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  • SQL Server script commands to check if object exists and drop it

    - by deadlydog
    Over the past couple years I’ve been keeping track of common SQL Server script commands that I use so I don’t have to constantly Google them.  Most of them are how to check if a SQL object exists before dropping it.  I thought others might find these useful to have them all in one place, so here you go: 1: --=============================== 2: -- Create a new table and add keys and constraints 3: --=============================== 4: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 5: BEGIN 6: CREATE TABLE [dbo].[TableName] 7: ( 8: [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) 9: [ColumnName2] INT NULL, 10: [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') 11: ) 12: 13: -- Add the table's primary key 14: ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED 15: ( 16: [ColumnName1], 17: [ColumnName2] 18: ) 19: 20: -- Add a foreign key constraint 21: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY 22: ( 23: [ColumnName1], 24: [ColumnName2] 25: ) 26: REFERENCES [dbo].[Table2Name] 27: ( 28: [OtherColumnName1], 29: [OtherColumnName2] 30: ) 31: 32: -- Add indexes on columns that are often used for retrieval 33: CREATE INDEX IN_ColumnNames ON [dbo].[TableName] 34: ( 35: [ColumnName2], 36: [ColumnName3] 37: ) 38: 39: -- Add a check constraint 40: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) 41: END 42: 43: --=============================== 44: -- Add a new column to an existing table 45: --=============================== 46: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 47: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 48: BEGIN 49: ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) 50: 51: -- Add a description extended property to the column to specify what its purpose is. 52: EXEC sys.sp_addextendedproperty @name=N'MS_Description', 53: @value = N'Add column comments here, describing what this column is for.' , 54: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 55: @level1name = N'TableName', @level2type=N'COLUMN', 56: @level2name = N'ColumnName' 57: END 58: 59: --=============================== 60: -- Drop a table 61: --=============================== 62: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 63: BEGIN 64: DROP TABLE [dbo].[TableName] 65: END 66: 67: --=============================== 68: -- Drop a view 69: --=============================== 70: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') 71: BEGIN 72: DROP VIEW [dbo].[ViewName] 73: END 74: 75: --=============================== 76: -- Drop a column 77: --=============================== 78: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 79: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 80: BEGIN 81: 82: -- If the column has an extended property, drop it first. 83: IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', 84: N'TableName', N'COLUMN', N'ColumnName') 85: BEGIN 86: EXEC sys.sp_dropextendedproperty @name=N'MS_Description', 87: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 88: @level1name = N'TableName', @level2type=N'COLUMN', 89: @level2name = N'ColumnName' 90: END 91: 92: ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] 93: END 94: 95: --=============================== 96: -- Drop Primary key constraint 97: --=============================== 98: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' 99: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') 100: BEGIN 101: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] 102: END 103: 104: --=============================== 105: -- Drop Foreign key constraint 106: --=============================== 107: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' 108: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') 109: BEGIN 110: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] 111: END 112: 113: --=============================== 114: -- Drop Unique key constraint 115: --=============================== 116: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 117: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') 118: BEGIN 119: ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] 120: END 121: 122: --=============================== 123: -- Drop Check constraint 124: --=============================== 125: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' 126: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') 127: BEGIN 128: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] 129: END 130: 131: --=============================== 132: -- Drop a column's Default value constraint 133: --=============================== 134: DECLARE @ConstraintName VARCHAR(100) 135: SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id 136: WHERE s.xtype='d' AND c.cdefault=s.id 137: AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') 138: 139: IF @ConstraintName IS NOT NULL 140: BEGIN 141: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 142: END 143: 144: --=============================== 145: -- Example of how to drop dynamically named Unique constraint 146: --=============================== 147: DECLARE @ConstraintName VARCHAR(100) 148: SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS 149: WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 150: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') 151: 152: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 153: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) 154: BEGIN 155: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 156: END 157: 158: --=============================== 159: -- Check for and drop a temp table 160: --=============================== 161: IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName 162: 163: --=============================== 164: -- Drop a stored procedure 165: --=============================== 166: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND 167: ROUTINE_NAME = 'StoredProcedureName') 168: BEGIN 169: DROP PROCEDURE [dbo].[StoredProcedureName] 170: END 171: 172: --=============================== 173: -- Drop a UDF 174: --=============================== 175: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND 176: ROUTINE_NAME = 'UDFName') 177: BEGIN 178: DROP FUNCTION [dbo].[UDFName] 179: END 180: 181: --=============================== 182: -- Drop an Index 183: --=============================== 184: IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') 185: BEGIN 186: DROP INDEX TableName.IndexName 187: END 188: 189: --=============================== 190: -- Drop a Schema 191: --=============================== 192: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') 193: BEGIN 194: EXEC('DROP SCHEMA SchemaName') 195: END And here’s the same code, just not in the little code view window so that you don’t have to scroll it.--=============================== -- Create a new table and add keys and constraints --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN CREATE TABLE [dbo].[TableName]  ( [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) [ColumnName2] INT NULL, [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') ) -- Add the table's primary key ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED ( [ColumnName1],  [ColumnName2] ) -- Add a foreign key constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY ( [ColumnName1],  [ColumnName2] ) REFERENCES [dbo].[Table2Name]  ( [OtherColumnName1],  [OtherColumnName2] ) -- Add indexes on columns that are often used for retrieval CREATE INDEX IN_ColumnNames ON [dbo].[TableName] ( [ColumnName2], [ColumnName3] ) -- Add a check constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) END --=============================== -- Add a new column to an existing table --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) -- Add a description extended property to the column to specify what its purpose is. EXEC sys.sp_addextendedproperty @name=N'MS_Description',  @value = N'Add column comments here, describing what this column is for.' ,  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END --=============================== -- Drop a table --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN DROP TABLE [dbo].[TableName] END --=============================== -- Drop a view --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') BEGIN DROP VIEW [dbo].[ViewName] END --=============================== -- Drop a column --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN -- If the column has an extended property, drop it first. IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', N'TableName', N'COLUMN', N'ColumnName') BEGIN EXEC sys.sp_dropextendedproperty @name=N'MS_Description',  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] END --=============================== -- Drop Primary key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] END --=============================== -- Drop Foreign key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] END --=============================== -- Drop Unique key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') BEGIN ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] END --=============================== -- Drop Check constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] END --=============================== -- Drop a column's Default value constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id WHERE s.xtype='d' AND c.cdefault=s.id  AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') IF @ConstraintName IS NOT NULL BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Example of how to drop dynamically named Unique constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS  WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Check for and drop a temp table --=============================== IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName --=============================== -- Drop a stored procedure --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND ROUTINE_NAME = 'StoredProcedureName') BEGIN DROP PROCEDURE [dbo].[StoredProcedureName] END --=============================== -- Drop a UDF --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND  ROUTINE_NAME = 'UDFName') BEGIN DROP FUNCTION [dbo].[UDFName] END --=============================== -- Drop an Index --=============================== IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') BEGIN DROP INDEX TableName.IndexName END --=============================== -- Drop a Schema --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') BEGIN EXEC('DROP SCHEMA SchemaName') END

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  • How to speed up this simple mysql query?

    - by Jim Thio
    The query is simple: SELECT TB.ID, TB.Latitude, TB.Longitude, 111151.29341326*SQRT(pow(-6.185-TB.Latitude,2)+pow(106.773-TB.Longitude,2)*cos(-6.185*0.017453292519943)*cos(TB.Latitude*0.017453292519943)) AS Distance FROM `tablebusiness` AS TB WHERE -6.2767668133836 < TB.Latitude AND TB.Latitude < -6.0932331866164 AND FoursquarePeopleCount >5 AND 106.68123318662 < TB.Longitude AND TB.Longitude <106.86476681338 ORDER BY Distance See, we just look at all business within a rectangle. 1.6 million rows. Within that small rectangle there are only 67,565 businesses. The structure of the table is 1 ID varchar(250) utf8_unicode_ci No None Change Change Drop Drop More Show more actions 2 Email varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 3 InBuildingAddress varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 4 Price int(10) Yes NULL Change Change Drop Drop More Show more actions 5 Street varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 6 Title varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 7 Website varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 8 Zip varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 9 Rating Star double Yes NULL Change Change Drop Drop More Show more actions 10 Rating Weight double Yes NULL Change Change Drop Drop More Show more actions 11 Latitude double Yes NULL Change Change Drop Drop More Show more actions 12 Longitude double Yes NULL Change Change Drop Drop More Show more actions 13 Building varchar(200) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 14 City varchar(100) utf8_unicode_ci No None Change Change Drop Drop More Show more actions 15 OpeningHour varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 16 TimeStamp timestamp on update CURRENT_TIMESTAMP No CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP Change Change Drop Drop More Show more actions 17 CountViews int(11) Yes NULL Change Change Drop Drop More Show more actions The indexes are: Edit Edit Drop Drop PRIMARY BTREE Yes No ID 1965990 A Edit Edit Drop Drop City BTREE No No City 131066 A Edit Edit Drop Drop Building BTREE No No Building 21 A YES Edit Edit Drop Drop OpeningHour BTREE No No OpeningHour (255) 21 A YES Edit Edit Drop Drop Email BTREE No No Email (255) 21 A YES Edit Edit Drop Drop InBuildingAddress BTREE No No InBuildingAddress (255) 21 A YES Edit Edit Drop Drop Price BTREE No No Price 21 A YES Edit Edit Drop Drop Street BTREE No No Street (255) 982995 A YES Edit Edit Drop Drop Title BTREE No No Title (255) 1965990 A YES Edit Edit Drop Drop Website BTREE No No Website (255) 491497 A YES Edit Edit Drop Drop Zip BTREE No No Zip (255) 178726 A YES Edit Edit Drop Drop Rating Star BTREE No No Rating Star 21 A YES Edit Edit Drop Drop Rating Weight BTREE No No Rating Weight 21 A YES Edit Edit Drop Drop Latitude BTREE No No Latitude 1965990 A YES Edit Edit Drop Drop Longitude BTREE No No Longitude 1965990 A YES The query took forever. I think there has to be something wrong there. Showing rows 0 - 29 ( 67,565 total, Query took 12.4767 sec)

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • 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?

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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Why can blocked IPs get through my iptables? What's wrong with this configuration?

    - by NeedSomeHelp
    (Why can/How are) blocked IPs (get/getting) through my iptables? Hello and thanks for your consideration... I have configured iptables and included (below) output from the command "iptables --line-numbers -n -L" yet IP addresses (like 31.41.219.180) from IP blocks I have already blocked are getting through. Please take a look and share any input you may have. Thank you. P.S. The initial ACCEPT IP addresses are for CloudFlare. . Chain INPUT (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 32267 14M ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 0 0 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 149 8570 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 434 25606 ACCEPT all -- lo * 0.0.0.0/0 0.0.0.0/0 5 0 0 ACCEPT udp -- * * 103.21.244.0/22 0.0.0.0/0 6 0 0 ACCEPT udp -- * * 103.22.200.0/22 0.0.0.0/0 7 0 0 ACCEPT udp -- * * 103.31.4.0/22 0.0.0.0/0 8 0 0 ACCEPT udp -- * * 104.16.0.0/12 0.0.0.0/0 9 0 0 ACCEPT udp -- * * 108.162.192.0/18 0.0.0.0/0 10 0 0 ACCEPT udp -- * * 141.101.64.0/18 0.0.0.0/0 11 0 0 ACCEPT udp -- * * 162.158.0.0/15 0.0.0.0/0 12 0 0 ACCEPT udp -- * * 173.245.48.0/20 0.0.0.0/0 13 0 0 ACCEPT udp -- * * 188.114.96.0/20 0.0.0.0/0 14 0 0 ACCEPT udp -- * * 190.93.240.0/20 0.0.0.0/0 15 0 0 ACCEPT udp -- * * 197.234.240.0/22 0.0.0.0/0 16 0 0 ACCEPT udp -- * * 198.41.128.0/17 0.0.0.0/0 17 0 0 ACCEPT udp -- * * 199.27.128.0/21 0.0.0.0/0 18 0 0 ACCEPT tcp -- * * 103.21.244.0/22 0.0.0.0/0 19 9 468 ACCEPT tcp -- * * 103.22.200.0/22 0.0.0.0/0 20 0 0 ACCEPT tcp -- * * 103.31.4.0/22 0.0.0.0/0 21 0 0 ACCEPT tcp -- * * 104.16.0.0/12 0.0.0.0/0 22 858 44616 ACCEPT tcp -- * * 108.162.192.0/18 0.0.0.0/0 23 376 19552 ACCEPT tcp -- * * 141.101.64.0/18 0.0.0.0/0 24 0 0 ACCEPT tcp -- * * 162.158.0.0/15 0.0.0.0/0 25 257 13364 ACCEPT tcp -- * * 173.245.48.0/20 0.0.0.0/0 26 0 0 ACCEPT tcp -- * * 188.114.96.0/20 0.0.0.0/0 27 0 0 ACCEPT tcp -- * * 190.93.240.0/20 0.0.0.0/0 28 0 0 ACCEPT tcp -- * * 197.234.240.0/22 0.0.0.0/0 29 0 0 ACCEPT tcp -- * * 198.41.128.0/17 0.0.0.0/0 30 92 4784 ACCEPT tcp -- * * 199.27.128.0/21 0.0.0.0/0 31 0 0 DROP tcp -- * * 1.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 32 0 0 DROP tcp -- * * 101.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 33 0 0 DROP tcp -- * * 102.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 34 0 0 DROP tcp -- * * 103.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 35 18 1080 DROP tcp -- * * 109.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 36 0 0 DROP tcp -- * * 112.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 37 12 656 DROP tcp -- * * 113.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 38 0 0 DROP tcp -- * * 114.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 39 0 0 DROP tcp -- * * 115.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 40 8 352 DROP tcp -- * * 116.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 41 0 0 DROP tcp -- * * 117.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 42 0 0 DROP tcp -- * * 118.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 43 2 120 DROP tcp -- * * 119.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 44 0 0 DROP tcp -- * * 120.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 45 0 0 DROP tcp -- * * 121.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 46 4 160 DROP tcp -- * * 122.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 47 4 240 DROP tcp -- * * 123.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 48 0 0 DROP tcp -- * * 125.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 49 0 0 DROP tcp -- * * 134.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 50 0 0 DROP tcp -- * * 146.185.0.0/16 0.0.0.0/0 tcp dpts:1:50000 51 6 360 DROP tcp -- * * 148.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 52 0 0 DROP tcp -- * * 151.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 53 0 0 DROP tcp -- * * 175.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 54 0 0 DROP tcp -- * * 176.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 55 0 0 DROP tcp -- * * 177.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 56 46 2696 DROP tcp -- * * 178.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 57 0 0 DROP tcp -- * * 179.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 58 4 224 DROP tcp -- * * 180.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 59 0 0 DROP tcp -- * * 181.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 60 0 0 DROP tcp -- * * 182.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 61 34 2040 DROP tcp -- * * 183.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 62 0 0 DROP tcp -- * * 185.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 63 0 0 DROP tcp -- * * 186.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 64 0 0 DROP tcp -- * * 187.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 65 18 912 DROP tcp -- * * 188.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 66 0 0 DROP tcp -- * * 189.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 67 0 0 DROP tcp -- * * 190.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 68 2 120 DROP tcp -- * * 192.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 69 0 0 DROP tcp -- * * 196.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 70 0 0 DROP tcp -- * * 197.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 71 5 300 DROP tcp -- * * 198.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 72 0 0 DROP tcp -- * * 2.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 73 0 0 DROP tcp -- * * 200.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 74 0 0 DROP tcp -- * * 201.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 75 6 360 DROP tcp -- * * 202.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 76 0 0 DROP tcp -- * * 203.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 77 4 160 DROP tcp -- * * 210.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 78 0 0 DROP tcp -- * * 211.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 79 2 96 DROP tcp -- * * 212.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 80 4 240 DROP tcp -- * * 213.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 81 0 0 DROP tcp -- * * 214.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 82 0 0 DROP tcp -- * * 215.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 83 0 0 DROP tcp -- * * 216.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 84 0 0 DROP tcp -- * * 217.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 85 4 172 DROP tcp -- * * 218.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 86 12 576 DROP tcp -- * * 219.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 87 7 372 DROP tcp -- * * 220.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 88 0 0 DROP tcp -- * * 222.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 89 0 0 DROP tcp -- * * 27.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 90 12 608 DROP tcp -- * * 31.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 91 11 528 DROP tcp -- * * 37.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 92 0 0 DROP tcp -- * * 41.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 93 0 0 DROP tcp -- * * 42.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 94 0 0 DROP tcp -- * * 43.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 95 8 480 DROP tcp -- * * 46.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 96 0 0 DROP tcp -- * * 49.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 97 6 360 DROP tcp -- * * 5.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 98 0 0 DROP tcp -- * * 58.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 99 0 0 DROP tcp -- * * 60.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 100 4 160 DROP tcp -- * * 61.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 101 32 1848 DROP tcp -- * * 62.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 102 0 0 DROP tcp -- * * 63.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 103 20 1200 DROP tcp -- * * 64.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 104 0 0 DROP tcp -- * * 65.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 105 266 15960 DROP tcp -- * * 66.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 106 3 180 DROP tcp -- * * 69.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 107 5 272 DROP tcp -- * * 72.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 108 0 0 DROP tcp -- * * 78.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 109 0 0 DROP tcp -- * * 81.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 110 3 180 DROP tcp -- * * 82.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 111 0 0 DROP tcp -- * * 83.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 112 8 384 DROP tcp -- * * 84.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 113 0 0 DROP tcp -- * * 85.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 114 0 0 DROP tcp -- * * 86.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 115 6 360 DROP tcp -- * * 87.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 116 7 408 DROP tcp -- * * 88.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 117 0 0 DROP tcp -- * * 89.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 118 0 0 DROP tcp -- * * 90.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 119 0 0 DROP tcp -- * * 91.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 120 3 152 DROP tcp -- * * 92.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 121 20 992 DROP tcp -- * * 93.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 122 9 512 DROP tcp -- * * 94.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 123 5 272 DROP tcp -- * * 95.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 124 0 0 DROP udp -- * * 1.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 125 0 0 DROP udp -- * * 101.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 126 0 0 DROP udp -- * * 102.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 127 0 0 DROP udp -- * * 103.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 128 0 0 DROP udp -- * * 109.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 129 0 0 DROP udp -- * * 112.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 130 0 0 DROP udp -- * * 113.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 131 0 0 DROP udp -- * * 114.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 132 1 112 DROP udp -- * * 115.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 133 0 0 DROP udp -- * * 116.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 134 0 0 DROP udp -- * * 117.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 135 0 0 DROP udp -- * * 118.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 136 0 0 DROP udp -- * * 119.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 137 0 0 DROP udp -- * * 120.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 138 0 0 DROP udp -- * * 121.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 139 0 0 DROP udp -- * * 122.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 140 0 0 DROP udp -- * * 123.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 141 0 0 DROP udp -- * * 125.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 142 0 0 DROP udp -- * * 134.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 143 0 0 DROP udp -- * * 146.185.0.0/16 0.0.0.0/0 udp dpts:1:50000 144 0 0 DROP udp -- * * 148.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 145 0 0 DROP udp -- * * 151.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 146 0 0 DROP udp -- * * 175.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 147 0 0 DROP udp -- * * 176.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 148 1 70 DROP udp -- * * 177.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 149 0 0 DROP udp -- * * 178.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 150 0 0 DROP udp -- * * 179.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 151 0 0 DROP udp -- * * 180.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 152 0 0 DROP udp -- * * 181.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 153 0 0 DROP udp -- * * 182.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 154 0 0 DROP udp -- * * 183.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 155 0 0 DROP udp -- * * 185.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 156 1 74 DROP udp -- * * 186.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 157 0 0 DROP udp -- * * 187.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 158 0 0 DROP udp -- * * 188.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 159 0 0 DROP udp -- * * 189.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 160 0 0 DROP udp -- * * 190.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 161 0 0 DROP udp -- * * 192.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 162 0 0 DROP udp -- * * 196.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 163 0 0 DROP udp -- * * 197.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 164 0 0 DROP udp -- * * 198.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 165 0 0 DROP udp -- * * 2.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 166 0 0 DROP udp -- * * 200.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 167 0 0 DROP udp -- * * 201.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 168 0 0 DROP udp -- * * 202.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 169 0 0 DROP udp -- * * 203.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 170 0 0 DROP udp -- * * 210.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 171 0 0 DROP udp -- * * 211.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 172 0 0 DROP udp -- * * 212.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 173 0 0 DROP udp -- * * 213.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 174 0 0 DROP udp -- * * 214.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 175 0 0 DROP udp -- * * 215.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 176 0 0 DROP udp -- * * 216.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 177 0 0 DROP udp -- * * 217.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 178 1 80 DROP udp -- * * 218.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 179 0 0 DROP udp -- * * 219.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 180 0 0 DROP udp -- * * 220.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 181 0 0 DROP udp -- * * 222.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 182 0 0 DROP udp -- * * 27.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 183 0 0 DROP udp -- * * 31.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 184 0 0 DROP udp -- * * 37.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 185 0 0 DROP udp -- * * 41.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 186 0 0 DROP udp -- * * 42.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 187 0 0 DROP udp -- * * 43.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 188 0 0 DROP udp -- * * 46.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 189 0 0 DROP udp -- * * 49.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 190 0 0 DROP udp -- * * 5.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 191 0 0 DROP udp -- * * 58.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 192 0 0 DROP udp -- * * 60.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 193 0 0 DROP udp -- * * 61.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 194 0 0 DROP udp -- * * 62.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 195 0 0 DROP udp -- * * 63.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 196 0 0 DROP udp -- * * 64.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 197 0 0 DROP udp -- * * 65.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 198 0 0 DROP udp -- * * 66.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 199 0 0 DROP udp -- * * 69.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 200 0 0 DROP udp -- * * 72.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 201 0 0 DROP udp -- * * 78.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 202 0 0 DROP udp -- * * 81.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 203 0 0 DROP udp -- * * 82.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 204 0 0 DROP udp -- * * 83.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 205 0 0 DROP udp -- * * 84.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 206 0 0 DROP udp -- * * 85.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 207 0 0 DROP udp -- * * 86.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 208 0 0 DROP udp -- * * 87.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 209 0 0 DROP udp -- * * 88.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 210 0 0 DROP udp -- * * 89.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 211 0 0 DROP udp -- * * 90.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 212 0 0 DROP udp -- * * 91.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 213 0 0 DROP udp -- * * 92.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 214 2 72 DROP udp -- * * 93.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 215 0 0 DROP udp -- * * 94.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 216 0 0 DROP udp -- * * 95.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 217 0 0 DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:12443 218 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:11443 219 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:11444 220 23 1104 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8447 221 24 1152 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8443 222 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8880 223 207 11096 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:80 224 19 996 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:443 225 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:21 226 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:22 227 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:587 228 4 216 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:25 229 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:465 230 14 840 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:110 231 2 120 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:995 232 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:143 233 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:993 234 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:106 235 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:3306 236 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:5432 237 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:9008 238 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:9080 239 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:137 240 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:138 241 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:139 242 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:445 243 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:1194 244 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:53 245 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:53 246 73 4488 ACCEPT icmp -- * * 0.0.0.0/0 0.0.0.0/0 icmp type 8 code 0 247 77 23598 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 0 0 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 0 0 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 0 0 ACCEPT all -- lo lo 0.0.0.0/0 0.0.0.0/0 5 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 31004 25M ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 1 333 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 434 25606 ACCEPT all -- * lo 0.0.0.0/0 0.0.0.0/0 5 328 21324 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0

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  • Using Native Drag and Drop in HTML 5 pages

    - by nikolaosk
    This is going to be the eighth post in a series of posts regarding HTML 5. You can find the other posts here, here , here , here, here , here and here. In this post I will show you how to implement Drag and Drop functionality in an HTML 5 page using JQuery.This is a great functionality and we do not need to resort anymore to plugins like Silverlight and Flash to achieve this great feature. This is also called a native approach on Drag and Drop.I will use some events and I will write code to respond when these events are fired.As I said earlier we need to write Javascript to implement the drag and drop functionality. I will use the very popular JQuery Library. Please download the library (minified version) from http://jquery.com/downloadI will create a simple HTML page.There will be two thumbnails pics on it. There will also be the drag and drop area where the user will drag the thumb pics into it and they will resize to their actual size. The HTML markup for the page follows<!doctype html><html lang="en"><head><title>Liverpool Legends Gallery</title><meta charset="utf-8"><link rel="stylesheet" type="text/css" href="style.css"><script type="text/javascript" charset="utf-8" src="jquery-1.8.1.min.js"></script>  <script language="JavaScript" src="drag.js"></script>   </head><body><header><h1>A page dedicated to Liverpool Legends</h1><h2>Drag and Drop the thumb image in the designated area to see the full image</h2></header><div id="main"><img src="thumbs/steven-gerrard.jpg"  big="large-images/steven-gerrard-large.jpg" alt="John Barnes"><img src="thumbs/robbie-fowler.jpg" big="large-images/robbie-fowler-large.jpg" alt="Ian Rush"><div id="drag"><p>Drop your image here</p> </div></body></html> There is nothing difficult or fancy in the HTML markup above. I have a link to the external JQuery library and another javascript file that I will implement the whole drag and drop functionality.The code for the css file (style.css) follows#main{  float: left;  width: 340px;  margin-right: 30px;}#drag{  float: left;  width: 400px;  height:300px;  background-color: #c0c0c0;}These are simple CSS rules. This post cannot be a tutorial on CSS.For all these posts I assume that you have the basic HTML,CSS,Javascript skills.Now I am going to create a javascript file (drag.js) to implement the drag and drop functionality.I will provide the whole code for the drag.js file and then I will explain what I am doing in each step.$(function() {          var players = $('#main img');          players.attr('draggable', 'true');                    players.bind('dragstart', function(event) {              var data = event.originalEvent.dataTransfer;               var src = $(this).attr("big");              data.setData("Text", src);               return true;          });          var target = $('#drag');          target.bind('drop', function(event) {            var data = event.originalEvent.dataTransfer;            var src = ( data.getData('Text') );                         var img = $("<img></img>").attr("src", src);            $(this).html(img);            if (event.preventDefault) event.preventDefault();            return(false);          });                   target.bind('dragover', function(event) {                if (event.preventDefault) event.preventDefault();            return false;          });           players.bind('dragend', function(event) {             if (event.preventDefault) event.preventDefault();             return false;           });        });   In these lines var players = $('#main img'); players.attr('draggable', 'true');We grab all the images in the #main div and store them in a variable and then make them draggable.Then in following lines I am using the dragstart event.  players.bind('dragstart', function(event) {              var data = event.originalEvent.dataTransfer;               var src = $(this).attr("big");              data.setData("Text", src);               return true;          }); In this event I am associating the custom data attribute value with the item I am dragging.Then I create a variable to get hold of the dropping area var target = $('#drag'); Then in the following lines I implement the drop event and what happens when the user drops the image in the designated area on the page. target.bind('drop', function(event) {            var data = event.originalEvent.dataTransfer;            var src = ( data.getData('Text') );                         var img = $("<img></img>").attr("src", src);            $(this).html(img);            if (event.preventDefault) event.preventDefault();            return(false);          }); The dragend  event is fired when the user has finished the drag operation        players.bind('dragend', function(event) {             if (event.preventDefault) event.preventDefault();             return false;           }); When this method event.preventDefault() is called , the default action of the event will not be triggered.Please have a look a the picture below to see how the page looks before the drag and drop takes place. Then simply I drag and drop a picture in the dropping area.Have a look at the picture below It works!!! Hope it helps!!  

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  • How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

    - by user46883
    I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a Gaussian blur effect would fit best and make a good compromise between performance and looks - even though theyre not 100% physically accurate. Now my problem is, that I dont really know how to implement the Gaussian blur part. Its not difficult to draw shadows to a low resolutions buffer image and then stretch it which makes it more smooth, but I need to add the Gaussian blur effect. I have searched a lot on that and found some approachs for GLSL, some even here, but none of them really helped it. My game is written in Java using Slick2D/LWJGL and I would appreciate any help or approaches for an algorithm or maybe even an existing library to achieve that effect. Thanks for any help in advance.

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  • Qt drag & drop button; drop not detecting

    - by Thomas Verbeke
    I'm creating a 2D game in QT and i'm trying to implement a drag & drop into my program. For some reason the drop is not registered: qDebug should print a message on dropping but this doesn't happen. #include "dialog.h" #include "ui_dialog.h" #include "world.h" #include <vector> Dialog::Dialog(QWidget *parent) : QDialog(parent), ui(new Ui::Dialog) { ui->setupUi(this); scene = new QGraphicsScene(this); ui->graphicsView->setScene(scene); MySquare *item; QGraphicsRectItem *enemyItem; World *myWorld = new World(); std::vector<Tile*> tiles = myWorld->createWorld(":/texture.jpg"); int count = 0; foreach (Tile *tile, tiles){ count++; item = new MySquare(tile->getXPos()*4,tile->getYPos()*4,4,4); item->setBrush(QColor(tile->getValue()*255,tile->getValue()*255,tile->getValue()*255)); item->setAcceptDrops(true); scene->addItem(item); } player = new MySquare(10,20,10,10); player->setAcceptDrops(true); scene->addItem(player); //drag & drop part QPushButton *pushButton = new QPushButton("Click Me",this); connect(pushButton,SIGNAL(pressed()),this,SLOT(makeDrag())); setAcceptDrops(true); } void Dialog::makeDrag() { QDrag *dr = new QDrag(this); // The data to be transferred by the drag and drop operation is contained in a QMimeData object QMimeData *data = new QMimeData; data->setText("This is a test"); // Assign ownership of the QMimeData object to the QDrag object. dr->setMimeData(data); // Start the drag and drop operation dr->start(); } mysquare.cpp #include "mysquare.h" MySquare::MySquare(int _x,int _y, int _w, int _h) { isPlayer=false; Pressed=false; setFlag(ItemIsMovable); setFlag(ItemIsFocusable); setAcceptDrops(true); color=Qt::red; color_pressed = Qt::green; x = _x; y = _y; w = _w; h = _h; } QRectF MySquare::boundingRect() const { return QRectF(x,y,w,h); } void MySquare::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) { QRectF rec = boundingRect(); QBrush brush(color); if (Pressed){ brush.setColor(color); } else { brush.setColor(color_pressed); } painter->fillRect(rec,brush); painter->drawRect(rec); } void MySquare::mousePressEvent(QGraphicsSceneMouseEvent *event) { Pressed=true; update(); QGraphicsItem::mousePressEvent(event); qDebug() << "mouse Pressed"; } void MySquare::mouseReleaseEvent(QGraphicsSceneMouseEvent *event) { Pressed=false; update(); QGraphicsItem::mousePressEvent(event); qDebug() << "mouse Released"; } void MySquare::keyPressEvent(QKeyEvent *event){ int x = pos().x(); int y = pos().y(); //key handling QGraphicsItem::keyPressEvent(event); } void MySquare::dropEvent(QDropEvent *event) { qDebug("dropEvent - square"); // Unpack dropped data and handle it the way you want qDebug("Contents: %s", event->mimeData()->text().toLatin1().data()); } void MySquare::dragMoveEvent(QDragMoveEvent *event){ qDebug("dragMoveEvent - square "); event->accept(); } void MySquare::dragEnterEvent(QDragEnterEvent *event){ event->setAccepted(true); qDebug("dragEnterEvent - square"); event->acceptProposedAction(); } void MySquare::setBrush(QColor _color){ color = _color; color_pressed = _color; update(); //repaint } edit; there is no problem with qDebug() i'm just using it to test them i'm inside the drag events..which i'm not

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  • Flex - Drag and drop - Drop a subset of multiple items

    - by flanagann
    I'm developing two DataGrid with drag and drop support. Multiple items can be selected from the source data grid, and dropped into the target data grid. I'm using an drag and drop event listener which completes the operation only in certain cases. I'm using event.preventDefault() but it doesn't work, since it stops the drag and drop from all the items. My aim is, for example, finally dropping 2 elements from the total 4 elements that I previously selected. public function onDropPermission(event:DragEvent):void { var sourceGrid:mx.controls.DataGrid = new mx.controls.DataGrid(); sourceGrid = event.dragInitiator as mx.controls.DataGrid; var targetGrid:mx.controls.DataGrid = new mx.controls.DataGrid(); targetGrid = event.target as mx.controls.DataGrid; var i:int; for (i = 0; i < sourceGrid.selectedIndices.length; i++) { var j:int; for (j = 0; j < dataGroupPermissions.length; j++) { var permission:Permission = new Permission; permission = dataGroupPermissions[j] as Permission; if (permission.id == sourceGrid.selectedItems[i].id) { event.preventDefault(); } } } }

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  • Drag and drop onto Python script in Windows Explorer

    - by grok
    I would like to drag and drop my data file onto a Python script and have it process the file and generate output. The Python script accepts the name of the data file as a command-line parameter, but Windows Explorer doesn't allow the script to be a drop target. Is there some kind of configuration that needs to be done somewhere for this work?

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  • jQuery: Prevent drop propragation over a draggable dialog

    - by Alban
    I have a page with some droppable <td elements and a dialog over the page with some draggable elements. When I drag an element over the dialog that is over a droppable <td, then elements drops inside it even if it is still being dragged over the dialog. Is there any way to prevent drop while the draggable is still over the dialog? For an example, see here: http://www.albanx.com/drop.jpg

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  • Drag and drop fearture for a website

    - by gpuguy
    I have to design a website which will have drag and drop features for creating an e-card. So you select items from a tool box and drag and drop this item on the card area. Once you have completed the design you can publish the e-card on the web by clicking "Save and publish" button. What are the possible technologies for implementing this feature? The requirement is that the application should not degrade the performance of the website, and should not take much time in publishing once the user click "Save and publish" button.

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  • 13.04 gnome problem with drag and drop and text selection

    - by Laurent BERNABE
    I have an ubuntu 13.04 gnome 64 bits, but since a few days I am facing serious problem for doing simple drag an drop : in nautilus, in eclipse, in the browser. Also I can't manage to select text areas with the mouse (the only way I found is to double click on the first word, then expand selection with shift and arrows keys). I noticed that often, after having started a drag n drop, it is cancelled though I did not release the left mouse ! It is as if for each simple mouse clic : two was done ! My graphic card is an ati radeon hd 4330, and I had installed the default purposed driver. I don't know if I should give you results from some terminal commands, as I don't know which could be useful. Thanks in advance.

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  • Cannot move/drag/drop windows/items in remote VNC session

    - by hansioux
    I find it a little hard to believe that no one here has asked this question, I tried searching for it but it isn't asked, so here goes: I setup a Ubuntu desktop computer with VNC to use as a server. And use another Ubuntu desktop computer to VNC into it. The rest of the VNC works ok, but drag and drop with mouse is gone. Thus I can not move windows, or drag and drop items via VNC. I am using the default remote desktop in System - Preferences to setup my server. And use Remmina as my client. The same happens using MS Windows's VNC clients connecting to my Ubuntu desktop. I did a bit of searching on google, and there are actually a lot of reports regarding this issue. But, oddly there is no solution. There are even bug reports made for this since Ubuntu 9.10, yet here it still is in Ubuntu 11.04. There have been suggestions that the bugs is in gtk, as see in link below: http://ubuntuforums.org/showthread.php?t=1497635&page=2 libgtk2.0-0 stable(lenny) -> DnD works libgtk2.0-0 lenny-backport (libgtk2.0-0_2.18.6-1~bpo50+1_i386) -> DnD still works libgtk2.0-0 testing (libgtk2.0-0_2.20.1-2_i386) -> DnD broken please don't give answers such as "use NX", "use ssh -x" or "use x11vnc". I am aware that some people don't have this problem with x11vnc, and I have setup x11vnc before, but i can't for this setup. I am setting this up so Windows only friends/families can use it.

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  • jQuery Drag and Drop Checking Question

    - by Kim
    i am new to using jQuery and I just want to know how I can check whether a draggable object has been removed from the droppable object. Example, i have a dog and I dragged it to a doghouse which has a lightbulb that will light up indicating that the dog is there. When i drag the dog out of the doghouse, the lightbulb should go off again indicating the dog's absence. Help me please coz I really don't have any idea how to do this. Thanks in advance. :)

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  • iptables rules keep showing up

    - by Omriko
    I just installed an ubuntu precise server, after a few weird communications issues I checked the iptables list and found: Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- 10.0.0.0/24 anywhere tcp spts:1024:65535 dpt:ssh state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW DROP tcp -- anywhere anywhere tcp dpt:10520 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31337 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31338 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54320 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54321 state NEW DROP tcp -- anywhere anywhere tcp dpt:12345 state NEW DROP tcp -- anywhere anywhere tcp dpt:12346 state NEW DROP tcp -- anywhere anywhere tcp dpt:20034 state NEW DROP tcp -- anywhere anywhere tcp dpt:16600 state NEW DROP tcp -- anywhere anywhere tcp dpt:16660 state NEW DROP tcp -- anywhere anywhere tcp dpt:65000 state NEW DROP udp -- anywhere anywhere udp dpt:34555 state NEW DROP udp -- anywhere anywhere udp dpt:35555 state NEW DROP udp -- anywhere anywhere udp spts:netbios-ns:netbios-dgm dpts:netbios-ns:netbios-dgm state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:netbios-ssn state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spt:microsoft-ds dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spts:1024:65535 dpt:microsoft-ds state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:loc-srv state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:5000 state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpts:1025:1029 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:loc-srv state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW Chain FORWARD (policy DROP) target prot opt source destination Chain OUTPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- anywhere anywhere tcp spts:tcpmux:65535 dpts:tcpmux:65535 state NEW ACCEPT udp -- anywhere anywhere udp dpts:1:65535 state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW I tried to wipe the rules, I disabled UFW, Ive rewritten and saved iptables rules according to this guide, but every minute or so the old rules return.... I checked crontab for scheduled tasks, there is nothing in there but still these rules appear every minute... please help!

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  • planar shadow matrix and plane b value

    - by DevExcite
    I implemented planar shadows with the function D3DXMatrixShadow. As you know, we need plane and light factor to calculate a shadow matrix. The problem is that when I set the plane as D3DXPLANE p(0, -1, 0, 0.1f), the shadows by directional light are correctly rendered, but the shadows by point light are not rendered. However, if I use D3DXPLANE p(0, 1, 0, 0.1f), the situation is reversed, shadows by directional light are not drawn, the shadows by point light are ok. I cannot understand why it happens. Is it normal or am i missing something? Please explain to me why this happens. Thanks in advance.

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • can't get rid of top and bottom drop shadows

    - by Jawad
    Why with the following code, I still can't get rid of drop shadows at the top and bottom. Although the drop shadows are "small", yet still they are there. div#inner_container { width: 960px; margin: 0px auto; background-color: rgb(255, 255, 255); box-shadow: 0 9px 0px 0px transparent, 0 -9px 0px 0px transparent, 12px 0 15px -4px rgba(255, 255, 255, 0.5), -12px 0 15px -4px rgba(255, 255, 255, 0.5); position: relative; z-index: 5000; }

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  • Use depth bias for shadows in deferred shading

    - by cubrman
    We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the second one stores the depth of the scene captured by the light's camera. We then ran a shader that analyzes the two maps and outputs the third one with the ready shadow areas for the current frame. The problem we face is a classic one: Self-Shadowing: A standard way to solve this is to use the slope-scale depth bias and depth offsets, however as we are doing things in a deferred way we cannot employ this algorithm. Any attempts to set depth bias when capturing light's view depth produced no or unsatisfying results. So here is my question: MSDN article has a convoluted explanation of the slope-scale: bias = (m × SlopeScaleDepthBias) + DepthBias Where m is the maximum depth slope of the triangle being rendered, defined as: m = max( abs(delta z / delta x), abs(delta z / delta y) ) Could you explain how I can implement this algorithm manually in a shader? Maybe there are better ways to fix this problem for deferred shadows?

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Shadow Mapping and Transparent Quads

    - by CiscoIPPhone
    Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As the depth value will be set across all of the quad and not just the visible parts it will cast a quad shadow, which is not what I want. How can I make my transparent quads cast correct shadows using shadow mapping?

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