Search Results

Search found 17552 results on 703 pages for 'deferred query'.

Page 1/703 | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Speed up lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

    Read the article

  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

    Read the article

  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

    Read the article

  • Deferred contexts and inheriting state from the immediate context

    - by dreijer
    I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it. Early on in my test application, I call OMSetRenderTargets() on the immediate context in order to render to the swap chain's back buffer. Now, after having read the documentation on MSDN about deferred contexts, I assumed that calling ExecuteCommandList() on the immediate context would execute all of the deferred commands as "an extension" to the commands that had already been executed on the immediate context, i.e. the triangle strip I rendered in the deferred context would be rendered to the swap chain's back buffer. That didn't seem to be the case, however. Instead, I had to manually pull out the immediate context's render target (using OMGetRenderTargets()) and then set it on the deferred context with OMSetRenderTargets(). Am I doing something wrong or is that the way deferred contexts work?

    Read the article

  • Error Installing MS office in ubuntu 13.04

    - by Birendra
    While I am installing ms office 10 or 13 using wine it says the following: Unhandled exception: 0xc06d007e in 32-bit code (0x7b83ae0b). Register dump: CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b EIP:7b83ae0b ESP:0a6cd3f8 EBP:0a6cd45c EFLAGS:00000287( - -- I S - -P-C) EAX:7b826449 EBX:7b8b0000 ECX:0a6cd480 EDX:0a6cd41c ESI:00dd2428 EDI:00000000 Stack dump: 0x0a6cd3f8: 0a6cd4d0 00000004 000a0009 c06d007e 0x0a6cd408: 00000000 00000000 7b83ae0b 00000001 0x0a6cd418: 0a6cd480 7b8589db 7ffd0c00 00000000 0x0a6cd428: 00000000 00000000 00000000 00000000 0x0a6cd438: 00000000 7ffd0c00 00000000 7b8b0000 0x0a6cd448: 0a6cd468 7b858b2e 00dd24c0 00000000 Backtrace: =>0 0x7b83ae0b in kernel32 (+0x2ae0b) (0x0a6cd45c) 1 0x00dc93bb in msi7bec.tmp (+0x493ba) (0x0a6cd4c4) 2 0x00dc78d8 in msi7bec.tmp (+0x478d7) (0x0a6cd704) 3 0x00dc28cd in msi7bec.tmp (+0x428cc) (0x0a6cd940) 4 0x00d9caf8 in msi7bec.tmp (+0x1caf7) (0x0a6ce83c) 5 0x7def9393 CUSTOMPROC_wrapper+0xa() in msi (0x0a6ce848) 6 0x7def9671 CUSTOMPROC_wrapper+0x2e8() in msi (0x0a6ce9a8) 7 0x7def994f CUSTOMPROC_wrapper+0x5c6() in msi (0x0a6ce9f8) 8 0x7bc7f84c call_thread_func_wrapper+0xb() in ntdll (0x0a6cea08) 9 0x7bc7f89b call_thread_func+0x44() in ntdll (0x0a6ceae8) 10 0x7bc7f82a in ntdll (+0x6f829) (0x0a6ceb08) 11 0x7bc871f3 in ntdll (+0x771f2) (0x0a6cf368) 12 0xf75c5d78 start_thread+0xd7() in libpthread.so.0 (0x0a6cf468) 13 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 14 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 15 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 16 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 17 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 18 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 19 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 20 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 21 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 22 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 23 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 24 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 25 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 26 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 27 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 28 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 29 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 30 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 31 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 32 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 33 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 34 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 35 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 36 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 37 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 38 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 39 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 40 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 41 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 42 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 43 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 44 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 45 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 46 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 47 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 48 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 49 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 50 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 51 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 52 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 53 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 54 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 55 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 56 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 57 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 58 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 59 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 60 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 61 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 62 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 63 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 64 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 65 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 66 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 67 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 68 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 69 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 70 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 71 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 72 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 73 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 74 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 75 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 76 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 77 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 78 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 79 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 80 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 81 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 82 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 83 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 84 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 85 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 86 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 87 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 88 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 89 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 90 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 91 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 92 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 93 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 94 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 95 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 96 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 97 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 98 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 99 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 100 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 101 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 102 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 103 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 104 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 105 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 106 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 107 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 108 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 109 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 110 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 111 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 112 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 113 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 114 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 115 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 116 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 117 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 118 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 119 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 120 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 121 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 122 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 123 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 124 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 125 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 126 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 127 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 128 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 129 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 130 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 131 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 132 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 133 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 134 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 135 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 136 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 137 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 138 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 139 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 140 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 141 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 142 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 143 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 144 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 145 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 146 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 147 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 148 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 149 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 150 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 151 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 152 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 153 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 154 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 155 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 156 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 157 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 158 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 159 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 160 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 161 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 162 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 163 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 164 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 165 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 166 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 167 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 168 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 169 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 170 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 171 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 172 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 173 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 174 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 175 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 176 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 177 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 178 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 179 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 180 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 181 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 182 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 183 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 184 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 185 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 186 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 187 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 188 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 189 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 190 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 191 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 192 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 193 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 194 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 195 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 196 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 197 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 198 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 199 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 200 0xf74fc3de __clone+0x5d() in libc.so.6 (0x00000000) 0x7b83ae0b: subl $4,%esp Modules: Module Address Debug info Name (149 modules) PE 840000- 86f000 Deferred osetupui PE ba0000- ba7000 Deferred msi7c0d.tmp PE d40000- d51000 Deferred msi7bb6.tmp PE d80000- ddd000 Export msi7bec.tmp PE de0000- df8000 Deferred msi83ed.tmp PE e00000- e0a000 Deferred msi83f8.tmp PE f40000- 1072000 Deferred pidgenx PE 1440000- 145a000 Deferred msi958a.tmp PE 9e80000- 9edb000 Deferred msi889c.tmp PE 9ee0000- 9f0a000 Deferred msi9130.tmp PE 10000000-10593000 Deferred osetup PE 2e000000-2e119000 Deferred setup PE 41110000-41155000 Deferred msi7bd6.tmp PE 504a0000-504c7000 Deferred msi9112.tmp PE 504d0000-504f0000 Deferred msi8b04.tmp ELF 7b800000-7ba44000 Dwarf kernel32<elf> \-PE 7b810000-7ba44000 \ kernel32 ELF 7bab6000-7bb00000 Deferred libdbus-1.so.3 ELF 7bc00000-7bce4000 Dwarf ntdll<elf> \-PE 7bc10000-7bce4000 \ ntdll ELF 7be0f000-7be32000 Deferred localspl<elf> \-PE 7be10000-7be32000 \ localspl ELF 7be32000-7bf00000 Deferred libkrb5.so.3 ELF 7bf00000-7bf04000 Deferred <wine-loader> ELF 7bf09000-7bf25000 Deferred spoolss<elf> \-PE 7bf10000-7bf25000 \ spoolss ELF 7bf25000-7bf3c000 Deferred libresolv.so.2 ELF 7bf3c000-7bf64000 Deferred libk5crypto.so.3 ELF 7bf64000-7bfa1000 Deferred libgssapi_krb5.so.2 ELF 7bfa1000-7c000000 Deferred libcups.so.2 ELF 7c208000-7c2aa000 Deferred msvcrt<elf> \-PE 7c220000-7c2aa000 \ msvcrt ELF 7c2aa000-7c400000 Deferred libxml2.so.2 ELF 7c40c000-7c415000 Deferred librt.so.1 ELF 7c415000-7c427000 Deferred libavahi-client.so.3 ELF 7c427000-7c468000 Deferred winspool<elf> \-PE 7c430000-7c468000 \ winspool ELF 7c468000-7c485000 Deferred libgcc_s.so.1 ELF 7c485000-7c4c2000 Deferred libxslt.so.1 ELF 7c4c2000-7c4e9000 Deferred liblzma.so.5 ELF 7c4e9000-7c59e000 Deferred msxml3<elf> \-PE 7c4f0000-7c59e000 \ msxml3 ELF 7c59e000-7c5cd000 Deferred msxml6<elf> \-PE 7c5a0000-7c5cd000 \ msxml6 ELF 7d0e1000-7d0ea000 Deferred libkrb5support.so.0 ELF 7d0ea000-7d0f8000 Deferred libavahi-common.so.3 ELF 7d5b5000-7d5b9000 Deferred libkeyutils.so.1 ELF 7d5b9000-7d5be000 Deferred libcom_err.so.2 ELF 7d5d6000-7d63e000 Deferred riched20<elf> \-PE 7d5e0000-7d63e000 \ riched20 ELF 7d63e000-7d672000 Deferred hhctrl<elf> \-PE 7d640000-7d672000 \ hhctrl ELF 7d672000-7d696000 Deferred hlink<elf> \-PE 7d680000-7d696000 \ hlink ELF 7d696000-7d6b6000 Deferred oleacc<elf> \-PE 7d6a0000-7d6b6000 \ oleacc ELF 7d6b6000-7d6fa000 Deferred rsaenh<elf> \-PE 7d6c0000-7d6fa000 \ rsaenh ELF 7d6fa000-7d715000 Deferred imagehlp<elf> \-PE 7d700000-7d715000 \ imagehlp ELF 7d72d000-7d764000 Deferred uxtheme<elf> \-PE 7d730000-7d764000 \ uxtheme ELF 7d764000-7d76b000 Deferred libxfixes.so.3 ELF 7d76b000-7d776000 Deferred libxcursor.so.1 ELF 7d7f6000-7d81e000 Deferred libexpat.so.1 ELF 7d81e000-7d857000 Deferred libfontconfig.so.1 ELF 7d857000-7d867000 Deferred libxi.so.6 ELF 7d867000-7d872000 Deferred libxrandr.so.2 ELF 7d872000-7d87c000 Deferred libxrender.so.1 ELF 7d87c000-7d882000 Deferred libxxf86vm.so.1 ELF 7d882000-7d8a6000 Deferred imm32<elf> \-PE 7d890000-7d8a6000 \ imm32 ELF 7d8a6000-7d8ad000 Deferred libxdmcp.so.6 ELF 7d8ad000-7d8cf000 Deferred libxcb.so.1 ELF 7d8cf000-7d8d5000 Deferred libuuid.so.1 ELF 7d8d5000-7d8ef000 Deferred libice.so.6 ELF 7d8ef000-7da26000 Deferred libx11.so.6 ELF 7da26000-7da38000 Deferred libxext.so.6 ELF 7da38000-7da41000 Deferred libsm.so.6 ELF 7da41000-7daf2000 Deferred winex11<elf> \-PE 7da50000-7daf2000 \ winex11 ELF 7daf2000-7db8d000 Deferred libfreetype.so.6 ELF 7dba5000-7dbb9000 Deferred libp11-kit.so.0 ELF 7dbb9000-7dbcb000 Deferred libtasn1.so.3 ELF 7dbcb000-7dc4f000 Deferred libgcrypt.so.11 ELF 7dc4f000-7dd14000 Deferred libgnutls.so.26 ELF 7dd14000-7dd38000 Deferred cabinet<elf> \-PE 7dd20000-7dd38000 \ cabinet ELF 7dd38000-7dd61000 Deferred mpr<elf> \-PE 7dd40000-7dd61000 \ mpr ELF 7dd61000-7dd7a000 Deferred libz.so.1 ELF 7dd7b000-7dd7f000 Deferred libxcomposite.so.1 ELF 7dd7f000-7dd92000 Deferred gnome-keyring-pkcs11.so ELF 7dd92000-7de0c000 Deferred wininet<elf> \-PE 7dda0000-7de0c000 \ wininet ELF 7de0c000-7deb9000 Deferred urlmon<elf> \-PE 7de20000-7deb9000 \ urlmon ELF 7deb9000-7dfdb000 Dwarf msi<elf> \-PE 7dec0000-7dfdb000 \ msi ELF 7dfdb000-7e04b000 Deferred dbghelp<elf> \-PE 7dfe0000-7e04b000 \ dbghelp ELF 7e04b000-7e121000 Deferred crypt32<elf> \-PE 7e050000-7e121000 \ crypt32 ELF 7e121000-7e15b000 Deferred wintrust<elf> \-PE 7e130000-7e15b000 \ wintrust ELF 7e15b000-7e27a000 Deferred comctl32<elf> \-PE 7e160000-7e27a000 \ comctl32 ELF 7e27a000-7e2f0000 Deferred shlwapi<elf> \-PE 7e290000-7e2f0000 \ shlwapi ELF 7e2f0000-7e52e000 Deferred shell32<elf> \-PE 7e300000-7e52e000 \ shell32 ELF 7e52e000-7e673000 Deferred oleaut32<elf> \-PE 7e540000-7e673000 \ oleaut32 ELF 7e673000-7e754000 Deferred gdi32<elf> \-PE 7e680000-7e754000 \ gdi32 ELF 7e754000-7e8c4000 Deferred user32<elf> \-PE 7e770000-7e8c4000 \ user32 ELF 7e8c4000-7ea26000 Deferred ole32<elf> \-PE 7e8e0000-7ea26000 \ ole32 ELF 7ea26000-7eab0000 Deferred rpcrt4<elf> \-PE 7ea30000-7eab0000 \ rpcrt4 ELF 7eab0000-7eae4000 Deferred ws2_32<elf> \-PE 7eac0000-7eae4000 \ ws2_32 ELF 7eae4000-7eb56000 Deferred advapi32<elf> \-PE 7eaf0000-7eb56000 \ advapi32 ELF 7eb56000-7eb7b000 Deferred iphlpapi<elf> \-PE 7eb60000-7eb7b000 \ iphlpapi ELF 7eb7b000-7ebaa000 Deferred netapi32<elf> \-PE 7eb80000-7ebaa000 \ netapi32 ELF 7ebaa000-7ebdf000 Deferred secur32<elf> \-PE 7ebb0000-7ebdf000 \ secur32 ELF 7ebdf000-7ebfa000 Deferred version<elf> \-PE 7ebe0000-7ebfa000 \ version ELF 7ebfa000-7ec07000 Deferred libnss_files.so.2 ELF 7ec07000-7ec13000 Deferred libnss_nis.so.2 ELF 7ec13000-7ec2c000 Deferred libnsl.so.1 ELF 7ec2c000-7ec35000 Deferred libnss_compat.so.2 ELF 7efa5000-7efe8000 Deferred libm.so.6 ELF 7efe8000-7efec000 Deferred libxinerama.so.1 ELF 7efec000-7f000000 Deferred psapi<elf> \-PE 7eff0000-7f000000 \ psapi ELF f7401000-f7405000 Deferred libxau.so.6 ELF f7406000-f740b000 Deferred libdl.so.2 ELF f740b000-f75be000 Dwarf libc.so.6 ELF f75bf000-f75da000 Dwarf libpthread.so.0 ELF f75da000-f75df000 Deferred libgpg-error.so.0 ELF f75f2000-f7736000 Dwarf libwine.so.1 ELF f7738000-f775a000 Deferred ld-linux.so.2 ELF f775a000-f775b000 Deferred [vdso].so Threads: process tid prio (all id:s are in hex) 0000000e services.exe 0000005b 0 0000005c 0 00000059 0 0000002e 0 0000001f 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001d 0 0000001a 0 00000014 0 00000013 0 0000001b plugplay.exe 00000021 0 0000001e 0 0000001c 0 00000022 explorer.exe 00000023 0 0000002a (D) C:\users\birendra\Desktop\OFFICE 2010\setup.exe 0000005d 0 <== 0000002f 0 0000002b 0 00000042 OSE.EXE 00000045 0 00000047 0 0000002d 0 00000036 0 00000040 0 00000017 0 00000018 0 00000034 0 System information: Wine build: wine-1.4.1 Platform: i386 (WOW64) Host system: Linux Host version: 3.8.0-19-generic Anybody give me suggestion how to fix the problem to install it.

    Read the article

  • LIMBO fails on startup with Internal errors - invalid parameters received

    - by user61262
    I installed LIMBO from the Humble Bundle V and as far as I am aware, this has wine packaged with it (I also installed the latest from the repo's in case is was because of that). However the game doesn't even start and fails with the message: Wine Program Error Internal errors - invalid parameters received. Is there a way to log the error or does anyone know why this happens? This question was asked previously but it seems to have disappeared. My Graphics cards is a Geforece GT 250 Cheers ice. [edit: Wine outputs the following error: wine /opt/limbo/support/limbo/drive_c/Program\ Files/limbo/limbo.exe fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS) fixme:win:EnumDisplayDevicesW ((null),0,0x32f580,0x00000000), stub! err:x11settings:X11DRV_ChangeDisplaySettingsEx No matching mode found 1920x1080x32 @60! (XRandR) err:xrandr:X11DRV_XRandR_SetCurrentMode Resolution change not successful -- perhaps display has changed? wine: Unhandled page fault on read access to 0x00000000 at address 0x48213e (thread 0009), starting debugger... The debugger has the following output: Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0x0048213e). Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b EIP:0048213e ESP:0032f9f4 EBP:0037cdd0 EFLAGS:00010202( R- -- I - - - ) EAX:00000000 EBX:00000000 ECX:00000000 EDX:0037cf4c ESI:0037cda8 EDI:0037cdcc Stack dump: 0x0032f9f4: 0037cda8 0034c708 7bc35120 00000000 0x0032fa04: 0037cda8 0032fa38 0079fc58 00000000 0x0032fa14: 0048b7d4 00000001 0037cdcc 00000001 0x0032fa24: 00000780 00000438 0034c620 00000000 0x0032fa34: 0034c708 0032fa78 007a04e2 00000002 0x0032fa44: 0048c4bc 00000780 00000438 0037cda8 Backtrace: =>0 0x0048213e in limbo (+0x8213e) (0x0037cdd0) 0x0048213e: movl 0x0(%eax),%edx Modules: Module Address Debug info Name (103 modules) PE 400000- 926000 Export limbo PE 10000000-101ff000 Deferred d3dx9_43 ELF 79bb3000-7b800000 Deferred libnvidia-glcore.so.295.53 ELF 7b800000-7ba15000 Deferred kernel32<elf> \-PE 7b810000-7ba15000 \ kernel32 ELF 7bc00000-7bcc3000 Deferred ntdll<elf> \-PE 7bc10000-7bcc3000 \ ntdll ELF 7bf00000-7bf04000 Deferred <wine-loader> ELF 7d7e0000-7d7e4000 Deferred libnvidia-tls.so.295.53 ELF 7d7e4000-7d8bc000 Deferred libgl.so.1 ELF 7d9d0000-7d9d9000 Deferred librt.so.1 ELF 7d9d9000-7d9de000 Deferred libgpg-error.so.0 ELF 7d9de000-7d9f6000 Deferred libresolv.so.2 ELF 7d9f6000-7d9fa000 Deferred libkeyutils.so.1 ELF 7d9fa000-7da43000 Deferred libdbus-1.so.3 ELF 7da43000-7da55000 Deferred libp11-kit.so.0 ELF 7da55000-7dada000 Deferred libgcrypt.so.11 ELF 7dada000-7daec000 Deferred libtasn1.so.3 ELF 7daec000-7daf5000 Deferred libkrb5support.so.0 ELF 7daf5000-7dafa000 Deferred libcom_err.so.2 ELF 7dafa000-7db22000 Deferred libk5crypto.so.3 ELF 7db22000-7dbf1000 Deferred libkrb5.so.3 ELF 7dbf1000-7dc03000 Deferred libavahi-client.so.3 ELF 7dc03000-7dc11000 Deferred libavahi-common.so.3 ELF 7dc11000-7dcd5000 Deferred libgnutls.so.26 ELF 7dcd5000-7dd13000 Deferred libgssapi_krb5.so.2 ELF 7dd13000-7dd66000 Deferred libcups.so.2 ELF 7dd94000-7ddc8000 Deferred uxtheme<elf> \-PE 7dda0000-7ddc8000 \ uxtheme ELF 7ddc8000-7ddd3000 Deferred libxcursor.so.1 ELF 7ddd4000-7dde7000 Deferred gnome-keyring-pkcs11.so ELF 7de47000-7de4d000 Deferred libxfixes.so.3 ELF 7deac000-7ded6000 Deferred libexpat.so.1 ELF 7ded6000-7df0a000 Deferred libfontconfig.so.1 ELF 7df0a000-7df1a000 Deferred libxi.so.6 ELF 7df1a000-7df1e000 Deferred libxcomposite.so.1 ELF 7df1e000-7df27000 Deferred libxrandr.so.2 ELF 7df27000-7df31000 Deferred libxrender.so.1 ELF 7df31000-7df37000 Deferred libxxf86vm.so.1 ELF 7df37000-7df3b000 Deferred libxinerama.so.1 ELF 7df3b000-7df5d000 Deferred imm32<elf> \-PE 7df40000-7df5d000 \ imm32 ELF 7df5d000-7df64000 Deferred libxdmcp.so.6 ELF 7df64000-7df85000 Deferred libxcb.so.1 ELF 7df85000-7df9f000 Deferred libice.so.6 ELF 7df9f000-7e0d3000 Deferred libx11.so.6 ELF 7e0d3000-7e0e5000 Deferred libxext.so.6 ELF 7e0e5000-7e178000 Deferred winex11<elf> \-PE 7e0f0000-7e178000 \ winex11 ELF 7e178000-7e18e000 Deferred libz.so.1 ELF 7e18e000-7e228000 Deferred libfreetype.so.6 ELF 7e228000-7e247000 Deferred libtinfo.so.5 ELF 7e247000-7e269000 Deferred libncurses.so.5 ELF 7e27d000-7e292000 Deferred xinput1_3<elf> \-PE 7e280000-7e292000 \ xinput1_3 ELF 7e292000-7e2a6000 Deferred psapi<elf> \-PE 7e2a0000-7e2a6000 \ psapi ELF 7e2a6000-7e304000 Deferred dbghelp<elf> \-PE 7e2b0000-7e304000 \ dbghelp ELF 7e304000-7e391000 Deferred msvcrt<elf> \-PE 7e320000-7e391000 \ msvcrt ELF 7e391000-7e4c5000 Deferred wined3d<elf> \-PE 7e3a0000-7e4c5000 \ wined3d ELF 7e4c5000-7e4fe000 Deferred d3d9<elf> \-PE 7e4d0000-7e4fe000 \ d3d9 ELF 7e4fe000-7e573000 Deferred rpcrt4<elf> \-PE 7e510000-7e573000 \ rpcrt4 ELF 7e573000-7e67b000 Deferred ole32<elf> \-PE 7e590000-7e67b000 \ ole32 ELF 7e67b000-7e697000 Deferred dinput8<elf> \-PE 7e680000-7e697000 \ dinput8 ELF 7e697000-7e6d1000 Deferred winspool<elf> \-PE 7e6a0000-7e6d1000 \ winspool ELF 7e6d1000-7e7c9000 Deferred comctl32<elf> \-PE 7e6e0000-7e7c9000 \ comctl32 ELF 7e7c9000-7e833000 Deferred shlwapi<elf> \-PE 7e7e0000-7e833000 \ shlwapi ELF 7e833000-7ea44000 Deferred shell32<elf> \-PE 7e840000-7ea44000 \ shell32 ELF 7ea44000-7eb23000 Deferred comdlg32<elf> \-PE 7ea50000-7eb23000 \ comdlg32 ELF 7eb23000-7eb3c000 Deferred version<elf> \-PE 7eb30000-7eb3c000 \ version ELF 7eb3c000-7eb9c000 Deferred advapi32<elf> \-PE 7eb50000-7eb9c000 \ advapi32 ELF 7eb9c000-7ec59000 Deferred gdi32<elf> \-PE 7ebb0000-7ec59000 \ gdi32 ELF 7ec59000-7ed99000 Deferred user32<elf> \-PE 7ec70000-7ed99000 \ user32 ELF 7ef99000-7efa6000 Deferred libnss_files.so.2 ELF 7efa6000-7efc0000 Deferred libnsl.so.1 ELF 7efc0000-7efec000 Deferred libm.so.6 ELF 7efee000-7eff4000 Deferred libuuid.so.1 ELF 7eff4000-7f000000 Deferred libnss_nis.so.2 ELF b7411000-b7415000 Deferred libxau.so.6 ELF b7415000-b741e000 Deferred libnss_compat.so.2 ELF b741f000-b7424000 Deferred libdl.so.2 ELF b7424000-b75ca000 Deferred libc.so.6 ELF b75cb000-b75e6000 Deferred libpthread.so.0 ELF b75e9000-b75f2000 Deferred libsm.so.6 ELF b75fa000-b773c000 Dwarf libwine.so.1 ELF b773e000-b7760000 Deferred ld-linux.so.2 ELF b7760000-b7761000 Deferred [vdso].so Threads: process tid prio (all id:s are in hex) 00000008 (D) Z:\opt\limbo\support\limbo\drive_c\Program Files\limbo\limbo.exe 00000009 0 <== 0000000e services.exe 00000020 0 0000001f 0 00000019 0 00000018 0 00000017 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001d 0 0000001a 0 00000014 0 00000013 0 0000001b plugplay.exe 00000021 0 0000001e 0 0000001c 0 00000022 explorer.exe 00000023 0 System information: Wine build: wine-1.4 Platform: i386 Host system: Linux Host version: 3.2.0-24-generic-pae

    Read the article

  • Installing Age of Empires II using PlayOnLinux doesn't work?

    - by user70342
    I have tried installing age of empires 2 using PlayOnLinux, the installation appeared to go fine but when I try and open the game it says there is a serious fault. The error report is below, unfortunately this doesn't mean alot to me, I was wondering if you could help, a) By highlighting the problem and b) by suggesting a solution. Many Thanks Unhandled exception: page fault on read access to 0xffffffff in 32-bit code (0x0040aaad). Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b EIP:0040aaad ESP:0033fd00 EBP:0033fde4 EFLAGS:00010293( R- -- I S -A- -C) EAX:00000001 EBX:bde88d9d ECX:00000067 EDX:00400000 ESI:7b867c00 EDI:00400000 Stack dump: 0x0033fd00:00410fed 00000000 00400000 00000067 0x0033fd10:0041ab90 00130d8a 7b895848 7bc483b1 0x0033fd20:0044c800 00000002 0044bdd0 7bca4e6c 0x0033fd30:7bc3590f 00000800 00000094 00000005 0x0033fd40:00000000 00000893 00000002 76726553 0x0033fd50:20656369 6b636150 00003420 00000800 Backtrace: =0 0x0040aaad in empires2 (+0xaaad) (0x0033fde4) 1 0x0041ace2 in empires2 (+0x1ace1) (0x0033fe70) 2 0x7b85ac0c call_process_entry+0xb() in kernel32 (0x0033fe88) 3 0x7b85e13b in kernel32 (+0x4e13a) (0x0033fec8) 4 0x7bc714f0 call_thread_func_wrapper+0xb() in ntdll (0x0033fed8) 5 0x7bc7172d call_thread_func+0x7c() in ntdll (0x0033ffa8) 6 0x7bc714ce RtlRaiseException+0x21() in ntdll (0x0033ffc8) 7 0x7bc4c30e in ntdll (+0x3c30d) (0x0033ffe8) 0x0040aaad: pop %ss Modules: Module Address Debug info Name (51 modules) PE 400000- 44b000 Export empires2 PE 10000000-1000c000 Deferred drvmgt ELF 35cae000-35d24000 Deferred rpcrt4 -PE 35cc0000-35d24000 \ rpcrt4 ELF 68000000-68022000 Deferred ld-linux.so.2 ELF 68022000-681c7000 Deferred libc.so.6 ELF 681c7000-681cc000 Deferred libdl.so.2 ELF 681cc000-681f8000 Deferred libm.so.6 ELF 681f8000-68201000 Deferred libnss_compat.so.2 ELF 68201000-6821b000 Deferred libnsl.so.1 ELF 6821b000-68228000 Deferred libnss_files.so.2 ELF 68228000-68366000 Deferred user32 -PE 68240000-68366000 \ user32 ELF 68366000-68421000 Deferred gdi32 -PE 68370000-68421000 \ gdi32 ELF 68421000-68481000 Deferred advapi32 -PE 68430000-68481000 \ advapi32 ELF 68481000-68499000 Deferred version -PE 68490000-68499000 \ version ELF 68499000-68533000 Deferred libfreetype.so.6 ELF 68533000-68549000 Deferred libz.so.1 ELF 68549000-685db000 Deferred winex11 -PE 68550000-685db000 \ winex11 ELF 685db000-685e4000 Deferred libsm.so.6 ELF 685e4000-685fe000 Deferred libice.so.6 ELF 685fe000-68610000 Deferred libxext.so.6 ELF 68610000-68744000 Deferred libx11.so.6 ELF 68744000-6874a000 Deferred libuuid.so.1 ELF 6874a000-68751000 Deferred libxdmcp.so.6 ELF 68751000-68755000 Deferred libxinerama.so.1 ELF 68755000-6875b000 Deferred libxxf86vm.so.1 ELF 6875b000-68765000 Deferred libxrender.so.1 ELF 68765000-6876e000 Deferred libxrandr.so.2 ELF 6876e000-68772000 Deferred libxcomposite.so.1 ELF 68772000-68782000 Deferred libxi.so.6 ELF 68782000-687b6000 Deferred libfontconfig.so.1 ELF 687b6000-687e0000 Deferred libexpat.so.1 ELF 687e0000-687eb000 Deferred libxcursor.so.1 ELF 687eb000-687f1000 Deferred libxfixes.so.3 ELF 6f102000-6f10e000 Deferred libnss_nis.so.2 ELF 7194d000-7196e000 Deferred imm32 -PE 71950000-7196e000 \ imm32 ELF 72c76000-72db7000 Dwarf libwine.so.1 ELF 75d65000-75d86000 Deferred libxcb.so.1 ELF 79223000-79227000 Deferred libxau.so.6 ELF 7b800000-7b8f5000 Dwarf kernel32 -PE 7b810000-7b8f5000 \ kernel32 ELF 7bc00000-7bcc1000 Dwarf ntdll -PE 7bc10000-7bcc1000 \ ntdll ELF 7bf00000-7bf03000 Deferred ELF 7c708000-7c723000 Deferred libpthread.so.0 Threads: process tid prio (all id:s are in hex) 00000008 (D) C:\Program Files\Microsoft Games\Age of Empires II\empires2.exe 00000009 0 <== 0000000e services.exe 00000039 0 00000038 0 0000001f 0 00000019 0 00000018 0 00000017 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001e 0 0000001a 0 00000014 0 00000013 0 0000001b plugplay.exe 00000021 0 0000001d 0 0000001c 0 00000024 explorer.exe 00000025 0 00000035 winedevice.exe 0000003a 0 00000037 0 00000036 0 System information: Wine build: wine-1.4-rc1 Platform: i386 Host system: Linux Host version: 3.2.0-24-generic

    Read the article

  • How can I read kindle book under xfce(ubuntu)? (using chromebook)(wine not working)

    - by yshn
    I'm using chromebook, dual booting xfce(ubuntu) and cr os. The ebook I bought on amazon is not supported on kindle cloud reader. (Under xfce)I downloaded wine and tried installing kindle for pc under wine, and after couples of times of trials, it always said installation error and could not install kindle, and it's been giving me: Unhandled exception: unimplemented function msvcp90.dll.??0?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAE@XZ called in 32-bit code (0x7b839cf2). Register dump: CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b EIP:7b839cf2 ESP:0033fcd4 EBP:0033fd38 EFLAGS:00000287( - -- I S - -P-C) EAX:7b826245 EBX:7b894ff4 ECX:00000008 EDX:0033fcf4 ESI:80000100 EDI:00dca568 Stack dump: 0x0033fcd4: 0033fd58 00000008 00000030 80000100 0x0033fce4: 00000001 00000000 7b839cf2 00000002 0x0033fcf4: 7e24b340 7e24f2ca 0000000d 00110000 0x0033fd04: 7bc47a0d 7e1dbff4 7e1417f0 00dca568 0x0033fd14: 0033fd24 7bc65d0b 00110000 00000000 0x0033fd24: 0033fd44 7e141801 7b839caa 7e1dbff4 000c: sel=0067 base=00000000 limit=00000000 16-bit r-x Backtrace: =0 0x7b839cf2 in kernel32 (+0x29cf2) (0x0033fd38) 1 0x7e24b2a8 in msvcp90 (+0x3b2a7) (0x0033fd68) 2 0x7e216c9d in msvcp90 (+0x6c9c) (0x0033fde8) 3 0x00938fdd in kindle (+0x538fdc) (0x0033fde8) 4 0x0089dc71 in kindle (+0x49dc70) (0x0033fe70) 5 0x7b859cdc call_process_entry+0xb() in kernel32 (0x0033fe88) 6 0x7b85af4f in kernel32 (+0x4af4e) (0x0033fec8) 7 0x7bc71db0 call_thread_func_wrapper+0xb() in ntdll (0x0033fed8) 8 0x7bc7486d call_thread_func+0x7c() in ntdll (0x0033ffa8) 9 0x7bc71d8e RtlRaiseException+0x21() in ntdll (0x0033ffc8) 10 0x7bc49f4e call_dll_entry_point+0x61d() in ntdll (0x0033ffe8) 0x7b839cf2: subl $4,%esp Modules: Module Address Debug info Name (130 modules) PE 340000- 37d000 Deferred ssleay32 PE 390000- 3ca000 Deferred webcoreviewer PE 3d0000- 3e0000 Deferred pthreadvc2 PE 400000- 1433000 Export kindle PE 1440000- 155c000 Deferred libeay32 PE 1560000- 169f000 Deferred qtscript4 PE 16a0000- 1795000 Deferred libxml2 PE 17a0000- 18c7000 Deferred javascriptcore PE 18d0000- 1974000 Deferred cflite PE 1980000- 2048000 Deferred libwebcore PE 2050000- 208d000 Deferred libjpeg PE 10000000-10a34000 Deferred qtwebkit4 PE 4a800000-4a8eb000 Deferred icuuc46 PE 4a900000-4aa36000 Deferred icuin46 PE 4ad00000-4bb80000 Deferred icudt46 PE 5a4c0000-5a4d4000 Deferred zlib1 PE 61000000-61056000 Deferred qtxml4 PE 62000000-62093000 Deferred qtsql4 PE 64000000-640ef000 Deferred qtnetwork4 PE 65000000-657b8000 Deferred qtgui4 PE 67000000-67228000 Deferred qtcore4 PE 78050000-780b9000 Deferred msvcp100 PE 78aa0000-78b5e000 Deferred msvcr100 ELF 7b800000-7ba15000 Dwarf kernel32 -PE 7b810000-7ba15000 \ kernel32 ELF 7bc00000-7bcc3000 Dwarf ntdll -PE 7bc10000-7bcc3000 \ ntdll ELF 7bf00000-7bf04000 Deferred ELF 7d7f7000-7d800000 Deferred librt.so.1 ELF 7d800000-7d818000 Deferred libresolv.so.2 ELF 7d818000-7d861000 Deferred libdbus-1.so.3 ELF 7d861000-7d873000 Deferred libp11-kit.so.0 ELF 7d873000-7d8f8000 Deferred libgcrypt.so.11 ELF 7d8f8000-7d90a000 Deferred libtasn1.so.3 ELF 7d90a000-7d913000 Deferred libkrb5support.so.0 ELF 7d913000-7d9e2000 Deferred libkrb5.so.3 ELF 7da42000-7da47000 Deferred libgpg-error.so.0 ELF 7da47000-7da6f000 Deferred libk5crypto.so.3 ELF 7da6f000-7da81000 Deferred libavahi-client.so.3 ELF 7da81000-7da8f000 Deferred libavahi-common.so.3 ELF 7da8f000-7db53000 Deferred libgnutls.so.26 ELF 7db53000-7db91000 Deferred libgssapi_krb5.so.2 ELF 7db91000-7dbe4000 Deferred libcups.so.2 ELF 7dc21000-7dc55000 Deferred uxtheme -PE 7dc30000-7dc55000 \ uxtheme ELF 7dc55000-7dc5b000 Deferred libxfixes.so.3 ELF 7dc5b000-7dc66000 Deferred libxcursor.so.1 ELF 7dc6a000-7dc6e000 Deferred libkeyutils.so.1 ELF 7dc6e000-7dc73000 Deferred libcom_err.so.2 ELF 7dca5000-7dccf000 Deferred libexpat.so.1 ELF 7dccf000-7dd03000 Deferred libfontconfig.so.1 ELF 7dd03000-7dd13000 Deferred libxi.so.6 ELF 7dd13000-7dd17000 Deferred libxcomposite.so.1 ELF 7dd17000-7dd20000 Deferred libxrandr.so.2 ELF 7dd20000-7dd2a000 Deferred libxrender.so.1 ELF 7dd2a000-7dd30000 Deferred libxxf86vm.so.1 ELF 7dd30000-7dd34000 Deferred libxinerama.so.1 ELF 7dd34000-7dd3b000 Deferred libxdmcp.so.6 ELF 7dd3b000-7dd5c000 Deferred libxcb.so.1 ELF 7dd5c000-7dd76000 Deferred libice.so.6 ELF 7dd76000-7deaa000 Deferred libx11.so.6 ELF 7deaa000-7debc000 Deferred libxext.so.6 ELF 7debc000-7dec5000 Deferred libsm.so.6 ELF 7ded4000-7df67000 Deferred winex11 -PE 7dee0000-7df67000 \ winex11 ELF 7df67000-7e001000 Deferred libfreetype.so.6 ELF 7e001000-7e023000 Deferred iphlpapi -PE 7e010000-7e023000 \ iphlpapi ELF 7e023000-7e03e000 Deferred wsock32 -PE 7e030000-7e03e000 \ wsock32 ELF 7e03e000-7e071000 Deferred wintrust -PE 7e040000-7e071000 \ wintrust ELF 7e071000-7e129000 Deferred crypt32 -PE 7e080000-7e129000 \ crypt32 ELF 7e129000-7e158000 Deferred msvcr90 -PE 7e130000-7e158000 \ msvcr90 ELF 7e158000-7e1e5000 Deferred msvcrt -PE 7e170000-7e1e5000 \ msvcrt ELF 7e1e5000-7e2ca000 Dwarf msvcp90 -PE 7e210000-7e2ca000 \ msvcp90 ELF 7e2ca000-7e2ec000 Deferred imm32 -PE 7e2d0000-7e2ec000 \ imm32 ELF 7e2ec000-7e3de000 Deferred oleaut32 -PE 7e300000-7e3de000 \ oleaut32 ELF 7e3de000-7e418000 Deferred winspool -PE 7e3f0000-7e418000 \ winspool ELF 7e418000-7e4f7000 Deferred comdlg32 -PE 7e420000-7e4f7000 \ comdlg32 ELF 7e4f7000-7e51f000 Deferred msacm32 -PE 7e500000-7e51f000 \ msacm32 ELF 7e51f000-7e5cc000 Deferred winmm -PE 7e530000-7e5cc000 \ winmm ELF 7e5cc000-7e641000 Deferred rpcrt4 -PE 7e5e0000-7e641000 \ rpcrt4 ELF 7e641000-7e749000 Deferred ole32 -PE 7e660000-7e749000 \ ole32 ELF 7e749000-7e841000 Deferred comctl32 -PE 7e750000-7e841000 \ comctl32 ELF 7e841000-7ea52000 Deferred shell32 -PE 7e850000-7ea52000 \ shell32 ELF 7ea52000-7eabc000 Deferred shlwapi -PE 7ea60000-7eabc000 \ shlwapi ELF 7eabc000-7ead5000 Deferred version -PE 7eac0000-7ead5000 \ version ELF 7ead5000-7eb35000 Deferred advapi32 -PE 7eae0000-7eb35000 \ advapi32 ELF 7eb35000-7ebf2000 Deferred gdi32 -PE 7eb40000-7ebf2000 \ gdi32 ELF 7ebf2000-7ed32000 Deferred user32 -PE 7ec00000-7ed32000 \ user32 ELF 7ed32000-7ed58000 Deferred mpr -PE 7ed40000-7ed58000 \ mpr ELF 7ed58000-7ed6e000 Deferred libz.so.1 ELF 7ed6e000-7eddd000 Deferred wininet -PE 7ed80000-7eddd000 \ wininet ELF 7eddd000-7ee0f000 Deferred ws2_32 -PE 7ede0000-7ee0f000 \ ws2_32 ELF 7ee0f000-7ee1c000 Deferred libnss_files.so.2 ELF 7ee1c000-7ee28000 Deferred libnss_nis.so.2 ELF 7ee28000-7ee42000 Deferred libnsl.so.1 ELF 7ee42000-7ee4b000 Deferred libnss_compat.so.2 ELF 7efd4000-7f000000 Deferred libm.so.6 ELF f74a3000-f74a7000 Deferred libxau.so.6 ELF f74a8000-f74ad000 Deferred libdl.so.2 ELF f74ad000-f7657000 Deferred libc.so.6 ELF f7658000-f7673000 Deferred libpthread.so.0 ELF f7675000-f767b000 Deferred libuuid.so.1 ELF f7682000-f77c4000 Dwarf libwine.so.1 ELF f77c6000-f77e8000 Deferred ld-linux.so.2 ELF f77e8000-f77e9000 Deferred [vdso].so Threads: process tid prio (all id:s are in hex) 0000000e services.exe 0000001f 0 0000001e 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001c 0 00000019 0 00000014 0 00000013 0 0000001a plugplay.exe 00000020 0 0000001d 0 0000001b 0 00000037 explorer.exe 00000038 0 00000042 (D) C:\Program Files (x86)\Amazon\Kindle\Kindle.exe 00000043 0 <== System information: Wine build: wine-1.4 Platform: i386 (WOW64) Host system: Linux Host version: 3.8.11 How can this be fixed?

    Read the article

  • JQuery Deferred - Adding to the Deferred contract

    - by MgSam
    I'm trying to add another asynchronous call to the contract of an existing Deferred before its state is set to success. Rather than try and explain this in English, see the following pseudo-code: $.when( $.ajax({ url: someUrl, data: data, async: true, success: function (data, textStatus, jqXhr) { console.log('Call 1 done.') jqXhr.pipe( $.ajax({ url: someUrl, data: data, async: true, success: function (data, textStatus, jqXhr) { console.log('Call 2 done.'); }, }) ); }, }), $.ajax({ url: someUrl, data: data, async: true, success: function (data, textStatus, jqXhr) { console.log('Call 3 done.'); }, }) ).then(function(){ console.log('All done!'); }); Basically, Call 2 is dependent on the results of Call 1. I want Call 1 and Call 3 to be executed in parallel. Once all 3 calls are complete, I want the All Done code to execute. My understanding is that Deferred.pipe() is supposed to chain another asynchronous call to the given deferred, but in practice, I always get Call 2 completing after All Done. Does anyone know how to get jQuery's Deferred to do what I want? Hopefully the solution doesn't involve ripping the code apart into chunks any further. Thanks for any help.

    Read the article

  • How to get full query string parameters not UrlDecoded

    - by developerit
    Introduction While developing Developer IT’s website, we came across a problem when the user search keywords containing special character like the plus ‘+’ char. We found it while looking for C++ in our search engine. The request parameter output in ASP.NET was “c “. I found it strange that it removed the ‘++’ and replaced it with a space… Analysis After a bit of Googling and Reflection, it turns out that ASP.NET calls UrlDecode on each parameters retreived by the Request(“item”) method. The Request.Params property is affected by this two since it mashes all QueryString, Forms and other collections into a single one. Workaround Finally, I solve the puzzle usign the Request.RawUrl property and parsing it with the same RegEx I use in my url re-writter. The RawUrl not affected by anything. As its name say it, it’s raw. Published on http://www.developerit.com/

    Read the article

  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

    Read the article

  • DX9 Deferred Rendering, GBuffer displays as clear color only

    - by Fire31
    I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a problem, the screen shows only the clear color, no matter how much I move the camera around. However, removing all the render target operations lets the app render the scene normally, even if the models are being applied the renderGBuffer effect. Any ideas of what I'm doing wrong?

    Read the article

  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

    Read the article

  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

    Read the article

  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

    Read the article

  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

    Read the article

  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

    Read the article

  • SQL University: Parallelism Week - Part 2, Query Processing

    - by Adam Machanic
    Welcome back for the second part of Parallelism Week here at SQL University . Get your pencils ready, and make sure to raise your hand if you have a question. Last time we covered the necessary background material to help you understand how the SQL Server Operating System schedules its many active threads, and the differences between its behavior and that of the Windows operating system's scheduler. We also discussed some of the variations on the theme of parallel processing. Today we'll take a look...(read more)

    Read the article

  • Complex query making site extremely slow

    - by Basit
    select SQL_CALC_FOUND_ROWS DISTINCT media.*, username from album as album, album_permission as permission, user as user, media as media , word_tag as word_tag, tag as tag where ((media.album_id = album.album_id and album.private = 'yes' and album.album_id = permission.album_id and (permission.email = '' or permission.user_id = '') ) or (media.album_id = album.album_id and album.private = 'no' ) or media.album_id = '0' ) and media.status = '1' and media.user_id = user.user_id and word_tag.media_id = media.media_id and word_tag.tag_id = tag.tag_id and tag.name in ('justin','bieber','malfunction','katherine','heigl','wardrobe','cinetube') and media.media_type = 'video' and media.media_id not in ('YHL6a5z8MV4') group by media.media_id order by RAND() #there is limit too, by 20 rows.. i dont know where to begin explaining about this query, but please forgive me and ask me if you have any question. following is the explanation. SQL_CALC_FOUND_ROWS is calculating how many rows are there and will be using for pagination, so it counts total records, even tho only 20 is showing. DISTINCT will stop the repeated row to display. username is from user table. album, album_permission. its checking if album is private and if it is, then check if user has permission, by user_id. i think rest is easy to understand, but if you need to know more about it, then please ask. im really frustrated by this query and site is very slow or not opening sometimes cause of this query. please help

    Read the article

  • SQL SERVER – SSMS Automatically Generates TOP (100) PERCENT in Query Designer

    - by pinaldave
    Earlier this week, I was surfing various SQL forums to see what kind of help developer need in the SQL Server world. One of the question indeed caught my attention. I am here regenerating complete question as well scenario to illustrate the point in a precise manner. Additionally, I have added added second part of the question to give completeness. Question: I am trying to create a view in Query Designer (not in the New Query Window). Every time I am trying to create a view it always adds  TOP (100) PERCENT automatically on the T-SQL script. No matter what I do, it always automatically adds the TOP (100) PERCENT to the script. I have attempted to copy paste from notepad, build a query and a few other things – there is no success. I am really not sure what I am doing wrong with Query Designer. Here is my query script: (I use AdventureWorks as a sample database) SELECT Person.Address.AddressID FROM Person.Address INNER JOIN Person.AddressType ON Person.Address.AddressID = Person.AddressType.AddressTypeID ORDER BY Person.Address.AddressID This script automatically replaces by following query: SELECT TOP (100) PERCENT Person.Address.AddressID FROM Person.Address INNER JOIN Person.AddressType ON Person.Address.AddressID = Person.AddressType.AddressTypeID ORDER BY Person.Address.AddressID However, when I try to do the same from New Query Window it works totally fine. However, when I attempt to create a view of the same query it gives following error. Msg 1033, Level 15, State 1, Procedure myView, Line 6 The ORDER BY clause is invalid in views, inline functions, derived tables, subqueries, and common table expressions, unless TOP, OFFSET or FOR XML is also specified. It is pretty clear to me now that the script which I have written seems to need TOP (100) PERCENT, so Query . Why do I need it? Is there any work around to this issue. I particularly find this question pretty interesting as it really touches the fundamentals of the T-SQL query writing. Please note that the query which is automatically changed is not in New Query Editor but opened from SSMS using following way. Database >> Views >> Right Click >> New View (see the image below) Answer: The answer to the above question can be very long but I will keep it simple and to the point. There are three things to discuss in above script 1) Reason for Error 2) Reason for Auto generates TOP (100) PERCENT and 3) Potential solutions to the above error. Let us quickly see them in detail. 1) Reason for Error The reason for error is already given in the error. ORDER BY is invalid in the views and a few other objects. One has to use TOP or other keywords along with it. The way semantics of the query works where optimizer only follows(honors) the ORDER BY in the same scope or the same SELECT/UPDATE/DELETE statement. There is a possibility that one can order after the scope of the view again the efforts spend to order view will be wasted. The final resultset of the query always follows the final ORDER BY or outer query’s order and due to the same reason optimizer follows the final order of the query and not of the views (as view will be used in another query for further processing e.g. in SELECT statement). Due to same reason ORDER BY is now allowed in the view. For further accuracy and clear guidance I suggest you read this blog post by Query Optimizer Team. They have explained it very clear manner the same subject. 2) Reason for Auto Generated TOP (100) PERCENT One of the most popular workaround to above error is to use TOP (100) PERCENT in the view. Now TOP (100) PERCENT allows user to use ORDER BY in the query and allows user to overcome above error which we discussed. This gives the impression to the user that they have resolved the error and successfully able to use ORDER BY in the View. Well, this is incorrect as well. The way this works is when TOP (100) PERCENT is used the result is not guaranteed as well it is ignored in our the query where the view is used. Here is the blog post on this subject: Interesting Observation – TOP 100 PERCENT and ORDER BY. Now when you create a new view in the SSMS and build a query with ORDER BY to avoid the error automatically it adds the TOP 100 PERCENT. Here is the connect item for the same issue. I am sure there will be more connect items as well but I could not find them. 3) Potential Solutions If you are reading this post from the beginning in that case, it is clear by now that ORDER BY should not be used in the View as it does not serve any purpose unless there is a specific need of it. If you are going to use TOP 100 PERCENT with ORDER BY there is absolutely no need of using ORDER BY rather avoid using it all together. Here is another blog post of mine which describes the same subject ORDER BY Does Not Work – Limitation of the Views Part 1. It is valid to use ORDER BY in a view if there is a clear business need of using TOP with any other percentage lower than 100 (for example TOP 10 PERCENT or TOP 50 PERCENT etc). In most of the cases ORDER BY is not needed in the view and it should be used in the most outer query for present result in desired order. User can remove TOP 100 PERCENT and ORDER BY from the view before using the view in any query or procedure. In the most outer query there should be ORDER BY as per the business need. I think this sums up the concept in a few words. This is a very long topic and not easy to illustrate in one single blog post. I welcome your comments and suggestions. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, SQL View, T SQL, Technology

    Read the article

  • How to optimize this MySQL query

    - by James Simpson
    This query was working fine when the database was small, but now that there are millions of rows in the database, I am realizing I should have looked at optimizing this earlier. It is looking at over 600,000 rows and is Using where; Using temporary; Using filesort (which leads to an execution time of 5-10 seconds). It is using an index on the field 'battle_type.' SELECT username, SUM( outcome ) AS wins, COUNT( * ) - SUM( outcome ) AS losses FROM tblBattleHistory WHERE battle_type = '0' && outcome < '2' GROUP BY username ORDER BY wins DESC , losses ASC , username ASC LIMIT 0 , 50

    Read the article

  • SQL SERVER – Quiz and Video – Introduction to Basics of a Query Hint

    - by pinaldave
    This blog post is inspired from SQL Architecture Basics Joes 2 Pros: Core Architecture concepts – SQL Exam Prep Series 70-433 – Volume 3. [Amazon] | [Flipkart] | [Kindle] | [IndiaPlaza] This is follow up blog post of my earlier blog post on the same subject - SQL SERVER – Introduction to Basics of a Query Hint – A Primer. In the article we discussed various basics terminology of the query hints. The article further covers following important concepts of query hints. Expecting Seek and getting a Scan Creating an index for improved optimization Implementing the query hint Above three are the most important concepts related to query hint and SQL Server.  There are many more things one has to learn but without beginners fundamentals one can’t learn the advanced  concepts. Let us have small quiz and check how many of you get the fundamentals right. Quiz 1) You have the following query: DECLARE @UlaChoice TinyInt SET @Type = 1 SELECT * FROM LegalActivity WHERE UlaChoice = @UlaChoice You have a nonclustered index named IX_Legal_Ula on the UlaChoice field. The Primary key is on the ID field and called PK_Legal_ID 99% of the time the value of the @UlaChoice is set to ‘YP101′. What query will achieve the best optimization for this query? SELECT * FROM LegalActivity WHERE UlaChoice = @UlaChoice WITH(INDEX(X_Legal_Ula)) SELECT * FROM LegalActivity WHERE UlaChoice = @UlaChoice WITH(INDEX(PK_Legal_ID)) SELECT * FROM LegalActivity WHERE UlaChoice = @UlaChoice OPTION (Optimize FOR(@UlaChoice = ‘YP101′)) 2) You have the following query: SELECT * FROM CurrentProducts WHERE ShortName = ‘Yoga Trip’ You have a nonclustered index on the ShortName field and the query runs an efficient index seek. You change your query to use a variable for ShortName and now you are using a slow index scan. What query hint can you use to get the same execution time as before? WITH LOCK FAST OPTIMIZE FOR MAXDOP READONLY Now make sure that you write down all the answers on the piece of paper. Watch following video and read earlier article over here. If you want to change the answer you still have chance. Solution 1) 3 2) 4 Now compare let us check the answers and compare your answers to following answers. I am very confident you will get them correct. Available at USA: Amazon India: Flipkart | IndiaPlaza Volume: 1, 2, 3, 4, 5 Please leave your feedback in the comment area for the quiz and video. Did you know all the answers of the quiz? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Joes 2 Pros, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • twisted deferred/callbacks and asynchronous execution

    - by NetSkay
    hey guys, quick question about twisted and python... im trying to figure out how can i make my code more asynchronous using twisted and ive come to sort of a dead end, if a function of mine returns a deferred object, then i add a list of callbacks, the first callback will be called after the deferred function provides some result through deferred_obj.callback, then, in the chain of callbacks, the first callback will do something with the data and call the second callback and etc. however chained callbacks will not be considered asynchronous because they're chained and the event loop will keep firing each one of them concurrently until there is no more, right? however, if i have a deferred object, and i attach as its callback the deferred_obj.callback as in d.addCallback(deferred_obj.callback) then this will be considered asynchronous, because the deferred_obj is waiting for the data, and then the method that will pass the data is waiting on data as well, however once i d.callback 'd' object processes the data then it call deferred_obj.callback however since this object is deferred, unlike the case of chained callbacks, it will execute asynchronously... correct? meaning chained callbacks are NOT asynchronous while chained deferreds are, correct? thank you PS: assuming all of my code is non-blocking

    Read the article

  • Deferred vs Immediate execution in Linq

    - by Jalpesh P. Vadgama
    In this post, We are going to learn about Deferred vs Immediate execution in Linq.  There an interesting variations how Linq operators executes and in this post we are going to learn both Deferred execution and immediate execution. What is Deferred Execution? In the Deferred execution query will be executed and evaluated at the time of query variables usage. Let’s take an example to understand Deferred Execution better. Example: Following is a code for that. using System; using System.Collections.Generic; using System.Linq; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { var customers = new List<Customer>( new[] { new Customer{FirstName = "Jalpesh",LastName = "Vadgama"}, new Customer{FirstName = "Vishal",LastName = "Vadgama"}, new Customer{FirstName = "Tushar",LastName = "Maru"} } ); var newCustomers = customers.Where(c => c.LastName == "Vadgama"); customers.Add(new Customer {FirstName = "Teerth", LastName = "Vadgama"}); foreach (var c in newCustomers) { Console.WriteLine(c.FirstName); } } public class Customer { public string FirstName { get; set; } public string LastName { get; set; } } } } More on my personal blog @www.dotnetjalps.com

    Read the article

  • SQL SERVER – Discard Results After Query Execution – SSMS

    - by pinaldave
    The first thing I do any day is to turn on the computer. Today I woke up and as soon as I turned on the computer I saw a chat message from a friend. He was a bit confused and wanted me to help him. Just as usual I am keeping the relevant conversation in focus and documenting our conversation as chat. Let us call him Ajit. Ajit: Pinal, every time I run a query there is no result displayed in the SSMS but when I run the query in my application it works and returns an appropriate result. Pinal:  Have you tried with different parameters? Ajit: Same thing. However, it works from another computer when I connect to the same server with the same query parameters? Pinal: What? That is new and I believe it is something to do with SSMS and not with the server. Send me screenshot please. Ajit: I believe so, let me send you a screenshot, Pinal: (looking at the screenshot) Oh man, there is no result-tab at all. Ajit: That is what the problem is. It does not have the tab which displays the result. This works just fine from another computer. Pinal: Have you referred Nakul’s blog post – SSMS – Query result options – Discard result after query executes, that talks about setting which can discard the query results after execution. (After a while) Ajit: I think it seems like on the computer where I am running the query my SSMS seems to have the option enabled related to discarding results. I fixed it by following Nakul’s blog post. Pinal: Great! Quite often I get the question what is the importance of the feature. Let us first see how to turn on or turn off this feature in SQL Server Management Studio 2012. In SSMS 2012 go to Tools >> Options >> Query Results > SQL Server >> Results to Grid >> Discard Results After Query Execution. When enabled this option will discard results after the execution. The advantage of disabling the option is that it will improve the performance by using less memory. However the real question is why would someone enable or disable the option. What are the cases when someone wants to run the query but do not care about the result? Matter of the fact, it does not make sense at all to run query and not care about the result. The matter of the fact, I can see quite a few reasons for using this option. I often enable this option when I am doing performance tuning exercise. During performance tuning exercise when I am working with execution plans and do not need results to verify every time or when I am tuning Indexes and its effect on execution plan I do not need the results. In this kind of situations I do keep this option on and discard the results. It always helps me big time as in most of the performance tuning exercise I am dealing with huge amount of the data and dealing with this data can be expensive. Nakul’s has done the experiment here already but I am going to repeat the same again using AdventureWorks Database. Run following T-SQL Script with and without enabling the option to discard the results. USE AdventureWorks2012 GO SELECT * FROM Sales.SalesOrderDetail GO 10 After enabling Discard Results After Query Execution After disabling Discard Results After Query Execution Well, this is indeed a good option when someone is debugging the execution plan or does not want the result to be displayed. Please note that this option does not reduce IO or CPU usage for SQL Server. It just discards the results after execution and a good help for debugging on the development server. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

    Read the article

1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >