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  • About Solaris 11 and UltraSPARC II/III/IV/IV+

    - by nospam(at)example.com (Joerg Moellenkamp)
    I know that I will get the usual amount of comments like "Oh, Jörg ? you can't be negative about Oracle" for this article. However as usual I want to explain the logic behind my reasoning. Yes ? I know that there is a lot of UltraSPARC III, IV and IV+ gear out there. But there are some very basic questions: Does your application you are currently running on this gear stops running just because you can't run Solaris 11 on it? What is the need to upgrade a system already in production to Solaris 11? I have the impression, that some people think that the systems get useless in the moment Oracle releases Solaris 11. I know that Sun sold UltraSPARC IV+ systems until 2009. The Sun SF490 introduced 2004 for example, that was a Sun SF480 with UltraSPARC IV and later with UltraSPARC IV+. And yes, Sun made some speedbumps. At that time the systems of the UltraSPARC III to IV+ generations were supported on Solaris 8, on Solaris 9 and on Solaris 10. However from my perspective we sold them to customers, which weren't able to migrate to Solaris 10 because they used applications not supported on Solaris 9 or who just didn't wanted to migrate to Solaris 10. Believe it or not ? I personally know two customers that migrated core systems to Solaris 10 in ? well 2008/9. This was especially true when the M3000 was announced in 2008 when it closed the darned single socket gap. It may be different at you site, however that's what I remember about that time when talking with customers. At first: Just because there is no Solaris 11 for UltraSPARC III, IV and IV+, it doesn't mean that Solaris 10 will go away anytime soon. I just want to point you to "Expect Lifetime Support - Hardware and Operating Systems". It states about Premier Support:Maintenance and software upgrades are included for Oracle operating systems and Oracle VM for a minimum of eight years from the general availability date.GA for Solaris 10 was in 2005. Plus 8 years ? 2013 ? at minimum. Then you can still opt for 3 years of "Extended Support" ? 2016 ? at minimum. 2016 your systems purchased in 2009 are 7 years old. Even on systems purchased at the very end of the lifetime of that system generation. That are the rules as written in the linked document. I said minimum The actual dates are even further in the future: Premier Support for Solaris 10 ends in 2015, Extended support ends 2018. Sustaining support ? indefinite. You will find this in the document "Oracle Lifetime Support Policy: Oracle Hardware and Operating Systems".So I don't understand when some people write, that Oracle is less protective about hardware investments than Sun. And for hardware it's the same as with Sun: Service 5 years after EOL as part of Premier Support. I would like to write about a different perspective as well: I have to be a little cautious here, because this is going in the roadmap area, so I will mention the public sources here: John Fowler told last year that we have to expect at at least 3x the single thread performance of T3 for T4. We have 8 cores in T4, as stated by Rick Hetherington. Let's assume for a moment that a T4 core will have the performance of a UltraSPARC core (just to simplify math and not to disclosing anything about the performance, all existing SPARC cores are considered equal). So given this pieces of information, you could consolidate 8 V215, 4 or 8 V245, 2 full blown V445,2 full blown 490, 2 full blown M3000 on a single T4 SPARC processor. The Fowler roadmap prezo talked about 4-socket systems with T4. So 32 V215, 16 to 8 V245, 8 fullblown V445, 8 full blown V490, 8 full blown M3000 in a system image. I think you get the idea. That said, most of the systems we are talking about have already amortized and perhaps it's just time to invest in new systems to yield other advantages like reduced space consumptions, like reduced power consumption, like some of the neat features sun4v gives you, and yes ? reduced number of processor licenses for Oracle and less money for Oracle HW/SW support. As much as I dislike it myself that my own UltraSPARC III and UltraSPARC II based systems won't run on Solaris 11 (and I have quite a few of them in my personal lab), I really think that the impact on production environments will be much less than most people think now. By the way: The reason for this move is a quite significant new feature. I will tell you that it was this feature, when it's out. I assume, telling just a word more could lead to much more time to blog.

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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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  • Rendering transparent textures in directX

    - by Vibhore Tanwer
    I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. What I expect is background color should be visible while playing video only non transparent pixels should be visible but what I get is a black background behind the video. I am using following settings on device to achieve alpha blending : device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.AlphaBlendEnable = true; What am I missing here? What is the best approach to handle transparent videos? Any help will be of great value to me.

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  • 11???OTN?????????????&???? (10/24 ??)

    - by OTN-J Master
    ???????????????????????????????????????????????????????????????????????????? ???11????????????????????????????????????????????????????????????????????????????????????????????11?????????????????????????????????????????Oracle DBA & Developer Day??14?????????????????????????????????????????????????????????????????????????????????????????????????????????!10??????????? ?10/24???????? Oracle Database Appliance??? 11?6?(?)15:30 ~ 17:00 @ ??????????(??????)??????????????????????????????????·?????Oracle Database Appliance????????????????????????????????????????????????Oracle Database Appliance?????·???????????????·??????????????????????????Oracle Database Appliance????????????????? ?????!?????????????????? 11?7?(?)13:30 ~ 17:10 @  ??????????(??????)????????Oracle Database 11g Release2??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????·????????????????????????????? ???Java?3?????!Java?????? 11?12?(?)14:30 ~ 17:30 @  ??????????(??????)????????????????????????????????????·?????????????Java???????????????????Java???????????????????????????????????????????????????????????????????????? ?????????????????Java?????????????????????????????????????Java????????????????????????????? JPOUG Tech Talk Night #3 “Upgrade, Migrate and Consolidate to Oracle Database 12c(?)” 11?12?(?)19:00 ~20:30 @ ??????????(??·???) ???????? JPOUG??????????????????????????US?Oracle ????? 2?????Oracle Database 12c??????????????????????? ???????Oracle OpenWorld?????????????????????? ???????????Web??????????????????????? ??????????????????????????????????! ????! ???????? ~WebLogic Server???????????~ ]?1?] ???????????????11?13?(?)18:30 ~20:00 @ ?????? ????????????(??)?WebLogic Server ??????????????????Java???????????????Java EE??????WebLogic Server?JVM???????????????????????????????????????????????WebLogic Server???????????????????WebLogic Server?????????????????????????????????????11g(10.3.6)????12c(12.1.2)??????????????????????????????? ??????WebLogic Server???????????!Oracle DBA & Developer Day 2013 11?14?(?) @ ???????????(??·???)Oracle Database?Oracle WebLogic Server?Oracle Coherence?Oracle Solaris??????????????????????????????????????1?????????????????????????? ??????????????????????·????????????????????????????????6???????????????· Oracle Database - ???????·???????????????·????· Oracle Database - ??????·??????????· Oracle Database - ??????????· Oracle Database 12c?????? (Oracle University??)· Oracle Fusion Middleware????????· Oracle Solaris?Oracle Hardware????????? ">????!????????????????????????11?19?(?)14:30 ~ 16:50 @ ??????????(??????)??????????????????????????????????????????????????????????????????????????????????????????????????????? ???? ??????????????????????????????????????????????????????????????????????????????????????????????????????????E??????????????????????????????????????????????????????????? ????~!!?????????????????!~????????????~?presented by ???? 11?20?(?)18:30~20:00 @ ?????????? ???? ???????(??)????·??????????????????????????????????????????????????????????????!???????????????Oracle??????????????????????????????????Oracle Database ?????????????????????????????????????????Database Configuration Assitant??????????????????????????????????????????????? ??Oracle Database????????????????????????????????????????Database??(??·???·??????)???????????????????????!?????! ?????????/???????????? 11?21?(?)10:00 ~ 17:30 @ ??????????(??????)?Oracle Application Testing Suite??Web?????????????????????????????????????????????????????????????????????????????????????????????????????????????????Oracle Application Testing Suite?????????????????????????????????????????????????????Oracle Exadata ???? ???? 11?21?(?)13:30 ~ 17:30 @ ??????????(??????)11?28?(?)13:30 ~ 17:30 @ ?????? ????????????(??)?????????????????Oracle Exadata X3 Database In-Memory Machine???·????????????????????????????????????????????????????????????????????Oracle Exadata????????????????????????????????????????????????????????????????? ?! Click??????? in ?? ~90?????! Oracle Database 12c??? & Oracle Database ??????? ~11?22?(?)13:30~16:50 @  ???????? 406???????Oracle Database ??????????????????????????·????????????????????????????? Oracle Database12c ?????90?????????! ???????????? ~Oracle Database 12c ??? ??? ~11?27?(?)18:30 ~20:00 @ ?????????????????(???)Oracle ???????SQL????????????????????????????????????SQL?????????????????????Oracle Database 12c?????????????????????????????????????????????????????????Oracle Database 12c???????????????11g?????????????? ???????????35???? ~??????·??????&Oracle Database?????? ~11?29?(?)13:30 ~16:40 @ RCC?????? 7F 704???(??)?35?????????????????? Oracle?????????????·?????? ?Enterprise Manager???????????????Tips ?????????????????!?????????????????!!

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  • Platinum Club??????(Oracle Solaris/MySQL) ????

    - by Urakawa
    ORACLE MASTER Platinum???????????Platinum Club????????2011?3?4???????????????? ???????Oracle Solaris 11 Express?????????????????????????????????????MySQL?Performance Tuning??????????????????   ????????????? ??????????????? ????? ?? ?????????????? ???????????????????????????ORACLE MASTER Platinum???????????????????????????????Oracle Solaris 11????????????????????????????MySQL???????????????????????????????????????????????????   ?What's New in Solaris 11 Express???????????????????? ??????????? ????????????? ?? ?? 2011?4????????What's New in Solaris 11 Express??????????3???????????????????????? ????? ???????? ?? ????????????????????????????????????????????????Oracle Solaris 11 ????????????????? Express ?????????????????????????????????????(Crossbow)??Solaris10??????????????? ??(ZFS)?OS?????(????)??????????????????????? Oracle Solaris 11????????????????????? ????8??????Oracle Solaris????????????????????????????????????????OS???????????????????????????????????????????????????   ?MySQL Performance Tuning??????????????????? IT???????????? ????????????1????? ? ???????MySQL Performance Tuning???????????????????????1??????????????????????????????????????????? ????????????Oracle Database???MySQL???????????????MySQL Performance Tuning????????????MySQL????????????????MySQL???????????????????????????????????????????????????? MySQL?????????????????????Oracle Database????????????ORACLE MASER Platinum????????????????????????????????????????????????????2?????????????????????   ????????????????????Platinum Club???????????????????????????????????????????????????????????????? ???Oracle Database??????????????????????????????????Oracle Database????????????ORACLE MASTER Platinum????????????????????????Oracle Solaris????????????????????????MySQL???????????????????????????????????????????????????????????????????????TV????????????????????????????????????????????????????????????Platinum Club??????????????????????????????????????????????????

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  • EPM Infrastructure Tuning Guide v11.1.2.2 / 11.1.2.3

    - by Ahmed Awan
    Applies To: This edition applies to only 11.1.2.2, 11.1.2.3. One of the most challenging aspects of performance tuning is knowing where to begin. To maximize Oracle EPM System performance, all components need to be monitored, analyzed, and tuned. This guide describe the techniques used to monitor performance and the techniques for optimizing the performance of EPM components. TOP TUNING RECOMMENDATIONS FOR EPM SYSTEM: Performance tuning Oracle Hyperion EPM system is a complex and iterative process. To get you started, we have created a list of recommendations to help you optimize your Oracle Hyperion EPM system performance. This chapter includes the following sections that provide a quick start for performance tuning Oracle EPM products. Note these performance tuning techniques are applicable to nearly all Oracle EPM products such as Financial PM Applications, Essbase, Reporting and Foundation services. 1. Tune Operating Systems parameters. 2. Tune Oracle WebLogic Server (WLS) parameters. 3. Tune 64bit Java Virtual Machines (JVM). 4. Tune 32bit Java Virtual Machines (JVM). 5. Tune HTTP Server parameters. 6. Tune HTTP Server Compression / Caching. 7. Tune Oracle Database Parameters. 8. Tune Reporting And Analysis Framework (RAF) Services. 9. Tune Oracle ADF parameters. Click to Download the EPM 11.1.2.3 Infrastructure Tuning Whitepaper (Right click or option-click the link and choose "Save As..." to download this pdf file)

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  • SQLAuthority News – Public Training Classes In Hyderabad 12-14 May – SQL and 10-11 May SharePoint

    - by pinaldave
    There were lots of request about providing more details for the blog post through email address specified in the article SQLAuthority News – Public Training Classes In Hyderabad 12-14 May – Microsoft SQL Server 2005/2008 Query Optimization & Performance Tuning. Here is the complete brochure of the course. There are two different courses are offered by Solid Quality Mentors 1) Microsoft SQL Server 2005/2008 Query Optimization & Performance Tuning – Pinal Dave Date: May 12-14, 2010 Price: Rs. 14,000/person for 3 days Discount Code: ‘SQLAuthority.com‘ Effective Price: Rs. 11,000/person for 3 days 2) SharePoint 2010 – Joy Rathnayake Date: May 10-11, 2010 Price: Rs. 11,000/person for 3 days Discount Code: ‘SQLAuthority.com’ Effective Price: Rs. 8,000/person for 3 days Download the complete PDF brochure. Additionally there is special program of SolidQ India Insider. I will provide the details for the same very soon. Please do send me email if you need any additional details. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQL Training, SQLAuthority News, T SQL, Technology

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  • SQLAuthority News – Public Training Classes In Hyderabad 12-14 May – SQL and 10-11 May SharePoint

    - by pinaldave
    There were lots of request about providing more details for the blog post through email address specified in the article SQLAuthority News – Public Training Classes In Hyderabad 12-14 May – Microsoft SQL Server 2005/2008 Query Optimization & Performance Tuning. Here is the complete brochure of the course. There are two different courses are offered by Solid Quality Mentors 1) Microsoft SQL Server 2005/2008 Query Optimization & Performance Tuning – Pinal Dave Date: May 12-14, 2010 Price: Rs. 14,000/person for 3 days Discount Code: ‘SQLAuthority.com‘ Effective Price: Rs. 11,000/person for 3 days 2) SharePoint 2010 – Joy Rathnayake Date: May 10-11, 2010 Price: Rs. 11,000/person for 3 days Discount Code: ‘SQLAuthority.com’ Effective Price: Rs. 8,000/person for 3 days Download the complete PDF brochure. Additionally there is special program of SolidQ India Insider. I will provide the details for the same very soon. Please do send me email if you need any additional details. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQL Training, SQLAuthority News, T SQL, Technology

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  • TDE Tablespace Encryption 11.2.0.1 Certified with EBS 12

    - by Steven Chan
    Oracle Advanced Security is an optional licenced Oracle 11g Database add-on.  Oracle Advanced Security Transparent Data Encryption (TDE) offers two different features:  column encryption and tablespace encryption.  11.2.0.1 TDE Column encryption was certified with E-Business Suite 12 as part of our overall 11.2.0.1 database certification.  As of today, 11.2.0.1 TDE Tablespace encryption is now certified with Oracle E-Business Suite Release 12. What is Transparent Data Encryption (TDE) ? Oracle Advanced Security Transparent Data Encryption (TDE) allows you to protect data at rest. TDE helps address privacy and PCI requirements by encrypting personally identifiable information (PII) such as Social Security numbers and credit card numbers. TDE is completely transparent to existing applications with no triggers, views or other application changes required. Data is transparently encrypted when written to disk and transparently decrypted after an application user has successfully authenticated and passed all authorization checks. Authorization checks include verifying the user has the necessary select and update privileges on the application table and checking Database Vault, Label Security and Virtual Private Database enforcement policies.

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  • Upgrade to 11.2.0.3 - OCM: ORA-12012 and ORA-29280

    - by Mike Dietrich
    OCM is the Oracle Configuration Manager, a tool to proactively monitor your Oracle environment to provide this information to Oracle Software Support. As OCM is installed by default in many databases but is some sort of independent from the database's version you won't expect any issues during or after a database upgrade But after the upgrade from Oracle 11.1.0.7 to Oracle 11.2.0.3 on Exadata X2-2 one of my customers found the following error in the alert.log every 24 hours: Errors in file /opt/oracle/diag/rdbms/db/trace/db_j001_26027.trc: ORA-12012: error on auto execute of job "ORACLE_OCM"."MGMT_CONFIG_JOB_2_1" ORA-29280: invalid directory path ORA-06512: at "ORACLE_OCM.MGMT_DB_LL_METRICS", line 2436 ORA-06512: at line 1 Why is that happening and how to solve that issue now? OCM is trying to write to a local directory which does not exist. Besides that the OCM version delivered with Oracle Database Patch Set 11.2.0.3 is older than the newest available OCM Collector 10.3.7 - the one which has that issue fixed. So you'll either drop OCM completely if you won't use it: SQL> drop user ORACLE_OCM cascade; or you'll disable the collector jobs: SQL> exec dbms_scheduler.disable('ORACLE_OCM.MGMT_CONFIG_JOB');SQL> exec dbms_scheduler.disable('ORACLE_OCM.MGMT_STATS_CONFIG_JOB'); or you'll have to reconfigure OCM - and please see MOS Note:1453959.1 for a detailed description how to do that - it's basically executing the script ORACLE_HOME/ccr/admin/scripts/installCCRSQL - but there maybe other things to consider especially in a RAC environment. - Mike

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  • EPM 11.1.2 - EPM Infrastructure Tuning Guide v11.1.2.1

    - by Ahmed Awan
    Applies To: This edition applies to only 11.1.2, 11.1.2 (PS1). One of the most challenging aspects of performance tuning is knowing where to begin. To maximize Oracle EPM System performance, all components need to be monitored, analyzed, and tuned. This guide describe the techniques used to monitor performance and the techniques for optimizing the performance of EPM components. TOP TUNING RECOMMENDATIONS FOR EPM SYSTEM: Performance tuning Oracle Hyperion EPM system is a complex and iterative process. To get you started, we have created a list of recommendations to help you optimize your Oracle Hyperion EPM system performance. This chapter includes the following sections that provide a quick start for performance tuning Oracle EPM products. Note these performance tuning techniques are applicable to nearly all Oracle EPM products such as Financial PM Applications, Essbase, Reporting and Foundation services. 1. Tune Operating Systems parameters. 2. Tune Oracle WebLogic Server (WLS) parameters. 3. Tune 64bit Java Virtual Machines (JVM). 4. Tune 32bit Java Virtual Machines (JVM). 5. Tune HTTP Server parameters. 6. Tune HTTP Server Compression / Caching. 7. Tune Oracle Database Parameters. 8. Tune Reporting And Analysis Framework (RAF) Services. Click to Download the EPM 11.1.2.1 Infrastructure Tuning Whitepaper (Right click or option-click the link and choose "Save As..." to download this pdf file)

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  • Not Happy With the Monochrome Visual Studio 11 Beta UI

    - by Ken Cox [MVP]
    I can’t wait for a third-party to come out with tools to return some colour to the flat, monochrome look of Visual Studio 11 (beta). What bugs me most are the icons. I feel like a newbie when I have to squint and analyze the shape of icons on the debugging toolbar just to get the one I want. (Fortunately, the meddlers didn’t mess with the keyboard commands so I’m not totally lost.) Not sure what usability studies told MS that bland is better. Maybe it is for most people, but not for me.  Gray, shades of gray and black. Ugh. And don’t get me started on the stupidity of using all-caps for window titles. Who approved that? I see that there’s a UserVoice poll on the topic (http://visualstudio.uservoice.com/forums/121579-visual-studio/suggestions/2623017-add-some-color-to-visual-studio-11-beta) but I doubt that anything will change Microsoft’s opinion in time for the release. Once a product gets to a stable beta, most non-crashing stuff gets pushed to the next version. I hope I’m proved wrong. Fortunately, Visual Studio is quite customizable. Unless ‘Bland’ is hard-coded, some registry tweaks and a collection of replacement icons should allow dissenters like me back to productivity. BTW, other than hating the UI, VS 11 beta is working quite well for me on a .NET 4 project.Note: Although my username for the ASP.NET domain includes the letters "[MVP]", I'm no longer an MVP. Apparently it's nearly impossible to change a username in the system. My apologies for the misleading identifier but I tried to have it changed without success.

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  • SQLAuthority News – Presenting at Tech-Ed On Road – Ahmedabad – June 11, 2011 – Wait Types and Queues

    - by pinaldave
    I will be presenting in person on the subject SQL Server Wait Types and Queues at Ahmedabad on June 11, 2011. Here is the quick summary of the session. SQL Server Waits and Queues – Your Gateway to Perf. Troubleshooting Time: 11:15am – 12:15pm – June 11, 2011 Just like a horoscope, SQL Server Waits and Queues can reveal your past, explain your present and predict your future. SQL Server Performance Tuning uses the Waits and Queues as a proven method to identify the best opportunities to improve performance. A glance at Wait Types can tell where there is a bottleneck. Learn how to identify bottlenecks and potential resolutions in this fast paced, advanced performance tuning session. This session is based on my performance tuning Wait Types and Queues series. SQL SERVER – Summary of Month – Wait Type – Day 28 of 28 During the session there will be Quiz and those who gets right answer will get very interesting gifts from me. Do not miss a single minute of the event. We are also going to have two rock star speakers – Harish Vaidyanathan and Jacob Sebastian. Here is the details for the event: SQLAuthority News – Community Tech Days – TechEd on The Road – Ahmedabad – June 11, 2011 Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, T SQL, Technology

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  • Oracle E-Business Suite Release 12.1 Certified on Solaris 11

    - by John Abraham
    Oracle Solaris 11 was announced last week, and I'm pleased to also announce that Oracle E-Business Suite Release 12.1 is now certified on Oracle Solaris on SPARC (64-bit). This new operating system release represents a culmination of years of hard work by our Solaris engineering group.  It has a number of new and advanced features including simplified deployment and lifecycle management tools, built-in certified virtualization technologies, support on the latest generation SPARC chips, and more. New installations of the E-Business Suite R12 on this platform will require version 12.1.1 or higher and the latest Rapid Install startCD version 12.1.1.13.  For existing 12.1 installations, we have also certified an "in place" OS upgrade or the use of cloning to a target Solaris 11 system. There are also specific requirements to upgrade technology components such as the Oracle Database and Fusion Middleware.  These requirements are noted in the links below. References Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Oracle Solaris on SPARC (64-bit) (My Oracle Support Document 761568.1) Oracle Database Installation Guide 11g Release 2 (11.2) for Oracle Solaris Interoperability Notes Oracle E-Business Suite Release 12 with Oracle Database 11g Release 2 (11.2.0) (My Oracle Support Document 1058763.1) Cloning Oracle Applications Release 12 with Rapid Clone (My Oracle Support Document 406982.1) Related Articles New Rapid Install StartCD (12.1.1.13) for Oracle E-Business Suite Release 12.1 Now Available Oracle E-Business Suite Release 12.1.3 Now Available

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  • .NET Demon support for VS 11 dark theme

    - by Alex.Davies
    I'm pleased to announce that .NET Demon will be shipping simultaneously with Visual Studio 11, whenever it ends up being released. That means we're going to make sure that a version of .NET Demon is released very near to the Visual Studio 11 final release which supports the new version of VS fully. The interesting part of this support is going to be the new dark theme of VS, which I'm looking forward to using. I'm told dark colours reduce eye strain for developers. It's important that extensions like .NET Demon switch to a dark theme when the rest of the IDE changes, or the dark theme will look silly. Unfortunately, none of my favourite extensions look right in the dark theme yet, so even though I use Visual Studio 11 beta for my day-to-day development already, I can't use the dark theme. Luckily .NET Demon uses WPF throughout, and the team at Microsoft are helping us to use the WPF Style system to make it easy for me to implement the support without having to add colour attributes to all the controls manually. We should have dark theme support in .NET Demon in the next month or so.

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  • How to Install Windows Media Player 11 on Wine

    - by namkid
    I am battling to install Windows Media Player 11 on Wine. I have tried the following: Open a Terminal (Applications, Accessories, Terminal) and type "sudo apt-get install wine." This installs Wine Windows Emulator, a free application that allows you to run many Windows programs within Linux. Download Windows Media Player 11 for Windows XP (link in Resources) and save it to Ubuntu's desktop. Once downloaded, right-click and select "Open with Wine Windows Emulator." Follow the on-screen prompts for installing it to your system. Go to "Applications" then "Wine," select "Programs" and open "Windows Media Player." Click "File" then "Open" and locate a DRM file you want to play. Select "OK" to load it into Media Player. I installed Wine (Which is step 1). But I am having problems with step 2 (Download Windows Media Player 11 for Windows XP (link in Resources) and save it to Ubuntu's desktop). I'm just not finding a way to do it. I may be overlooking the (link in Resources) Can't find it. I am stuck!

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • GPU Debugging with VS 11

    - by Daniel Moth
    With VS 11 Developer Preview we have invested tremendously in parallel debugging for both CPU (managed and native) and GPU debugging. I'll be doing a whole bunch of blog posts on those topics, and in this post I just wanted to get people started with GPU debugging, i.e. with debugging C++ AMP code. First I invite you to watch 6 minutes of a glimpse of the C++ AMP debugging experience though this video (ffw to minute 51:54, up until minute 59:16). Don't read the rest of this post, just go watch that video, ideally download the High Quality WMV. Summary GPU debugging essentially means debugging the lambda that you pass to the parallel_for_each call (plus any functions you call from the lambda, of course). CPU debugging means debugging all the code above and below the parallel_for_each call, i.e. all the code except the restrict(direct3d) lambda and the functions that it calls. With VS 11 you have to choose what debugger you want to use for a particular debugging session, CPU or GPU. So you can place breakpoints all over your code, then choose what debugger you want (CPU or GPU), and you'll only be able to hit breakpoints for the code type that the debugger engine understands – the remaining breakpoints will appear as unbound. If you want to hit the unbound breakpoints, you'd have to stop debugging, and start again with the other debugger. Sorry. We suck. We know. But once you are past that limitation, I think you'll find the experience truly rewarding – seriously! Switching debugger engines With the Developer Preview bits, one way to switch the debugger engine is through the project properties – see the screenshots that follow. This one is showing the CPU option selected, which is basically the default that you are all familiar with: This screenshot is showing the GPU option selected, by changing the debugger launcher (notice that this applies for both the local and remote case): You actually do not have to open the project properties just for switching the debugger engine, you can switch the selection from the toolbar in VS 11 Developer Preview too – see following screenshot (the effect is the same as if you opened the project properties and switched there) Breakpoint behavior Here are two screenshots, one showing a debugging session for CPU and the other a debugging session for GPU (notice the unbound breakpoints in each case) …and here is the GPU case (where we cannot bind the CPU breakpoints but can the GPU breakpoint, which is actually hit) Give C++ AMP debugging a try So to debug your C++ AMP code, pull down the drop down under the 'play' button to select the 'GPU C++ Direct3D Compute Debugger' menu option, then hit F5 (or the 'play' button itself). Then you can explore debugging by exploring the menus under the Debug and under the Debug->Windows menus. One way to do that exploration is through the C++ AMP debugging walkthrough on MSDN. Another way to explore the C++ AMP debugging experience, you can use the moth.cpp code file, which is what I used in my BUILD session debugger demo. Note that for my demo I was using the latest internal VS11 bits, so your experience with the Developer Preview bits won't be identical to what you saw me demonstrate, but it shouldn't be far off. Stay tuned for a lot more content on the parallel debugger in VS 11, both CPU and GPU, both managed and native. Comments about this post by Daniel Moth welcome at the original blog.

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  • OBIEE 11.1.1 - Introduction to OBIEE 11g Full Sample App

    - by user809526
    Isn't it nice to discover OBIEE 11g around a nice "How To" catalog of features? to observe OBI and Essbase relationships at work? to discover TimesTen? The OBIEE 11g Full Sample App (FSA) is a comprehensive collection of examples designed to demonstrate the latest Oracle BIEE 11g capabilities and design best practices: Enhanced visualizations as Geo-spacial maps and interactive dashboards, Action Framework,  BI Publisher, Scorecard and Strategy Management, Mobile style sheets, Semantic layer modeling, Multi-source federation, Integration with products such as Essbase, Oracle OLAP, ODM, TimesTen, ODI and more The FSA is intended to be comprehensive, it is big (see CAVEAT below). The FSA is not an Oracle product, it is a good will free deployment of OBIEE/Essbase designed to exemplify OBIEE features, infrastructure and security around the Fusion Middleware components. Its contents and code are distributed free for demonstrative purposes only. It is neither maintained nor supported by Oracle as a licensed product. The OBIEE Full Sample App is independent of the default Sample App that comes with the OBIEE product. BENEFITS The FSA helps as a demonstrator of OBIEE 11g best practices, a tutorial, an environment "Test & Scrap", a SR bench (regression, conflicts), a tuning bench, a quick ready made POC seed for projects, a security options environment, ... The FSA - Is organized around a catalog of functional features - Has been deployed over 1000 times, it should be stable RELEASE The Full Sample App (V107) is bound to OBIEE 11.1.1.5 and Essbase 11.1.2.1 (November 2011). The FSA release dates are independent of the Product GA date (OBIEE). In early December 2011, a new functional Patch (V110) is released. It is easily applied (in less than 15 mins) on top of OBIEE SampleApp 11.1.1.5 (V107). The patch (V110) includes additional functional examples:        1. Web Catalog Statistics Application: Provides detailed insight into your web catalog content, dormant catalog objects, webcat impact analysis for metadata changes and more        2. Data inflation Scripts: A set of simple SQL procedures to quickly inflate SampleApp Fact and Dimension data to millions of records in a few minutes        3. Public Content Extensions Framework: A patching framework for public examples and contributions leveraging SampleApp        4. Additional report examples (including bridge report, external chart integrations) and bug fixes DISTRIBUTION as VBox image (November 2011) The ready made VBox image is designed to run on Virtual Box. It can be converted to VMware (see another BLOG). 1/ http://www.oracle.com/technetwork/middleware/bi-foundation/obiee-samples-167534.html VBox Image Deployment Guide Sampleapp_v107_GA.ovf - VBox image key file The above http URL provides the user:password for the ftp URLs below. 2/ ftp://user:[email protected]/static/SampleAppV107/ 12 "7-zip" files Sampleapp_v107_GA_7_20.7z.001 -> .012 We recommend 7-zip file manager for unzipping (http://www.7-zip.org/). Select Unzip here option, it will create the contents under a directory named "SampleApp_10722". On Windows, it is important to download and save zip file under the root directory (e.g. C:\ or D:\) because of possible long pathnames. 3/ ftp://user:[email protected]/static/SampleAppV107/Unzipped_Version/ 4 files Sampleapp_v107_GA-disk[1234].vmdk Important note: Check the provided checksums (md5sum). Please do it! DISTRIBUTION as Installation files for existing OBI 11.1.1.5 (November 2011) http://www.oracle.com/technetwork/middleware/bi-foundation/obiee-samples-167534.html Install files Deployment Guide SampleApp_10722_1.zip - 198 MB CAVEAT Many computers have RAM chips problems that keep often silent ... until you manipulate big files. It is strongly advised you run some memory check program eg MEMTEST in GRUB boot manager. Running md5sum repeatedly onto the very same big file must be consistent [same result], else a hardware memory problem is suspected. For Virtual Box, you should most likely enable VT-X (Vanderpool) hardware virtualization in BIOS. A free disk space of 80 GB is required to perform safely the VBox image installation. A Virtual Machine of minimum 6 to 7 GB memory fits the needs of combining OBIEE and Essbase execution.

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  • Solaris 11 Update 1 - Link Aggregation

    - by Wesley Faria
    Solaris 11.1 No início desse mês em um evento mundial da Oracle chamado Oracle Open World foi lançada a nova release do Solaris 11. Ela chega cheia de novidades, são aproximadamente 300 novas funcionalidade em rede, segurança, administração e outros. Hoje vou falar de uma funcionalidade de rede muito interessante que é o Link Aggregation. O Solaris já suporta Link Aggregation desde Solaris 10 Update 1 porem no Solaris 11 Update 1 tivemos incrementos significantes. O Link Aggregation como o próprio nome diz, é a agregação de mais de uma inteface física de rede em uma interface lógica .Veja agumas funcionalidade do Link Aggregation: · Aumentar a largura da banda; · Imcrementar a segurança fazendo Failover e Failback; · Melhora a administração da rede; O Solaris 11.1 suporta 2(dois) tipos de Link Aggregation o Trunk aggregation e o Datalink Multipathing aggregation, ambos trabalham fazendo com que o pacote de rede seja distribuído entre as intefaces da agregação garantindo melhor utilização da rede.vamos ver um pouco melhor cada um deles. Trunk Aggregation O Trunk Aggregation tem como objetivo aumentar a largura de banda, seja para aplicações que possue um tráfego de rede alto seja para consolidação. Por exemplo temos um servidor que foi adquirido para comportar várias máquinas virtuais onde cada uma delas tem uma demanda e esse servidor possue 2(duas) placas de rede. Podemos então criar uma agregação entre essas 2(duas) placas de forma que o Solaris 11.1 vai enchergar as 2(duas) placas como se fosse 1(uma) fazendo com que a largura de banda duplique, veja na figura abaixo: A figura mostra uma agregação com 2(duas) placas físicas NIC 1 e NIC 2 conectadas no mesmo switch e 2(duas) interfaces virtuais VNIC A e VNIC B. Porem para que isso funcione temos que ter um switch com suporte a LACP ( Link Aggregation Control Protocol ). A função do LACP é fazer a aggregação na camada do switch pois se isso não for feito o pacote que sairá do servidor não poderá ser montado quando chegar no switch. Uma outra forma de configuração do Trunk Aggregation é o ponto-a-ponto onde ao invéz de se usar um switch, os 2 servidores são conectados diretamente. Nesse caso a agregação de um servidor irá falar diretamente com a agregação do outro garantindo uma proteção contra falhas e tambem uma largura de banda maior. Vejamos como configurar o Trunk Aggregation: 1 – Verificando quais intefaces disponíveis # dladm show-link 2 – Verificando interfaces # ipadm show-if 3 – Apagando o endereçamento das interfaces existentes # ipadm delete-ip <interface> 4 – Criando o Trunk aggregation # dladm create-aggr -L active -l <interface> -l <interface> aggr0 5 – Listando a agregação criada # dladm show-aggr Data Link Multipath Aggregation Como vimos anteriormente o Trunk aggregation é implementado apenas 1(um) switch que possua suporte a LACP portanto, temos um ponto único de falha que é o switch. Para solucionar esse problema no Solaris 10 utilizavamos o IPMP ( IP Multipathing ) que é a combinação de 2(duas) agregações em um mesmo link ou seja, outro camada de virtualização. Agora com o Solaris 11 Update 1 isso não é mais necessário, voce pode ter uma agregação de 2(duas) interfaces físicas e cada uma conectada a 1(um) swtich diferente, veja a figura abaixo: Temos aqui uma agregação chamada aggr contendo 4(quatro) interfaces físicas sendo que as interfaces NIC 1 e NIC 2 estão conectadas em um Switch e as intefaces NIC 3 e NIC 4 estão conectadas em outro Swicth. Além disso foram criadas mais 4(quatro) interfaces virtuais vnic A, vnic B, vnic C e vnic D que podem ser destinadas a diferentes aplicações/zones. Com isso garantimos alta disponibilidade em todas a camadas pois podemos ter falhas tanto em switches, links como em interfaces de rede físicas. Para configurar siga os mesmo passos da configuração do Trunk Aggregation até o passo 3 depois faça o seguinte: 4 – Criando o Trunk aggregation # dladm create-aggr -m haonly -l <interface> -l <interface> aggr0 5 – Listando a agregação criada # dladm show-aggr Depois de configurado seja no modo Trunk aggregation ou no modo Data Link Multipathing aggregation pode ser feito a troca de um modo para o outro, pode adcionar e remover interfaces físicas ou vituais. Bem pessoal, era isso que eu tinha para mostar sobre a nova funcionalidade do Link Aggregation do Solaris 11 Update 1 espero que tenham gostado, até uma próxima novidade.

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  • Oracle Fusion Middleware (OFM) 11g (11.1.1.7) Starter Kit available & Customizable Demos

    - by JuergenKress
    OFM PS6 starter kit is now available from Global Sales Engineering (GSE, formerly DSS).  OFM Starter Kit provides a basic foundation to design and develop middleware demos. It is based on plug and play architecture and designed to use optimal hardware resources.  The starter kit is easily extendable to incorporate more Oracle Fusion Middleware components. New Features Built on the "Build your own demos (POC)" concept Starter Kit comes with core OFM Components Oracle Unified Directory (OUD, SOA, WebCenter Content and WebCenter Spaces) Starter Kit is available over the Internet and is tuned for optimal performance Portable/Downloadable version of the Starter Kit will be available soon. Please check Demos Corner. For and questions/feedback please contact chandan Das or Anand Prasad. Call to Action Review the Release Notes. & Visit the GSE Website and book the “OFM 11.1.1.7.0 Base Platform” customizable instance. Further information about this platform is available on this page. This announcement will appear in the archive as number 412. Customizable Demos We are happy to announce the availability of the SOA 11.1.1.7.0 Platform.  SOA 11g (11.1.1.7) Platform is fully featured, built on Plug and Play architecture, and designed to develop best of breed SOA demos. New Features Built on the "Build your own demos" concept Fusion Middleware products SOA, BAM, OSB, OEP, OER, OSR, WebCenter Content and WebCenter Spaces are installed, configured, and tuned for better performance Demo instances are available over the Internet Portable version of the platform will be available soon. Please check Demos Corner For questions/feedback please contact Anvesh Baluguri or Anand Prasad. Call to Action Review the Release Notes & Visit the GSE Website and book the “SOA 11.1.1.7.0 Platform” customizable demo. Further information about this platform is available on this page.  This announcement will appear in the archive as number 413. To get access to the demo environment please contact OPN! Support If you need assistance or encounter any issues please submit a GSE Repository ticket or call the GSE Support Hotline for assistance. The GSE Support Hotline is available 24 hours a day, Monday through Friday, at: US/CAN: +1.650.506.8763 & EMEA: +44 118 9240808 & APAC: +65.6436.2150 & LAD: +1.650.506.8763 & Japan: +81-3-6834-6097. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: OFM,demos,sales,marketing,dss,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • directX texture appears incorrectly

    - by numerical25
    I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies. Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second is the color, and third is the uv texture. //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,2.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, }; My second guess could be an error that I am receiving as I run the program. But I don't know where to begin with that. The following is the description of the error . D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ] Not sure what it could be. but where is my vertex layout description //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false;

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