Search Results

Search found 3366 results on 135 pages for 'deferred rendering'.

Page 1/135 | 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

  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

    Read the article

  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

    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

  • 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

  • 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

  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

    Read the article

  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

    Read the article

  • How does font rendering actually work?

    - by Andrea
    I realize that I know essentially nothing about the way fonts get rendered in my computer. From what I can observe, font rendering is generally made in a consistent way throughout the system. For instance, the subpixel font hinting settings that I configure in my DE control panel have influence on text which appears on window borders, in my browser, in my text editor and so on. (I should observe that some Java applications show a noticeable difference, so I guess they are using a different font rendering mechanism). What I get from the above is that probably all applications that need font rendering make use of some OS (or DE)-wide library. On the other hand, browsers usually manage their own rendering through a rendering engine, that takes care of positioning various items - including text - according to specific flow rules. I am not sure how these two facts are compatible. I would assume that the browser would have to ask the OS to draw a glyph at a given position, but how can it manage the flow of text without knowing beforehand how much space the glyph will take? Are there separate calls to determine the glyph sizes, so that the browser can manage the flow as if characters were little boxes that are later filled in by the OS? (Although this does not take care of kerning). Or is the OS responsible for drawing a whole text area, including text flow? Does the OS return the rendered glyph as a bitmap and leaves it to the application to draw that on the screen?

    Read the article

  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

    Read the article

  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

    Read the article

  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

    Read the article

  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

    Read the article

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