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  • Building ATLAS (and later Octave w/ ATLAS)

    - by David Parks
    I'm trying to set up ATLAS (so I can later compile octave with ATLAS support). If I'm correct, I still need to build this manually due to the environment specific optimizations. I do see a package for ATLAS, but it looks like it's using the cross platform generic build options (e.g. "it'll be slow"). So, running the configure script as described in the docs seems to go poorly. As a java developer I never do well at making heads or tails of errors in these build processes. Am I missing dependencies (if so is there any documentation on what I need)? allusers@vbubuntu:~/Downloads/atlas3.10.1/build_vbubuntu$ ../configure -b 64 -D c -DPentiumCPS=3000 --with-netlib-lapack-tarfile=/home/allusers/Downloads/lapack-3.5.0.tgz make: `xconfig' is up to date. ./xconfig -d s /home/allusers/Downloads/atlas3.10.1/build_vbubuntu/../ -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu -b 64 -D c -DPentiumCPS=3000 -Si lapackref 1 OS configured as Linux (1) Assembly configured as GAS_x8664 (2) Vector ISA Extension configured as SSE3 (6,448) ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Architecture configured as Corei1 (25) ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Clock rate configured as 2350Mhz ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Maximum number of threads configured as 4 Parallel make command configured as '$(MAKE) -j 4' ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Cannot detect CPU throttling. rm -f config1.out make atlas_run atldir=/home/allusers/Downloads/atlas3.10.1/build_vbubuntu exe=xprobe_comp redir=config1.out \ args="-v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64 -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu" make[1]: Entering directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' cd /home/allusers/Downloads/atlas3.10.1/build_vbubuntu ; ./xprobe_comp -v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64 -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu > config1.out make[2]: gfortran: Command not found make[2]: *** [IRunF77Comp] Error 127 make[2]: g77: Command not found make[2]: *** [IRunF77Comp] Error 127 make[2]: f77: Command not found make[2]: *** [IRunF77Comp] Error 127 Unable to find usable compiler for F77; abortingMake sure compilers are in your path, and specify good compilers to configure (see INSTALL.txt or 'configure --help' for details)make[1]: *** [atlas_run] Error 8 make[1]: Leaving directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' make: *** [IRun_comp] Error 2 ERROR 512 IN SYSCMND: 'make IRun_comp args="-v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64"' mkdir src bin tune interfaces mkdir: cannot create directory ‘src’: File exists mkdir: cannot create directory ‘bin’: File exists mkdir: cannot create directory ‘tune’: File exists mkdir: cannot create directory ‘interfaces’: File exists make: *** [make_subdirs] Error 1 make -f Make.top startup make[1]: Entering directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' Make.top:1: Make.inc: No such file or directory Make.top:325: warning: overriding commands for target `/AtlasTest' Make.top:76: warning: ignoring old commands for target `/AtlasTest' make[1]: *** No rule to make target `Make.inc'. Stop. make[1]: Leaving directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' make: *** [startup] Error 2 mv: cannot move ‘lapack-3.5.0’ to ‘../reference/lapack-3.5.0’: Directory not empty mv: cannot stat ‘lib/Makefile’: No such file or directory ../configure: 450: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 451: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 452: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 453: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 509: ../configure: cannot create lib/Makefile: Directory nonexistent DONE configure

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Atlas style map index for static google map

    - by Ben Holland
    Hello, I'm using a static google map, but really this problem could apply to any maps project. I want to divide a map into multiple quadrants (of say 50x50 pixels) and label the columns as A, B, C.... and the rows as 1, 2, 3... Next I plan to do something like, 1) Find the markers which are the farthest north, east, south, and west 2) Use that info to to define the bounding boxes of each row and column box 3) Classify each marker by its row and column (Example Marker 1 = [A,2]) A few requirements, I don't know the zoom level because I let Google set the zoom level appropriately for me and I would rather not use an algorithm that is dependent on a zoom level. I do however know the locations of all of the markers that are shown on the map. Here is an example of a map that I would like to classify the markers for, static map example link. I found these which look like a good start, Resource 1, Resource 2 But I think I'm still in need of some help getting started. Can anyone help write out some pseudo code or post a few more resources? I'm kind of in a rut at the moment. Thanks! Much appreciated of any help!

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  • Something other than Vertex Welding with Texture Atlas?

    - by Tim Winter
    What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and rendering faces individually (4 vertices per face), but I've also read in a couple places about using texture wrapping with two 1D atlases to merge adjacent faces with the same texture. If two or more adjacent faces share the same image, it'd be quite easy to wrap in this way reducing vertices by a large amount. My problem with this is having too many textures, swapping too often, and many image related things like non-power of 2 images. Is there a middle ground option between the 1D texture atlas trick and rendering 4 vertices per cube face? This is a picture of what I have currently (in wireframe). 4 vertices per face seems extremely inefficient to me.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Splitting a texture atlas into seperate images

    - by bigtunacan
    I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he used when developing for iPad. The tool I'm using won't support these files so I need to break them back out into separate PNG files. I'm hoping someone knows of a software tool that does this. PC software would be preferred in this case, but Mac would suffice.

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • Mounting 2.5" SSD in Antec Atlas 550's 3.5" bay

    - by cecilkorik
    Just got some new SSDs to add to my servers, unfortunately there doesn't appear to be anywhere to actually mount them. The cases are Antec Atlas 550 mid-tower server cases. The problem is that the 3.5" bays are intended for 3.5" hard drives (obviously) not SSDs, so they are mounted from the bottom with rubber grommets to reduce vibration. There are NO side-holes in any of the 3.5" bays, all mounting has to be done from the bottom of the drive, through the thick rubber grommets, which requires special extra-long screws with large heads. Those screws will not work with the SSD, the thread is too coarse, 2.5" drives apparently use M3 screws with a finer pitch. The case's 3.5" bays have holes aligned for 2.5" drives and by moving the grommets into the appropriate holes they line up with the SSD. But that's as far as I can get. I don't have and cannot find any screws that use the finer M3 pitch that are long enough and have the wide head. I can't remove the grommets because the screw holes are much too wide without them, the entire head of the screw fits through. And again, there are no side-holes, so I can't use the mounting bracket that came with the drive nor any other 2.5"-3.5" bracket I've found. Here is a pic of what I am dealing with (note that the SSD is just resting on the case, it's not currently screwed in if that's not clear) Any ideas for safely mounting these little guys without resorting to duct tape or superglue would be very appreciated. If anyone knows where I could buy the appropriate type of M3 threaded screw or has any other ideas please help me out here.

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  • SDL2 sprite batching and texture atlases

    - by jms
    I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like int SDL_RenderCopyMulti(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrects, SDL_Rect* dstrects, int count) Which would permit SDL to benefit from two common techniques used for efficient 2D graphics: Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites. My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU? Edit: Are there any plans to include such functionality in the near future?

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  • "exception at 0x53C227FF (msvcr110d.dll)" with SOIL library

    - by Sean M.
    I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an image with SOIL throws the following runtime error: This error points to this part: // SOIL.c int query_NPOT_capability( void ) { /* check for the capability */ if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) { /* we haven't yet checked for the capability, do so */ if( (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), "GL_ARB_texture_non_power_of_two" ) ) ) //############ it points here ############// { /* not there, flag the failure */ has_NPOT_capability = SOIL_CAPABILITY_NONE; } else { /* it's there! */ has_NPOT_capability = SOIL_CAPABILITY_PRESENT; } } /* let the user know if we can do non-power-of-two textures or not */ return has_NPOT_capability; } Since it points to the line where SOIL tries to access the OpenGL extensions, I think that for some reason SOIL is trying to load the texture before an OpenGL context is created. The problem is, I've gone through the entire solution, and there is only one place where SOIL has to load a texture, and it happens long after the OpenGL context is created. This is the part where it loads the texture... //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); //Create the internal rendering components prepareScreen(); //Init glew glewExperimental = GL_TRUE; int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); <-- Sucessfully creates an OpenGL context //Initialize the app g_app = new App(); g_app->PreInit(); g_app->Init(); g_app->PostInit(); <-- Loads the texture (after the context is created) ...and debug printing to the console CONFIRMS that the OpenGL context was created before the texture loading was attempted. So my question is if anyone is familiar with this specific error, or knows if there is a specific instance as to why SOIL would think OpenGL isn't initialized yet.

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  • Simple way of converting server side objects into client side using JSON serialization for asp.net websites

    - by anil.kasalanati
     Introduction:- With the growth of Web2.0 and the need for faster user experience the spotlight has shifted onto javascript based applications built using REST pattern or asp.net AJAX Pagerequest manager. And when we are working with javascript wouldn’t it be much better if we could create objects in an OOAD way and easily push it to the client side.  Following are the reasons why you would push the server side objects onto client side -          Easy availability of the complex object. -          Use C# compiler and rick intellisense to create and maintain the objects but use them in the javascript. You could run code analysis etc. -          Reduce the number of calls we make to the server side by loading data on the pageload.   I would like to explain about the 3rd point because that proved to be highly beneficial to me when I was fixing the performance issues of a major website. There could be a scenario where in you be making multiple AJAX based webrequestmanager calls in order to get the same response in a single page. This happens in the case of widget based framework when all the widgets are independent but they need some common information available in the framework to load the data. So instead of making n multiple calls we could load the data needed during pageload. The above picture shows the scenario where in all the widgets need the common information and then call GetData webservice on the server side. Ofcourse the result can be cached on the client side but a better solution would be to avoid the call completely.  In order to do that we need to JSONSerialize the content and send it in the DOM.                                                                                                                                                                                                                                                                                                                                                                                            Example:- I have developed a simple application to demonstrate the idea and I would explaining that in detail here. The class called SimpleClass would be sent as serialized JSON to the client side .   And this inherits from the base class which has the implementation for the GetJSONString method. You can create a single base class and all the object which need to be pushed to the client side can inherit from that class. The important thing to note is that the class should be annotated with DataContract attribute and the methods should have the Data Member attribute. This is needed by the .Net DataContractSerializer and this follows the opt-in mode so if you want to send an attribute to the client side then you need to annotate the DataMember attribute. So if I didn’t want to send the Result I would simple remove the DataMember attribute. This is default WCF/.Net 3.5 stuff but it provides the flexibility of have a fullfledged object on the server side but sending a smaller object to the client side. Sometimes you may hide some values due to security constraints. And thing you will notice is that I have marked the class as Serializable so that it can be stored in the Session and used in webfarm deployment scenarios. Following is the implementation of the base class –  This implements the default DataContractJsonSerializer and for more information or customization refer to following blogs – http://softcero.blogspot.com/2010/03/optimizing-net-json-serializing-and-ii.html http://weblogs.asp.net/gunnarpeipman/archive/2010/12/28/asp-net-serializing-and-deserializing-json-objects.aspx The next part is pretty simple, I just need to inject this object into the aspx page.   And in the aspx markup I have the following line – <script type="text/javascript"> var data =(<%=SimpleClassJSON  %>);   alert(data.ResultText); </script>   This will output the content as JSON into the variable data and this can be any element in the DOM. And you can verify the element by checking data in the Firebug console.    Design Consideration – If you have a lot of javascripts then you need to think about using Script # and you can write javascript in C#. Refer to Nikhil’s blog – http://projects.nikhilk.net/ScriptSharp Ensure that you are taking security into consideration while exposing server side objects on to client side. I have seen application exposing passwords, secret key so it is not a good practice.   The application can be tested using the following url – http://techconsulting.vpscustomer.com/Samples/JsonTest.aspx The source code is available at http://techconsulting.vpscustomer.com/Source/HistoryTest.zip

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  • Binding a select in a client template

    - by Bertrand Le Roy
    I recently got a question on one of my client template posts asking me how to bind a select tag’s value to data in client templates. I was surprised not to find anything on the web addressing the problem, so I thought I’d write a short post about it. It really is very simple once you know where to look. You just need to bind the value property of the select tag, like this: <select sys:value="{binding color}"> If you do it from markup like here, you just need to use the sys: prefix. It just works. Here’s the full source code for my sample page: <!DOCTYPE html> <html> <head> <title>Binding a select tag</title> <script src=http://ajax.microsoft.com/ajax/beta/0911/Start.js type="text/javascript"></script> <script type="text/javascript"> Sys.require(Sys.scripts.Templates, function() { var colors = [ "red", "green", "blue", "cyan", "purple", "yellow" ]; var things = [ { what: "object", color: "blue" }, { what: "entity", color: "purple" }, { what: "thing", color: "green" } ]; Sys.create.dataView("#thingList", { data: things, itemRendered: function(view, ctx) { Sys.create.dataView( Sys.get("#colorSelect", ctx), { data: colors }); } }); }); </script> <style type="text/css"> .sys-template {display: none;} </style> </head> <body xmlns:sys="javascript:Sys"> <div> <ul id="thingList" class="sys-template"> <li> <span sys:id="thingName" sys:style-color="{binding color}" >{{what}}</span> <select sys:id="colorSelect" sys:value="{binding color}" class="sys-template"> <option sys:value="{{$dataItem}}" sys:style-background-color="{{$dataItem}}" >{{$dataItem}}</option> </select> </li> </ul> </div> </body> </html> This produces the following page: Each of the items sees its color change as you select a different color in the drop-down. Other details worth noting in this page are the use of the script loader to get the framework from the CDN, and the sys:style-background-color syntax to bind the background color style property from markup. Of course, I’ve used a fair amount of custom ASP.NET Ajax markup in here, but everything could be done imperatively and with completely clean markup from the itemRendered event using Sys.bind.

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  • A problem with texture atlasing in Unity

    - by Hamzeh Soboh
    I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means different materials, then combining meshes will fail. Can anybody tell me how to have a part of that texture in C#? Such that all quads will be of the same material only then combining meshes passes. Thanks in advance.

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  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

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  • compiling numpy with sunperf atlas libraries

    - by user288558
    I would like to use the sunperf libraries when compiling scipy and numpy. I tried using setupscons.py which seems to check from SUNPERF libraries, but it didnt recognize where mine are: here is a listing of /pkg/linux/SS12/sunstudio12.1 (thats where the sunperf library lives): wkerzend@mosura:/home/wkerzend>ls /pkg/linux/SS12/sunstudio12.1/lib/ CCios/ libdbx_agent.so@ libsunperf.so.3@ amd64/ libfcollector.so@ libtha.so@ collector.jar@ libfsu.so@ libtha.so.1@ dbxrc@ libfsu.so.1@ locale/ debugging.so@ libfui.so@ make.rules@ er.rc@ libfui.so.1@ rw7/ libblacs_openmpi.so@ librtc.so@ sse2/ libblacs_openmpi.so.1@ libscalapack.so@ stlport4/ libcollectorAPI.so@ libscalapack.so.1@ svr4.make.rules@ libcollectorAPI.so.1@ libsunperf.so@ tools_svc_mgr@ I tried to specify this directory in sites.cfg, but I still get the following errors: Checking if g77 needs dummy main - MAIN__. Checking g77 name mangling - '_', '', lower-case. Checking g77 C compatibility runtime ...-L/usr/lib/gcc/x86_64-redhat-linux/3.4.6 - L/usr/lib/gcc/x86_64-redhat-linux/3.4.6 -L/usr/lib/gcc/x86_64-redhat- linux/3.4.6/../../../../lib64 -L/usr/lib/gcc/x86_64-redhat-linux/3.4.6/../../.. -L/lib/../lib64 -L/usr/lib/../lib64 -lfrtbegin -lg2c -lm Checking MKL ... Failed (could not check header(s) : check config.log in build/scons/scipy/integrate for more details) Checking ATLAS ... Failed (could not check header(s) : check config.log in build/scons/scipy/integrate for more details) Checking SUNPERF ... Failed (could not check symbol cblas_sgemm : check config.log in build/scons/scipy/integrate for more details)) Checking Generic BLAS ... yes Checking for BLAS (Generic BLAS) ... Failed: BLAS (Generic BLAS) test could not be linked and run Exception: Could not find F77 BLAS, needed for integrate package: File "/priv/manana1/wkerzend/install_dir/scipy-0.7.1/scipy/integrate/SConstruct", line 2: GetInitEnvironment(ARGUMENTS).DistutilsSConscript('SConscript') File "/home/wkerzend/python_coala/numscons-0.10.1-py2.6.egg/numscons/core/numpyenv.py", line 108: build_dir = '$build_dir', src_dir = '$src_dir') File "/priv/manana1/wkerzend/python_coala/numscons-0.10.1-py2.6.egg/numscons/scons-local/scons-local-1.2.0/SCons/Script/SConscript.py", line 549: return apply(_SConscript, [self.fs,] + files, subst_kw) File "/priv/manana1/wkerzend/python_coala/numscons-0.10.1-py2.6.egg/numscons/scons-local/scons-local-1.2.0/SCons/Script/SConscript.py", line 259: exec _file_ in call_stack[-1].globals File "/priv/manana1/wkerzend/install_dir/scipy-0.7.1/build/scons/scipy/integrate/SConscript", line 15: raise Exception("Could not find F77 BLAS, needed for integrate package") error: Error while executing scons command. See above for more information. If you think it is a problem in numscons, you can also try executing the scons command with --log-level option for more detailed output of what numscons is doing, for example --log-level=0; the lowest the level is, the more detailed the output it.----- any help is appreciated Wolfgang

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  • Compiling scipy on Windows 32-bit: linker error with libf77blas.a

    - by Sridhar Ratnakumar
    Has anyone tried compiling SciPy 0.7.1 on Windows using numpy-1.3.0 that was built with the pre-built ATLAS libraries (atlas3.6.0_WinNT_P4SSE2.zip) linked in the installation document. I get the following linker error, and have no ideas as to how to fix this issue. $ python setup.py config --compiler=mingw32 build --compiler=mingw32 install --root=i [...] creating build\temp.win32-2.6\Release creating build\temp.win32-2.6\Release\scipy creating build\temp.win32-2.6\Release\scipy\integrate compile options: '-DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\site-packages\numpy\core\inc lude" -IC:\Python26\include -IC:\Python26\PC -c' gcc -mno-cygwin -O2 -Wall -Wstrict-prototypes -DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\ site-packages\numpy\core\include" -IC:\Python26\include -IC:\Python26\PC -c scipy\integrate\_odepackmo dule.c -o build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule.o C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule .o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python26\libs -LC:\Act ivePython32Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llapack -lpython26 - lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_daxpy.o):ATL_F77wrap_axpy.c:(.text+0x3c): undefined reference to `ATL _daxpy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dscal.o):ATL_F77wrap_scal.c:(.text+0x26): undefined reference to `ATL _dscal' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dcopy.o):ATL_F77wrap_copy.c:(.text+0x3d): undefined reference to `ATL _dcopy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_idamax.o):ATL_F77wrap_amax.c:(.text+0x1e): undefined reference to `AT L_idamax' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_ddot.o):ATL_F77wrap_dot.c:(.text+0x36): undefined reference to `ATL_d dot' collect2: ld returned 1 exit status error: Command "C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrat e\_odepackmodule.o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python 26\libs -LC:\Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llap ack -lpython26 -lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd" failed with exit status 1 Does anyone know what could have gone wrong here? Looking for ATL_daxpy, for example, in libf77blas.a resulted in: $ strings libf77blas.a | grep -i daxpy _daxpy_ _atl_f77wrap_daxpy_ ATL_F77wrap_daxpy.o/ daxpy.o/ 1081731936 1003 513 100755 420 ` daxpy.f _daxpy_ _atl_f77wrap_daxpy_ _atl_f77wrap_daxpy_ _ATL_daxpy There is _ATL_daxpy, but no ATL_daxpy.

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  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

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  • OpenGL-ES Texture Atlas. t axis is inverted.

    - by Feet
    I'm mapping a texture from my texture atlas to a square on a cube. For some reason, the t axis is inverted with 0 being at the top and 1 being at the bottom. Also, I have to specify the texture coordinates in clockwise order rather than counter-clockwise. I am using counter-clockwise windings. The vertices, indices and texture coordinates I'm using are below. float vertices[] = { // Front face -width, -height, depth, // 0 width, -height, depth, // 1 width, height, depth, // 2 -width, height, depth, // 3 // Back Face width, -height, -depth, // 4 -width, -height, -depth, // 5 -width, height, -depth, // 6 width, height, -depth, // 7 // Left face -width, -height, -depth, // 8 -width, -height, depth, // 9 -width, height, depth, // 10 -width, height, -depth, // 11 // Right face width, -height, depth, // 12 width, -height, -depth, // 13 width, height, -depth, // 14 width, height, depth, // 15 // Top face -width, height, depth, // 16 width, height, depth, // 17 width, height, -depth, // 18 -width, height, -depth, // 19 // Bottom face -width, -height, -depth, // 20 width, -height, -depth, // 21 width, -height, depth, // 22 -width, -height, depth, // 23 }; short indices[] = { // Front // Back 0,1,2, 0,2,3, 4,5,6, 4,6,7, // Left // Right 8,9,10, 8,10,11, 12,13,14, 12,14,15, // Top // Bottom 16,17,18, 16,18,19, 20,21,22, 20,22,23, }; float textures[] = { // Front 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, // Back 0.25f, 0.0f, 0.50f, 0.0f, 0.50f, 0.25f, 0.25f, 0.25f, // Left 0.50f, 0.0f, 0.75f, 0.0f, 0.75f, 0.25f, 0.50f, 0.25f, // Right 0.75f, 0.0f, 1f, 0.0f, 1f, 0.25f, 0.75f, 0.25f, // Top 0.0f, 0.25f, 0.25f, 0.25f, 0.25f, 0.50f, 0.0f, 0.50f, // Bottom 0.25f, 0.25f, 0.50f, 0.25f, 0.50f, 0.50f, 0.25f, 0.50f, };

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  • How to use numpy with OpenBLAS instead of Atlas in Ubuntu?

    - by pierotiste
    I have looked for an easy way to install/compile Numpy with OpenBLAS but didn't find an easy answer. All the documentation I have seen takes too much knowledge as granted for someone like me who is not used to compile software. There are two packages in Ubuntu related to OpenBLAS : libopenblas-base and libopenblas-dev. Once they are installed, what should I do to install Numpy again with them? Thanks! Note that when these OpenBLAS packages are installed, Numpy doesn't work anymore: it can't be imported: ImportError: /usr/lib/liblapack.so.3gf: undefined symbol: ATL_chemv. This was noticed here already. Answer to the question: Run sudo update-alternatives --all and set liblapack.so.3gf to /usr/lib/lapack/liblapack.so.3gf

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  • How to restore .bashrc

    - by Miranda Webb
    Terminal shows this bash: /home/atlas/.bashrc: line 73: syntax error near unexpected token `[' bash: /home/atlas/.bashrc: line 73: `if [ -x /usr/bin/dircolors ] ; then ' I've tried to fix it using "cp /ect/skel/.bashrc ~/" And I get this "cp: cannot stat `/ect/skel/.bashrc': No such file or directory" I'm unsure of why this is doing this and how to fix it. I had previously been in the bashrc file messing around and apparently I've messed something up. All I want to do is restore the bashrc file to factory settings.

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