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  • Microsoft Robotics Studio with Wine ? Is it possible ?

    - by Arkapravo
    I am using Ubuntu 9.10 and I am a bit of a robotics enthusiast. I have used KiKS (in MATLAB for simulating Khepera robots), MobotSim (in Windows, simulates a point like robot using a BASIC editor) and Player Stage/Gazebo (with C/C++ on Ubuntu Linux). My question, can MS Robotics Studio be installed in Ubuntu Linux using Wine (I am using 1.1.31) ? Has anyone done it ? Thanks for your reply !

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  • Multiple render targets and pixel shader outputs terminology

    - by Rei Miyasaka
    I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple textures", are multiple elements interleaved in a single output texture, or do you specify multiple discrete output textures? By the way, from what I understand, at least for DX9, all the elements of this struct need to be of the same size. Does this restriction still apply to DX11?

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  • Flex Builder debug problem

    - by Chetan Sachdev
    I am running on Windows XP and recently updated Flash Player from v9 to v10.1. And Now, in the Debug Console under Flex Builder, I am getting a lot of debug statements(I think that is assembly). Below is an example, of what I get: " active: eax(737-757) ecx(738-758) ebx(3-797) esi(728-756) @739 st 143112124(0) <- @3 09002830 mov 143112124(0), ebx active: eax(737-757) ecx(738-758) ebx(3-797) esi(728-756) @740 ldop 0(@3) 09002836 mov edx, 0(ebx) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) @741 ldop 20(@740) 09002838 mov edi, 20(edx) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(741-742) * @742 lea 4(@741) spans call 0900283B lea edi, 4(edi) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @743 st 143111460(0) <- @742 0900283E mov 143111460(0), edi active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @744 alloc 12 alloca 12 at 120 for @744 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) -88(ebp) (1-793) arg -92(ebp) -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @745 imm 2 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @746 st 0(@744) <- @745 09002844 mov -132(ebp), 2 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @747 imm 139523392 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @748 st 4(@744) <- @747 0900284E mov -128(ebp), 139523392 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @749 imm 136426472 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @750 st 8(@744) <- @749 09002855 mov -124(ebp), 136426472 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @751 ldop 16(@738) STEAL any @738 alloca 4 at 80 for @738 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) (738-758) use -88(ebp) (1-793) arg -92(ebp) -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc 0900285C mov -84(ebp), ecx 0900285F mov ecx, 16(ecx) active: eax(737-757) ecx(751-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @752 imm 1 active: eax(737-757) ecx(751-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @753 or @738 @752 STEAL any @751 alloca 4 at 88 for @751 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) (738-758) use -88(ebp) (1-793) arg -92(ebp) (751-759) ldop -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc 09002862 mov -92(ebp), ecx 09002865 mov ecx, -84(ebp) 09002868 or ecx, 1 active: eax(737-757) ecx(753-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * " I am not sure, why it started, but any help will be appreciated.

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • Ruby server very slow outside localhost (teambox)

    - by ncatnow
    I just installed TeamBox on my Ubuntu 9.10 server. I have it up and running on port 3000 using the provided server script. It's running extremely slow, up to 30 seconds per HTTP request when connecting from another computer. I used links to load up TeamBox from the shell and it took no time at all. I then setup an SSH tunnel and again it was working very fast. I run about 30 vhosts through apache on this server, as well as SAMBA etc and do not have any problems. How can I troubleshoot this problem?

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  • Best practice for setting Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice for setting Effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of set operation like: private Matrix _world; public Matrix World { get{ return _world; } set { if (value == world) return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } } Thanking you in anticipation.

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  • Cannot ping ubuntu server by hostname - can only ping by IP

    - by Tone
    I have an unbuntu 9.10 server and have set the hostname to "fileserver" When I try to ping fileserver from a client machine it doesn't find it, however I can ping by the IP my router assigns it. I have tried changing the ip in /etc/hosts from this: 127.0.0.1 fileserver to this: 192.168.1.109 fileserver which is the ip being assigned. I had a previous install of this server and i had no issues with this - only difference in this install is i did not select any of the options such as LAMP, OpenSSH, etc during the install process. I can access the machine fine by ip using PuTTY. Any ideas?

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  • How can I compile SM 3.0 effects in D3D11 in slimdx?

    - by jacker
    var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new SlimDX.Direct3D11.Effect(gpu.Device, bytecode); Works fine but if I try to use another shader model like 4.0 or 3.0 it throws an error on the new effect creation: E_FAIL: An undetermined error occurred (-2147467259) How do I compile older shaders? And I've read about device context but I can't find any information on how to use them to maintain DX9 compatibility.

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • How to correctly Dispose a SourceVoice once its finished

    - by clamp
    i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: sourceVoice.Start(); sourceVoice.StreamEnd += delegate { if (!sourceVoice.IsDisposed) { sourceVoice.DestroyVoice(); sourceVoice.Dispose(); } }; but that crashes with a read access violation in native code deep in XAudio2.dll which i cant debug.

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • permission denied

    - by gcc
    i have file which include new icons (i download from ubuntu) anyway how i change my old icons with new ones and new icon file name myFAV-TUX on the desktop also usr/share/icons havenot an permission to copy file into it i tried ls -l .... but i couldont do it please help

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  • Error after installing Django (supposed PATH or PYTHONPATH "error")

    - by illuminated
    Hi all, I guess this is a PATH/PYTHONPATH error, but my attempts failed so far to make django working. System is Ubuntu 10.04, 64bit: mx:~/webapps$ cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.04 DISTRIB_CODENAME=lucid DISTRIB_DESCRIPTION="Ubuntu 10.04 LTS" Python version: 2.6.5: @mx:~/webapps$ python -V Python 2.6.5 When I run django-admin.py, the following happens: mx:~/webapps$ django-admin.py Traceback (most recent call last): File "/usr/local/bin/django-admin.py", line 2, in <module> from django.core import management ImportError: No module named django.core Similar when I import django in python shell: mx:~/webapps$ python Python 2.6.5 (r265:79063, Apr 16 2010, 13:09:56) [GCC 4.4.3] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import django Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named django >>> quit() More details: mx:~/webapps$ python -c "from distutils.sysconfig import get_python_lib; print get_python_lib()" /usr/lib/python2.6/dist-packages Within python shell: Python 2.6.5 (r265:79063, Apr 16 2010, 13:09:56) [GCC 4.4.3] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import sys >>> print sys.path ['', '/usr/lib/python2.6/dist-packages/django', '/usr/local/lib/python2.6/dist-packages/django/bin', '/usr/local/lib/python2.6/dist-packages/django', '/home/petra/webapps', '/usr/lib/python2.6', '/usr/lib/python2.6/plat-linux2', '/usr/lib/python2.6/lib-tk', '/usr/lib/python2.6/lib-old', '/usr/lib/python2.6/lib-dynload', '/usr/lib/python2.6/dist-packages', '/usr/lib/python2.6/dist-packages/PIL', '/usr/lib/pymodules/python2.6'] django-admin.py can be found here: mx:~/webapps$ locate django-admin.py ~/install/sources/Django-1.2.1/build/lib.linux-i686-2.6/django/bin/django-admin.py ~/install/sources/Django-1.2.1/build/scripts-2.6/django-admin.py ~/install/sources/Django-1.2.1/django/bin/django-admin.py /usr/local/bin/django-admin.py /usr/local/lib/python2.6/dist-packages/django/bin/django-admin.py /usr/local/lib/python2.6/dist-packages/django/bin/django-admin.pyc and in the end this doesn't help: export PYTHONPATH="/usr/lib/python2.6/dist-packages/django:$PYTHONPATH" nor this: export PYTHONPATH="/usr/local/lib/python2.6/dist-packages/django:$PYTHONPATH" How to solve this !? Thanks all in advance! :)

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  • Why doesn't Perl file glob() work outside of a loop in scalar context?

    - by Rob
    According to the Perl documentation on file globbing, the <*> operator or glob() function, when used in a scalar context, should iterate through the list of files matching the specified pattern, returning the next file name each time it is called or undef when there are no more files. But, the iterating process only seems to work from within a loop. If it isn't in a loop, then it seems to start over immediately before all values have been read. From the Perl docs: In scalar context, glob iterates through such filename expansions, returning undef when the list is exhausted. http://perldoc.perl.org/functions/glob.html However, in scalar context the operator returns the next value each time it's called, or undef when the list has run out. http://perldoc.perl.org/perlop.html#I/O-Operators Example code: use warnings; use strict; my $filename; # in scalar context, <*> should return the next file name # each time it is called or undef when the list has run out $filename = <*>; print "$filename\n"; $filename = <*>; # doesn't work as documented, starts over and print "$filename\n"; # always returns the same file name $filename = <*>; print "$filename\n"; print "\n"; print "$filename\n" while $filename = <*>; # works in a loop, returns next file # each time it is called In a directory with 3 files...file1.txt, file2.txt, and file3.txt, the above code will output: file1.txt file1.txt file1.txt file1.txt file2.txt file3.txt Note: The actual perl script should be outside the test directory, or you will see the file name of the script in the output as well. Am I doing something wrong here, or is this how it is supposed to work?

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  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • How on Earth do I install Visual Python in Ubuntu 10.04?

    - by Glen
    Hi, I am trying to do a Physics problem in python. I need to install visual python because I get the error that it can't find the visual library when I type import visual from * The documentation on the Visual Python site is totally useless. I have gone into synaptic package manger and installed python-visual. But I still get the same error. Can someone please help? Thanks, Glen

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  • Correct level of abstraction for a 3d rendering component?

    - by JohnB
    I've seen lots of questions around this area but not this exact question so apologies if this is a duplicate. I'm making a small 3d game. Well to be honest, it's just a little hobby project and likely won't turn out to be an actual game, I'll be happy to make a nice graphics demo and learn about 3d rendering and c++ design. My intent is to use direct3d9 for rendering as I have some little experience of it, and it seems to meet my requirements. However if I've learned one thing as a programmer it's to ask "is there any conceivable reason that this component might be replaced by a different implmentation" and if the answer is yes then I need to design a proper abstraction and interface to that component. So even though I intend to implment d3d9 I need to design a 3d interface that could be implemented for d3d11, opengl... My question then is what level is it best to do this at? I'm thinking that an interface capable of creating and later drawing Vertex buffers and index buffers Textures Vertex and Pixel "shaders" Some representation of drawing state (blending modes etc...) In other words a fairly low level interface where my code to draw for example an animated model would use the interface to obtain abstract vertex buffers etc. I worry though that it's too low level to abstract out all the functionallity I need efficiently. The alternative is to do this at a higher level where the interface can draw objects, animations, landscapes etc, and implement them for each system. This seems like more work, but it more flexible I guess. So that's my question really, when abstracting out the drawing system, what level of interface works best?

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