
void setup() {
w = new DotWindow(500, 500, 1);
w.checkMouse(true, false, false, false, false);
w.checkKeys(true, false, false);
arrayColor = new int[500][500];
zoom = zoom / 1.1;
display();
}
int calculate(double re, double im) {
double Zre = 0;
double Zim = 0;
double Zim2 = 0;
double Zre2 = 0;
int iterations = 0;
for (int k = 0; k < max; k++) {
if (Zre2 + Zim2 > 4.0) {
return k;
}
Zim2 = Zim * Zim;
Zre2 = Zre * Zre;
Zim = 2.0 * Zre * Zim + im;
Zre = Zre2 - Zim2 + re;
iterations = k;
}
return iterations;
}
void display() {
for (double y = 0; y < 500; y++) {
for (double x = 0; x < 500; x++) {
double value = calculate((midX - (1 - x / 250) / zoom),
(midY - (1 - y / 250) / zoom));
if (value == 99) {
w.setDot((int) x, (int) y, Color.BLACK);
} else {
w.setDot((int) x, (int) y, gray = new Grayscale(
255 - (int) value * 2));
}
}
}
}
}

case GameEvent.MOUSE_CLICKED:
midX = midX - (1 - event.getX() / 250.0)/zoom;
midY = midY - (1 - event.getY() / 250.0)/zoom;
System.out.println(midX);
display();
You've already zoomed in, say to 10x, but you change central coordinates not regarding the zoom value.

Related

Problem with keypressed when drawing a square

I am trying to add a square to the canvas when a mouse key is pressed and i want it to remain on the canvas when the mouse key is released, but it disappears when is released the key. Can anybody help me, what am i doing wrong?
int squareSize = 6;
final float DIFF_SIZE = 1;
final int MIN_COLOUR = 1;
final int MAX_COLOUR = 10;
final float INIT_RED = 100, INIT_GREEN = 50, INIT_BLUE = 80;
final float FINAL_RED = 255, FINAL_GREEN = 200, FINAL_BLUE = 250;
final float MAX_SIZE = 40;
final float X_SPACING = 10;
final float Y_SPACING = 10;
float squareX, squareY;
void setup() {
size(600, 600);
}
void draw() {
squareX = mouseX - squareSize / 2;
squareY = mouseY - squareSize / 2;
background(255);
drawRowsOfBlocks();
}
void drawOneBlock() {
rect(squareX, squareY, squareSize, squareSize);
for (int i = MIN_COLOUR; mousePressed && i <= MAX_COLOUR / 10; i++)
{
float redValue = INIT_RED + (i - MIN_COLOUR) / (MAX_COLOUR - MIN_COLOUR)(FINAL_RED - INIT_RED);
float greenValue = INIT_GREEN + (i - MIN_COLOUR) / (MAX_COLOUR - MIN_COLOUR)(FINAL_GREEN - INIT_GREEN);
float blueValue = INIT_BLUE + (i - MIN_COLOUR) / (MAX_COLOUR - MIN_COLOUR) * (FINAL_BLUE - INIT_BLUE);
fill(redValue, greenValue, blueValue);
rect(squareX, squareY, squareSize, squareSize);
squareSize += DIFF_SIZE;
}
if (squareSize > MAX_SIZE) {
squareSize = 6;
}
}
void drawRowsOfBlocks() {
drawOneBlock();
for (int i = 1; keyPressed && i <= 2; i++) {
drawOneBlock();
float squareY2;
squareY2 = squareY + squareSize + Y_SPACING;
squareY = squareY2;
}
}
Create a class which can handle a rectangle. The calls needs a method to draw the rectangle (Draw()) and a method to update the position and size of the rectangle (Update()):
final int DIFF_SIZE = 1;
final int MIN_SIZE = 6;
final int MAX_SIZE = 40;
final float INIT_RED = 100, INIT_GREEN = 50, INIT_BLUE = 80;
final float FINAL_RED = 255, FINAL_GREEN = 200, FINAL_BLUE = 250;
class Rectangle {
int pos_x, pos_y, size;
color col;
Rectangle(int px, int py, int s, color c) {
col = c;
pos_x = px; pos_y = py;
size = s;
}
void Update(int px, int py, int inc_size) {
pos_x = px; pos_y = py;
size += inc_size;
if (size > MAX_SIZE)
size = MIN_SIZE;
float w = float(size - MIN_SIZE) / float(MAX_SIZE - MIN_SIZE);
float redValue = INIT_RED + w * (FINAL_RED - INIT_RED);
float greenValue = INIT_GREEN + w * (FINAL_GREEN - INIT_GREEN);
float blueValue = INIT_BLUE + w * (FINAL_BLUE - INIT_BLUE);
col = color(int(redValue), int(greenValue), int(blueValue));
}
void Draw() {
fill(col);
rect(pos_x-size/2, pos_y-size/2, size, size);
}
}
Use ArrayList to store all the drawn rectangles:
ArrayList<Rectangle> rectangles = new ArrayList<Rectangle>();
Add a global, boolean state (drawingRect) which indicates if the mouse button is currently pressed. Set the state and add new rectangle at the end of the list when the mousePressed() event occurs. rest the state when the mouseReleased() event occurs
boolean drawingRect = false;
void mousePressed() {
drawingRect = true;
color col = color(int(INIT_RED), int(INIT_GREEN), int(INIT_BLUE));
rectangles.add(new Rectangle(mouseX, mouseY, MIN_SIZE, col));
}
void mouseReleased() {
drawingRect = false;
}
Use the method .Update(), to change the location and size of the last rectangle in the list as long as the state drawingRect indicates that a mouse button is pressed.
Continuously draw all te rectangles in a loop:
void setup() {
size(600, 600);
}
void draw() {
if (drawingRect && rectangles.size() > 0) {
Rectangle lastRect = rectangles.get(rectangles.size()-1);
lastRect.Update(mouseX, mouseY, DIFF_SIZE);
}
background(255);
for (int i = 0; i < rectangles.size(); i++) {
Rectangle rect = rectangles.get(i);
rect.Draw();
}
}

What's wrong with image rotation code?

The image rotates with code below, but wrong, some black dots appears on original image. I believe it's something with rotation code. Any solution? Thanks. The image dimensions is 32x32 pixels loaded on center of screen (320x240).
public class RendPanel extends JPanel {
private static final long serialVersionUID = 1L;
int widthe = 320;
int heighte = 240;
double angle = Math.toRadians(220);
double sin = Math.sin(angle);
double cos = Math.cos(angle);
double x0 = 0.5 * (widthe - 1); // point to rotate about
double y0 = 0.5 * (heighte - 1); // center of image
public static BufferedImage fbuffer;
public RendPanel(int width, int height) {
fbuffer = new BufferedImage(320, 240, BufferedImage.TYPE_INT_RGB);
BufferedImage in = null;
try { in = ImageIO.read(new File("square.png")); } //32x32 square .png
catch (IOException e) { e.printStackTrace(); }
for (int i = 0; i < in.getWidth(); i++) {
for (int j = 0; j < in.getHeight(); j++) {
fbuffer.setRGB(i + (320 / 2) - 16, j + (240 / 2) - 16, in.getRGB(i, j));
}
}
BufferedImage neww = new BufferedImage(320, 240, BufferedImage.TYPE_INT_RGB);
for (int x = 0; x < widthe; x++) {
for (int y = 0; y < heighte; y++) {
if(x >= x0 - 32 && x <= x0 + 32 && y >= y0 - 32 && y <= y0 + 32){
double a = x - x0;
double b = y - y0;
int xx = (int) (+a * cos - b * sin + x0);
int yy = (int) (+a * sin + b * cos + y0);
// plot pixel (x, y) the same color as (xx, yy) if it's in bounds
if (xx >= 0 && xx < width && yy >= 0 && yy < height) {
neww.setRGB(xx, yy, fbuffer.getRGB(x, y));
}
}
}
}
fbuffer = neww;
repaint();
setPreferredSize(new Dimension(width, height));
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(fbuffer, 0, 0, null);
}
}
A beginner's mistake (sorry).
Taking every source pixel in turn, transforming the coordinates to the destination and copying the pixel value is not the right way.because the regular input grid will not map to a regular grid, and there will be voids (and overlaps).
The correct way is to scan the destination image (so that every destination pixel is reached) and counter-transform the coordinates to fetch the pixel value from the source.
As a refinement, you can use the four neighboring pixel from where you land in the source and perform bilinear interpolation, to reduce aliasing.
Man, it's strange, because in this code it works properly!
Heres a working code:
public class RendPanel extends JPanel {
private static final long serialVersionUID = 1L;
int widthe = 320;
int heighte = 240;
int ang = 0;
double x0 = 0.5 * (widthe - 1); // point to rotate about
double y0 = 0.5 * (heighte - 1); // center of image
public static BufferedImage fbuffer;
public RendPanel(int width, int height) {
fbuffer = new BufferedImage(320, 240, BufferedImage.TYPE_INT_RGB);
BufferedImage in = null;
try { in = ImageIO.read(new File("square.png")); } //32x32 square .png
catch (IOException e) { e.printStackTrace(); }
for (int i = 0; i < in.getWidth(); i++) {
for (int j = 0; j < in.getHeight(); j++) {
fbuffer.setRGB(i + (320 / 2) - 16, j + (240 / 2) - 16, in.getRGB(i, j));
}
}
setPreferredSize(new Dimension(width, height));
}
BufferedImage neww;
public void r(){
neww = new BufferedImage(320, 240, BufferedImage.TYPE_INT_RGB);
double angle = Math.toRadians(ang);
double sin = Math.sin(angle);
double cos = Math.cos(angle);
for (int x = 0; x < widthe; x++) {
for (int y = 0; y < heighte; y++) {
if(x >= x0 - 32 && x <= x0 + 32 && y >= y0 - 32 && y <= y0 + 32){
double a = x - x0;
double b = y - y0;
int xx = (int) (+a * cos - b * sin + x0);
int yy = (int) (+a * sin + b * cos + y0);
// plot pixel (x, y) the same color as (xx, yy) if it's in bounds
if (xx >= 0 && xx < widthe && yy >= 0 && yy < heighte) {
neww.setRGB(x, y, fbuffer.getRGB(xx, yy));
}
}
}
}
ang++;
repaint();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(neww, 0, 0, null);
}
}
Thanks for:
https://introcs.cs.princeton.edu/java/31datatype/Rotation.java.html
EDIT:
You have to invert the vars on bf2.setRGB(x, y, fbuffer.getRGB(xx, yy)); to the rotated coordinate.

Java, Colours of a buffered image are completely different to the original image

I am trying to add some texture to my game. I am running into some problems getting the image to display properly.
This is what the texture should look like, just a boring black square:
And this is what I get. A little bit of black with blue lines.
This is the code I used to import the image. The BufferedImage is set to Type_INT_RGB:
package com.mime.minefront.graphics;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
public class Texture {
public static Render floor = loadBitmap("/textures/floorb.png");
public static Render loadBitmap(String fileName) {
try {
BufferedImage image = ImageIO.read(Texture.class.getResource(fileName));
int width = image.getWidth();
int height = image.getHeight();
Render result = new Render(width, height);
image.getRGB(0, 0, width, height, result.pixels, 0, width);
return result;
} catch (Exception e) {
System.out.println("CRASH!");
throw new RuntimeException(e);
}
}
}
Any help or advice would be great. I have tried to search for the answer but with no luck.
This is my Render class.
package com.mime.minefront.graphics;
public class Render {
public final int width;
public final int height;
public final int[] pixels;
public Render(int width, int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
}
public void draw(Render render, int xOffset, int yOffset) {
for (int y = 0; y < render.height; y++) {
int yPix = y + yOffset;
if (yPix < 0 || yPix >= height) {
continue;
}
for (int x = 0; x < render.width; x++) {
int xPix = x + xOffset;
if (xPix < 0 || xPix >= width) {
continue;
}
int aplha = render.pixels[x + y * render.width];
if (aplha > 0) {
pixels[xPix + yPix * width] = aplha;
}
}
}
}
}
and this is my Render3D class
package com.mime.minefront.graphics;
import com.mime.minefront.Game;
import com.mimi.minefront.input.Controller;
import com.mimi.minefront.input.InputHandler;
import java.awt.Robot;
import java.util.Random;
public class Render3D extends Render {
public double[] zBuffer;
private double renderDistance = 5000;
private double forward, right, up, cosine, sine;
public Render3D(int width, int height) {
super(width, height);
zBuffer = new double[width * height];
}
public void floor(Game game) {
double floorPosition = 8;
double cellingPosition = 8;
forward = game.controls.z;
right = game.controls.x;
up = game.controls.y;
double walking = Math.sin(game.time / 6.0) * 0.5;
if (Controller.crouchWalk) {
walking = Math.sin(game.time / 6.0) * 0.25;
}
if (Controller.runWalk) {
walking = Math.sin(game.time / 6.0) * 0.8;
}
double rotation = 0;//Math.sin(game.time / 20) * 0.5; //game.controls.rotation;
cosine = Math.cos(rotation);
sine = Math.sin(rotation);
for (int y = 0; y < height; y++) {
double celling = (y - height / 2.0) / height;
double z = (floorPosition + up) / celling;
if (Controller.walk) {
z = (floorPosition + up + walking) / celling;
}
if (celling < 0) {
z = (cellingPosition - up) / -celling;
if (Controller.walk) {
z = (cellingPosition - up - walking) / -celling;
}
}
for (int x = 0; x < width; x++) {
double depth = (x - width / 2.0) / height;
depth *= z;
double xx = depth * cosine + z * sine;
double yy = z * cosine - depth * sine;
int xPix = (int) (xx + right);
int yPix = (int) (yy + forward);
zBuffer[x + y * width] = z;
pixels[x + y * width] = //((xPix & 15) * 16 | ((yPix % 15) * 16) << 8);
Texture.floor.pixels[xPix & 7] + (yPix & 7) * 8;
if (z > 500) {
pixels[x + y * width] = 0;
}
}
}
}
public void renderWall(double xLeft, double xRight, double zDistance, double yHeight) {
double xcLeft = ((xLeft) - right) * 2;
double zcLeft = ((zDistance) - forward) * 2;
double rotLeftSideX = xcLeft * cosine - zcLeft * sine;
double yCornerTL = ((-yHeight) - up) * 2;
double yCornerBL = ((+0.5 - yHeight) - up) * 2;
double rotLeftSideZ = zcLeft * cosine + xcLeft * sine;
double xcRight = ((xRight) - right) * 2;
double zcRight = ((zDistance) - forward) * 2;
double rotRightSideX = xcRight * cosine - zcLeft * sine;
double yCornerTR = ((-yHeight) - up) * 2;
double yCornerBR = ((+0.5 - yHeight) - up) * 2;
double rotRightSideZ = zcRight * cosine + xcRight * sine;
double xPixelLeft = (rotLeftSideX / rotLeftSideZ * height + width / 2);
double xPixelRight = (rotRightSideX / rotRightSideZ * height + width / 2);
if (xPixelLeft >= xPixelRight) {
return;
}
int xPixelLeftInt = (int) (xPixelLeft);
int xPixelRightInt = (int) (xPixelRight);
if (xPixelLeftInt < 0) {
xPixelLeftInt = 0;
}
if (xPixelRightInt > width) {
xPixelRightInt = width;
}
double yPixelLeftTop = (yCornerTL / rotLeftSideZ * height + height / 2);
double yPixelLeftBottom = (yCornerBL / rotLeftSideZ * height + height / 2);
double yPixelRightTop = (yCornerTR / rotRightSideZ * height + height / 2);
double yPixelRightBottom = (yCornerBR / rotRightSideZ * height + height / 2);
double tex1 = 1 / rotLeftSideZ;
double tex2 = 1 / rotRightSideZ;
double tex3 = 0 / rotLeftSideZ;
double tex4 = 8 / rotRightSideZ - tex3;
for (int x = xPixelLeftInt; x < xPixelRightInt; x++) {
double pixelRotation = (x - xPixelLeft) / (xPixelRight - xPixelLeft);
double xTexture= (int) ((tex3+tex4*pixelRotation)/tex1+(tex2-tex1)*pixelRotation);
double yPixelTop = yPixelLeftTop + (yPixelRightTop - yPixelLeftTop) * pixelRotation;
double yPixelBottom = yPixelLeftBottom + (yPixelRightBottom - yPixelLeftBottom) * pixelRotation;
int yPixelTopInt = (int) (yPixelTop);
int yPixelBottomInt = (int) (yPixelBottom);
if (yPixelTopInt < 0) {
yPixelTopInt = 0;
}
if (yPixelBottomInt > height) {
yPixelBottomInt = height;
}
for (int y = yPixelTopInt; y < yPixelBottomInt; y++) {
pixels[x + y * width] = (int) xTexture*100;
zBuffer[x + y * width] = 0;
}
}
}
public void renderDistanceLimiter() {
for (int i = 0; i < width * height; i++) {
int colour = pixels[i];
int brightness = (int) (renderDistance / (zBuffer[i]));
if (brightness < 0) {
brightness = 0;
}
if (brightness > 255) {
brightness = 255;
}
int r = (colour >> 16) & 0xff;
int g = (colour >> 8) & 0xff;
int b = (colour) & 0xff;
r = r * brightness / 255;
g = g * brightness / 255;
b = b * brightness / 255;
pixels[i] = r << 16 | g << 8 | b;
}
}
}
From getRGB() :
Returns an array of integer pixels in the default RGB color model
(TYPE_INT_ARGB) and default sRGB color space, from a portion of the
image data. Color conversion takes place if the default model does not
match the image ColorModel
See if using TYPE_INT_ARGB instead of TYPE_INT_RGB works.

Android Math does not work

private void gotoPos()
{
spaceX = x2 - x;
spaceY = y2 - y;
if (Math.abs(spaceX) >= Math.abs(spaceY)) {
xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
}
With this code I want to move an object to the position x2 and y2. x and y is the current position of the object. spaceX is the space that is between the object and the x position it should go to. The same for spaceY.
But I don't want the object to move more than 3 Pixels per draw.
Example: object position: x = 35, y = 22
Point it should go to: x2 = 79, y2 = 46
space between them: spaceX = 79-35 = 44, spaceY = 46-22 = 24
spaceX is bigger then spaceY so:
xSpeed = 44 * (3/44) = 3, ySpeed = 24 * (3/44) = 1.63 = 2
But it does not work like this. When I start the app the object does not go to x2 and y2.
If I change
xSpeed = spaceX;
ySpeed = spaceY;
The object moves to the position but I do not want it to go there instantly
Complete Code:
public class Sprite
{
private boolean walking = true;
private int actionWalk = 0;
private Random rnd;
private int checkIfAction;
private int nextAction = 0;
static final private int BMP_COLUMNS = 4;
static final private int BMP_ROWS = 4;
private int[] DIRECTION_TO_SPRITE_SHEET = { 1, 0, 3, 2 };
public int x=-1;
private int y=-1;
public int xSpeed;
private int ySpeed;
private int width;
private int height;
private int bottomSpace;
private Bitmap bmp;
private GameView theGameView;
private int currentFrame=0;
private int x2, y2;
private boolean isTouched;
private int spaceX, spaceY;
D
public Sprite(GameView theGameView, Bitmap bmp)
{
this.theGameView = theGameView;
this.bmp = bmp;
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
rnd = new Random();
xSpeed = 0;
ySpeed = 0;
}
public void shareTouch(float xTouch, float yTouch)
{
x2 = (int) xTouch;
y2 = (int) yTouch;
isTouched = true;
}
private void gotoPos()
{
spaceX = x2 - x;
spaceY = y2 - y;
if (Math.abs(spaceX) >= Math.abs(spaceY)) {
xSpeed = Math.round(spaceX * (3/Math.abs(spaceX)));
ySpeed = Math.round(spaceY * (3/Math.abs(spaceX)));
}
else {
xSpeed = spaceX;
ySpeed = spaceY;
}
}
D
private void bounceOff()
{
bottomSpace = theGameView.getHeight() - y;
if (x > theGameView.getWidth() - (width * theGameView.getDensity()) - xSpeed - bottomSpace / 2 || x + xSpeed < bottomSpace / 2)
{
xSpeed = -xSpeed;
}
x = x + xSpeed;
if (y > theGameView.getHeight() - (height * theGameView.getDensity()) - ySpeed || y + ySpeed < theGameView.getHeight() / 2)
{
ySpeed = -ySpeed;
}
y = y + ySpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
d
public void onDraw(Canvas canvas)
{
if (x == -1)
{
x = (theGameView.getWidth() / 2);
y = (theGameView.getHeight() / 2 + theGameView.getHeight() / 4);
}
if (isTouched == true)
{
gotoPos();
}
/* if (nextAction == 100)
{
action();
nextAction = 0;
}
nextAction += 1;*/
bounceOff();
int sourceX, sourceY;
if (walking == true)
{
sourceX = currentFrame * width;
}
else
{
sourceX = 0;
}
sourceY = getAnimationRow() * height;
Rect source = new Rect(sourceX, sourceY, sourceX + width, sourceY + height);
Rect destine = new Rect(x, y, (int) (x + (width * theGameView.getDensity())), (int) (y + (height * theGameView.getDensity())));
canvas.drawBitmap(bmp, source, destine, null);
}
d
private int getAnimationRow()
{
double directionDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
int spriteDir = (int) Math.round(directionDouble) % BMP_ROWS;
return DIRECTION_TO_SPRITE_SHEET[spriteDir];
}
}
Simple problem: you use integer arithmetic and don't understand this:
spaceX * (3/Math.abs(spaceX))
The result will be 0 in nearly all cases as 3/x with x > 3 is 0 all the time.
To make your program working use either floating point arithmetic or rewrite your formulas to work as expected.
To use floating point arithetic you have to change to
spaceX * (3.0/Math.abs(spaceX))
assuming that you variable spaceX is also floating point.
Also you can use
(spaceX * 3) / Math.abs(spaceX)
if you want to stay with integers (what I suppose).
Given points a Vector2d(x, y) and b Vector2d(x2, y2)-
Create a vector V from a to b by subtracting b from a as you did. Normalize vector V into a unit vector and multiply it with the distance you want. Then add the resulting vector to point a.
On update:
a.add(b.subtract(a).norm().multiply(d));
Depending on your vector implementation, modify properly the above pseudo code.
There is a logical fallacy in your code: what if Math.abs(spaceX) < Math.abs(spaceY))? Then your object would not move at all.
What you calculate, 'x-distance / y-distance', is usually considered angle, not speed. Speed is 'distance / time'. You can calculate the distance, and you should decide on a reasonable speed for your object. Since you know your fps -- 20 --, you can then calculate how many pixels your object needs to move in each frame.

processing FrameBuffer Error

I am trying to make a processing program, but if I use P2D, P3D, or OPENGL mode I get an error:
com.sun.jdi.VMDisconnectedException
at com.sun.tools.jdi.TargetVM.waitForReply(TargetVM.java:285)
at com.sun.tools.jdi.VirtualMachineImpl.waitForTargetReply(VirtualMachineImpl.java:1015)
at com.sun.tools.jdi.PacketStream.waitForReply(PacketStream.java:51)
at com.sun.tools.jdi.JDWP$ObjectReference$InvokeMethod.waitForReply(JDWP.java:4589)
at com.sun.tools.jdi.ObjectReferenceImpl.invokeMethod(ObjectReferenceImpl.java:374)
at processing.mode.java.runner.Runner.findException(Runner.java:701)
at processing.mode.java.runner.Runner.reportException(Runner.java:652)
at processing.mode.java.runner.Runner.exception(Runner.java:595)
at processing.mode.java.runner.EventThread.exceptionEvent(EventThread.java:367)
at processing.mode.java.runner.EventThread.handleEvent(EventThread.java:255)
at processing.mode.java.runner.EventThread.run(EventThread.java:89)
the error message itself varies between P2D and P3D, but they both get a no framebuffer objects available error. I am using processing 2.0b7, please help and let me know if you need more info.
Note: I don't know if this is a separate issue or not, but I am also getting GLSL shader errors to.
Now, here is my code:
Cell[][] Cells = new Cell[50][50];
byte Direction = 1;
byte Times = 1;
int oldwidth = 500;
int oldheight = 500;
void setup() {
size(oldwidth, oldheight, OPENGL);
background(255);
colorMode(HSB,250);
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
Cells[x][y] = new Cell(x * 5, y * 5, 255, x * (width / 50), y * (height / 50), width / 50, height / 50);
}
}
}
void draw() {
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
if (width == oldwidth) Cells[x][y].Width = width / 50;
if (height == oldheight) Cells[x][y].Height = height / 50;
if (Direction == 1){
Cells[x][y].Hue += 5;
if (Cells[x][y].Hue > 250) Cells[x][y].Hue -= 250;
}
if (Direction == 2){
Cells[x][y].Saturation -= 5;
if (Cells[x][y].Saturation < 0) Cells[x][y].Saturation += 500;
}
if (Direction == 3){
Cells[x][y].Hue -= 5;
if (Cells[x][y].Hue < 0) Cells[x][y].Hue += 250;
}
if (Direction == 4){
Cells[x][y].Saturation += 5;
if (Cells[x][y].Saturation > 500) Cells[x][y].Saturation -= 500;
}
Cells[x][y].Draw();
}
}
if (Times == 50){
Times = 1;
if (Direction == 4) Direction = 1; else Direction += 1;
} else Times += 1;
delay(10);
}
class Cell {
int X;
int Y;
int Width;
int Height;
float Hue;
float Saturation;
float Brightness;
Cell(color parC, int parX, int parY, int parWidth, int parHeight) {
Hue = hue(parC);
Saturation = saturation(parC);
Brightness = brightness(parC);
X = parX;
Y = parY;
Width = parWidth;
Height = parHeight;
}
Cell(float parHue, float parSaturation, float parBrightness, int parX, int parY, int parWidth, int parHeight) {
Hue = parHue;
Saturation = parSaturation;
Brightness = parBrightness;
X = parX;
Y = parY;
Width = parWidth;
Height = parHeight;
}
void Draw() {
if (Saturation > 250) if (Saturation > 500) stroke(color(Hue,0,Brightness)); else stroke(color(Hue,Saturation - (Saturation - 250) * 2,Brightness)); else stroke(color(Hue,Saturation,Brightness));
if (Saturation > 250) if (Saturation > 500) fill(color(Hue,0,Brightness)); else fill(color(Hue,Saturation - (Saturation - 250) * 2,Brightness)); else fill(color(Hue,Saturation,Brightness));
rect(X, Y, Width, Height);
}
}
I just realized that it is just that my graphics card does not support OPENGL 2.0

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