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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • How do I get vmbuilder to progress?

    - by Avery Chan
    I've used the following command to create my vm: vmbuilder kvm ubuntu --verbose --suite=precise --flavour=virtual --arch=amd64 -o --libvirt=qemu:///system --tmpfs=- --ip=192.168.2.1 --part=/home/shared/vm1/vmbuilder.partition --templates=/home/shared/vm1/templates --user=vadmin --name=VM-Administrator --pass=vpass --addpkg=vim-nox --addpkg=unattended-upgrades --addpkg=acpid --firstboot=/home/shared/vm1/boot.sh --mem=256 --hostname=chameleon --bridge=br0 I've been trying to follow the direction here. My system just outputs this and it hangs at the last line: 2012-06-26 18:08:29,225 INFO : Mounting tmpfs under /tmp/tmpJbf1dZtmpfs 2012-06-26 18:08:29,234 INFO : Calling hook: preflight_check 2012-06-26 18:08:29,243 INFO : Calling hook: set_defaults 2012-06-26 18:08:29,244 INFO : Calling hook: bootstrap How can I get vmbuilder to continue the process instead of dying right here? I'm running 12.04. EDIT: Adding some additional output details When I ^C to get out of the hang I see this: ^C2012-06-26 18:19:29,622 INFO : Unmounting tmpfs from /tmp/tmpJbf1dZtmpfs Traceback (most recent call last): File "/usr/bin/vmbuilder", line 24, in <module> cli.main() File "/usr/lib/python2.7/dist-packages/VMBuilder/contrib/cli.py", line 216, in main distro.build_chroot() File "/usr/lib/python2.7/dist-packages/VMBuilder/distro.py", line 83, in build_chroot self.call_hooks('bootstrap') File "/usr/lib/python2.7/dist-packages/VMBuilder/distro.py", line 67, in call_hooks call_hooks(self, *args, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/util.py", line 165, in call_hooks getattr(context, func, log_no_such_method)(*args, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/plugins/ubuntu/distro.py", line 136, in bootstrap self.suite.debootstrap() File "/usr/lib/python2.7/dist-packages/VMBuilder/plugins/ubuntu/dapper.py", line 269, in debootstrap run_cmd(*cmd, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/util.py", line 113, in run_cmd fds = select.select([x.file for x in [mystdout, mystderr] if not x.closed], [], [])[0]

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  • Why doesn't apache2 respect my envvars file?

    - by Avery Chan
    My envvar files has these lines in it: export APACHE_RUN_USER=www-data export APACHE_RUN_GROUP=www-data My apache2.conf has these lines in it: # These need to be set in /etc/apache2/envvars User ${APACHE_RUN_USER} Group ${APACHE_RUN_GROUP} But when I run apache2 -M I get this: apache2: bad user name ${APACHE_RUN_USER} A temporary fix is to hard-code www-data into it my apache2.conf file. There was some speculation here that this was because some configuration script didn't replace the env vars correctly in my apache2.conf file. Regardless how do I get apache2 to consult my envvars file? As another data point this site seems to indicate the envvars is generated at build, but read by apache2ctl at runtime, suggesting that this file isn't just poop leftover by the build process.

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • How do I connect to my running VM via virsh?

    - by Avery Chan
    My VM has already been started via virsh start chameleon.ootbdev. When I do a virsh console chameleon.ootbdev I get the following output: Connected to domain chameleon.ootbdev Escape character is ^] error: internal error cannot find character device (null) Doing a google search on this led me to this "solution". Unfortunately, editing the domain via virsh edit chameleon.ootbdev doesn't seem to stick. I suspect the issue is that I'm inserting the XML incorrectly: the instructions from the link ask me to insert the following XML into the domain XML file. <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> I've posted my domain XML file to pastebin here. This is AFTER I've tried to insert the above XML. I inserted this XML after the </devices> block. My primary question is: How do I connect to the running VM? A secondary question would be: How do I edit the domain file with the above XML and get the changes to stick?

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  • UV Atlas Generation and Seam Removal

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

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • Other people's files showing up in rhythmbox

    - by Avery Boyer
    I have my computer connected to a college network, and right now files that belong to other individuals on campus are showing up under Shared in rhythmbox. This is driving me up the wall, I absolutely despise the idea that files are being thrown around on the network and that other people's s*** is showing up on my computer, and that they may be able to see my files as well. This is a very, very serious problem as far as I am concerned and I want to know how I can ensure that I am sharing nothing with the network in the way of files on my computer and that no one else's files are showing up on my computer.

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  • IDirect3DDevice9::GetRenderTargetData() returns no data

    - by P. Avery
    I've got a simple function to get the rendertarget data of an RT( w/default pool ). This particular RT has a resolution of 1x1( it's the 10'th and final mip of a texture ). Here is my code to get data for IDirect3DSurface9 *pTargetSurface: IDirect3DSurface9 *pSOS = NULL; pd3dDevice->CreateOffScreenPlainSurface( 1, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pSOS, NULL ); // get residual energy if( FAILED( hr = pd3dDevice->GetRenderTargetData( pTargetSurface, pSOS ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DDevice9::GetRenderTargetData() at DownsampleArea()", __LINE__, hr ); goto Exit; } // lock surface if( FAILED( hr = pSOS->LockRect( &rct, NULL, D3DLOCK_READONLY ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DSurface9::LockRect() at DownsampleArea()", __LINE__, hr ); goto Exit; } // get residual energy from downsampled texture pByte = ( BYTE* )rct.pBits; D3DXVECTOR4 vEnergy; vEnergy.z = ( float )pByte[ 0 ] / 255.0f; vEnergy.y = ( float )pByte[ 1 ] / 255.0f; vEnergy.x = ( float )pByte[ 2 ] / 255.0f; vEnergy.w = ( float )pByte[ 3 ] / 255.0f; V( pSOS->UnlockRect() ); All formatting and settings are correct, directx in debug mode shows no errors... The problem is that the 4 bytes above are 0...I know this to be incorrect by using PIX to debug...PIX shows that RGB bytes are 0.078 and Alpah is 1. These values are not less than that which can be represented by a single byte( 1 / 255 ). Any ideas? Am I copying rendertarget data correctly?

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  • Why does cpuinfo report that my frequency is slower?

    - by Avery Chan
    My machine is running off of a AMD Sempron(tm) X2 190 Processor. According the marketing copy, it should be running at around 2.5 Ghz. Why is the cpu speed being reported as something lower? Spec description (in Chinese) $ cat /proc/cpuinfo processor : 0 vendor_id : AuthenticAMD cpu family : 16 model : 6 model name : AMD Sempron(tm) X2 190 Processor stepping : 3 microcode : 0x10000c8 cpu MHz : 800.000 cache size : 512 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fpu : yes fpu_exception : yes cpuid level : 5 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm 3dnowext 3dnow constant_tsc rep_good nopl nonstop_tsc extd_apicid pni monitor cx16 popcnt lahf_lm cmp_legacy svm extapic cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw ibs skinit wdt npt lbrv svm_lock nrip_save bogomips : 5022.89 TLB size : 1024 4K pages clflush size : 64 cache_alignment : 64 address sizes : 48 bits physical, 48 bits virtual power management: ts ttp tm stc 100mhzsteps hwpstate processor : 1 vendor_id : AuthenticAMD cpu family : 16 model : 6 model name : AMD Sempron(tm) X2 190 Processor stepping : 3 microcode : 0x10000c8 cpu MHz : 800.000 cache size : 512 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fpu : yes fpu_exception : yes cpuid level : 5 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm 3dnowext 3dnow constant_tsc rep_good nopl nonstop_tsc extd_apicid pni monitor cx16 popcnt lahf_lm cmp_legacy svm extapic cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw ibs skinit wdt npt lbrv svm_lock nrip_save bogomips : 5022.82 TLB size : 1024 4K pages clflush size : 64 cache_alignment : 64 address sizes : 48 bits physical, 48 bits virtual power management: ts ttp tm stc 100mhzsteps hwpstate

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  • Looking for a SECURE Audio Player for Windows

    - by Avery Payne
    I know there are dozens of audio players for windows, but which one has: the best security record (least reported vulnerabilities) the least number of security exploits the best security implementation, along with the reasoning behind the implementaiton (i.e. how it is handled). As Windows users start to see more and more reports of media-based attacks against Windows Media Player (& co.) it would be useful to have a player that has some proactive security approaches to handling exploits.

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  • Name one good reason for immediately failing on a SMTP 4xx code

    - by Avery Payne
    I'm really curious about this. The question (highlighed in bold): Can someone name ONE GOOD REASON to have their email server permanently set up to auto-fail/immediate-fail on 4xx codes? Because frankly, it sounds like "their" setups are broken out-of-the-box. SMTP is not Instant Messaging. Stop treating it like IRC or Jabber or MSN or insert-IM-technology-here. I don't know what possesses people to have the "IMMEDIATE DELIVERY OR FAIL" mentality with SMTP setups, but they need to stop doing that. It just plain breaks things. Every two or three years, I stumble into this. Someone, somewhere, has decided in their infinite wisdom that 4xx codes are immediate failures, and suddenly its OMGWTFBBQ THE INTARNETZ ARE BORKEN, HALP SKY IS FALLING instead of "oh, it'll re-attempt delivery in about 30 minutes". It amazes me how it suddenly becomes "my" problem that a message won't go through, because someone else misconfigured "their" SMTP service. IF there is a legitimate reason for having your server permanently set up in this manner, then the first good answer will get the check. IF there is no good reason (and I suspect there isn't), then the first good-sounding-if-still-logically-flawed answer will get the check.

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  • The Server Fault Wiki of recommended practices [migrated]

    - by Avery Payne
    So I've noticed that there are several recommendations on basic practices on Server Fault, but there doesn't seem to be a cohesive view as to how those recommendations would all fit together. So I thought I would lump these together as a kind of mental exercise to see what the "ServerFault Community IT Department" would look like if it were implemented. This would give a few things: it would make a reasonable wiki (in the true wiki spirit of many contributions), it would provide several links to well-vetted practices, and it would be kind of fun to see what the amalgamation would look like. And who knows, it may even point out some interesting issues between different forms of "best practices", although I would be stunned if there was a conflict hidden in there someplace... Add your favorites from Server Fault as answers, and I'll re-edit this section with the results. Here's a few catagories to collect different ideas together. Hardware Configuration(s) Server room configuration. Server room temperature Firmware Updates and Scheduling Storage Configuration(s) Selecting a NAS box Linux: Dealing with /tmp Linux: Install apps in /var or /opt? Network Configuration(s) checking DNS health and compliance Security Practice(s) Password (General) Best Practices Password sharing methods Windows Update Updating Windows Servers that are hosts for VMs Network Service(s) User Service(s) User Naming & Deletion Upgrade Process(es) Disaster Recovery Checking Backups Documenting an outage for a post-mortem review Last Edit: 2010-02-17

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  • Why is my vhosts file interfering with my apache deployment?

    - by Avery Chan
    When I enable my vhosts file (i.e. uncomment this line: Include /private/etc/apache2/extra/httpd-vhosts.conf) I am unable to reach localhost. I /am/ able to reach the last virtual host listed in my vhosts file: <VirtualHost *:80> DocumentRoot "/Users/achan/Sites/epwbst" ServerName epwbst </VirtualHost> <VirtualHost *:80> DocumentRoot "/Users/achan/Sites/pxproj" ServerName pxproj </VirtualHost> Typing pxproj in my browser brings up the expected web content. But I am unable to reach epwbst or localhost. If I re-comment the vhost line in my httpd.conf, I am able to reach local host (i.e. "It works!") but obviously am unable to reach my virtual hosts. I don't know how to continue troubleshooting this. Why can't I reach localhost when I've got my vhosts turned on? OS: Mac OS X 10.7 Server version: Apache/2.2.21 (Unix)

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  • Can't find synergy config file on Windows

    - by Joel Avery
    New to synergy I connected everything just fine. Both my Windows 7 64bit (server) and 7 32 bit (client) are connected perfectly. However, I can't tell synergy which screen is where because I can't find this config file everyone is talking about. I looked in the root folder of the application, there is no ext/synergy.conf so I went and made one but that isn't working either. Kind of frustrating cause I think its the last step. Anyway any help is much appreciated. I have the newest version from the site but it says version unknown in the application. On Windows it has that cool drag and drop UI to place your screens where you want them but nothing is working for my mouse or keyboard.

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  • Vim: How to create autocomplete/chooser from entries in buffer?

    - by Doug Avery
    Found out today that if you press Ctrl-Opt-Cmd-V in Textmate, it produces a cute little "chooser" dialogue in-place that allows you to page through your recent clipboard entries. It looks very similar to how CTRL-P and -N work in VIM, except it shows whole lines instead of simple word objects. It seems like this would be doable in VIM — it already has a buffer full of entries (the YankRing buffer, for example), and it already has a chooser, but I can't think of where I'd look to start putting these two together. Any ideas? (I know that YankRing already does this by opening a new window full of buffer content, but I wonder if there's a way to do it without all the window switching/closing/etc)

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  • How do I configure pfsense as an outbound VPN client?

    - by Avery Chan
    We use pfsense as a router/firewall. Because we're based in China, it is useful for us to have VPN access for all our internal clients. Instead of each individual client connecting to a VPN server stateside, I'd like to configure pfsense as a VPN client and have all the network traffic be routed through it. Most of the posts I've seen regarding pfsense and VPN are concerning connecting to the LAN from outside; this is not what I want to do. Another option would be for an SSH tunnel to be initiated on the pfsense box with the LAN traffic routed through it. How do I configure pfsense to be able to do either of these? One huge caveat is that OpenVPN cannot be used. The solution I am looking for needs to use one of the other VPN protocols.

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  • Synergy 1.3.6 on Windows 7 Test not working

    - by Joel Avery
    So I have the client running, says perfectly connected to server when I run a test I run the same test on the server and it just says "running test. press stop to end test" and no output log file comes up like on the client. Then I stop the test it says synergy is about to quot with errors and warnings. Please check the log then click OK. Except for the log didnt come up and I don't know how to access the log from command prompt. And I'm pretty sure my thing is set up correct: section: links Joel-HP: left = JoelPC2 JoelPC2: right = Joel-HP end My Windows 7 64 bit server is on the right, Windows 7 32 bit client on left Both client and server are run as admin.

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  • Getting an boot error when starting computer

    - by Rob Avery IV
    I was in the middle of watching a movie on Netflix, then suddenly everything started crashing. First, explorer.exe closed down, then Google chrome. I had multiple things running in the background (Steam, Raptr, etc.). Individuality, each of those apps closed down also. When they did, a small dialog box popped up for each of them, one at a time, saying that it was missing a file, it couldn't run anymore, or something similar to that. It also had some jumbled up "code" with numbers and letters that I couldn't read. Ever since then, everytime I turn my computer on, it will run for a few seconds and give this error "Reboot and select proper boot device or insert boot media in selected boot device and press a key_". No matter how many times I try to reboot it, it always gives me the same error. A day later after this happened I was able to start the computer, but before it booted, it told me that I didn't shut down the computer properly and asked how I wanted to run the OS (Run Windows in Safety Mode, Run Windows Normally, etc.). Once I logged, everything went SUPER slow and everything crashed almost instantly. The only thing I opened was Microsoft Security Essentials and only got in about two clicks before it was "Not Responding". Then, after that the whole computer froze and I had to restart it. Now, it's back to saying what it originally said, "Reboot and select proper boot device or insert boot media in selected boot device and press a key_". I built this PC back in February 2012. Here are the specs: OS: Windows 7 Ultimate CPU: AMD 8-core GPU: Nvidia GTX Force 560 Ti RAM: 16GB Hard Drive: Hitachi Deskstar 750GB I'm usually very good taking care of my PC. I don't download anything that's not from a trusted site or source. I don't open up any spam email or such or go to any harmful websites like porn or stream movies. I am very clean with the things I do with my PC and don't do many DIFFERENT things with it. I use it pretty often especially for video games and doing homework in Eclipse. Also, good to note that I don't have any Norton or antisoftware installed. I have Microsoft Security Essentials installed but never did a scan. Thanks!

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  • What is the largest flatscreen monitor available for PC use?

    - by Avery Payne
    I'll qualify this specifically (by order of preference): must have the highest diagonal measurement, widescreen or "normal" aspect ratio doesn't matter here, just the diagonal. must have the highest resolution available, which means 72 inches of 1280x1024 won't cut it. must not have a TV tuner built into it, I'm not looking for a TV set, this is a monitor! must be available at a retail outlet that caters to the general public, i.e. Best Buy, Sears, Costco (all of these examples are in the U.S., although you can suggest something from whatever chain is in your area/nation/geography). Non-retail or non-physical venues like eBay, or businesses that only cater to other businesses, do not qualify under this requirement. I should be able to walk into this place and purchase it, not just whip up an order online. If you are unsure about this requirement, just ask yourself: can I physically see it before I open my wallet and purchase it?

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  • Home Server Restore

    - by Bryan Avery
    I have had to reinstall Home Server on my server and I would now like to restore it back to the state it was the last moment it stopped. I have the hard drive in a state it was last in, which is a small 250 gb hard disk. I have now installed 1.5tb hard disks, and installed a full licenced copy, as the original copy was a trial version. So I'm in a state where I have a new install, I have one of the old drives plugged in, but I can't transfer the old backups across, how do I do this?

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  • Home Server Restore

    - by Bryan Avery
    I have had to reinstall Home Server on my server and I would now like to restore it back to the state it was the last moment it stopped. I have the hard drive in a state it was last in, which is a small 250 gb hard disk. I have now installed 1.5tb hard disks, and installed a full licenced copy, as the original copy was a trial version. So I'm in a state where I have a new install, I have one of the old drives plugged in, but I can't transfer the old backups across, how do I do this?

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