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  • Setting LD_LIBRARY_PATH in Apache PassEnv/SetEnv still cant find library

    - by DoMoreASAP
    I am trying to test the Cybersource 3d party implementation. I was able to get the test files running fine from the command line, which requires that on Linux I export the path to the payment libraries to LD_LIBRARY_PATH. to try to test this on my server I have created the apache config below <VirtualHost 127.0.0.1:12345> AddHandler cgi-script .cgi AddHandler fcgid-script .php .fcgi FCGIWrapper /my/path/to/php_fcgi/bin/php-cgi .php AddType text/html .shtml AddOutputFilter INCLUDES .shtml DocumentRoot /my/path/to/cybersource/simapi-php-5.0.1/ ProxyPreserveHost on <Directory /my/path/to/cybersource/simapi-php-5.0.1> SetEnv LD_LIBRARY_PATH /my/path/to/cybersource/LinkedLibraries/lib/ AllowOverride all Options +Indexes IndexOptions Charset=UTF-8 </Directory> </VirtualHost> I have set the env variable there with SetEnv command, which seems to be working when i run a page that prints <?php phpinfo(); ?> however the test script when called through the browser still wont work, apache says: tail /my/apache/error_log [Tue Mar 30 23:11:46 2010] [notice] mod_fcgid: call /my/path/to/cybersource/index.php with wrapper /my/path/to/cybersource/php_fcgi/bin/php-cgi PHP Warning: PHP Startup: Unable to load dynamic library '/my/path/to/cybersource/extensionsdir/php5_cybersource.so' - libspapache.so: cannot open shared object file: No such file or directory in Unknown on line 0 so it cant find the linked file libspapache.so even though it is in the LD_LIBRARY_PATH that is supposedly defined i really appreciate the help. thanks so much.

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  • MATLAB intersection of 2 surfaces

    - by caglarozdag
    Hi everyone, I consider myself a beginner in MATLAB so bear with me if the answer to my question is an obvious one. Phi=0:pi/100:2*pi; Theta=0:pi/100:2*pi; [PHI,THETA]=meshgrid(Phi,Theta); R=(1 + cos(PHI).*cos(PHI)).*(1 + cos(THETA).*cos(THETA)); [X,Y,Z]=sph2cart(THETA,PHI,R); surf(X,Y,Z); %display hold on; x1=-4:.1:4; [X1,Y1] = meshgrid(x1); a=1.8; b=0; c=3; d=0; Z1=(d- a * X1 - b * Y1)/c; shading flat; surf(X1,Y1,Z1); I have written this code which plots a 3d cartesian plot of a plane intersecting a peanut shaped object at an angle. I need to get the intersection of these on 2D (going to be the outline of a peanut, but a bit skewed since the intersection happens at an angle), but don't know how. Thanks

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  • Getting a job in the games industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled in a community college for games developement. But I am skeptical about the curriculum. I have no experience in the gaming industry so I wouldn't be able to tell whether it's a good investment or not. So I am asking you. I don't want to get too much into the details of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the Unreal Engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the Unreal Engine, learn Python and learn how to use its API to connect to a remote server and build game mechanics. Overall I will also recieve an associates degree in game development. I learn C++ but not C. The director said he was trying to implement C in the program as well. What I notice is I will not learn how to build a 3D game engine from scratch. They do not teach any artificial intelligence (AI). I will not learn how to work with the graphics card using a graphics API such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requiring me to take some advanced mathematics courses such as calculus and geometry 1 and 2. I also got to take a physics class. I just think that's a little much for just learning how to use the Unreal Engine but not actually build one or try to learn the anatomy of a games engine. Is this good enough to possibly land my a job in the industry? If I left anything out or was not detail, please feel free to ask more questions. Edit: I do learn data structures and algorithms.

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  • Raytraced Shadows Problem

    - by Mat
    Hey There! I've got a problem with shadowrays in my raytracer. Please have a look at the following two pictures 3D sMax: My Raytracer: The scene is lit by a very bright light, shining from the back. It's so bright that there is no gradient in the shading, just either white or dark (due to the overexposure). both images were rendered using 3DStudioMax and both use the exact same geometry, just in one case the normals are interpolated across the triangles. Now consider the red dot on the surface. In the case of the unsmoothed version, it lies in a dark area. this means that the light source is not visible from this triangle, since it's facing away from it. In the smoothed version however, it lies in the lit area, because the interpolated normal would suggest, that the light would be visible at that point (although the actual geometry of the triangle is facing away from the lightsource). My problem now is when raytraced shadows come in. if a shadowray is shot into the scene, from the red dot, to test whether the light-source is visible or not (to determine shadowing), the shadowray will return an intersection, independent of whether normals are interpolated or not (because intersections only depend on the geometry). Therefore the pixel would be shaded dark. 3dsamx is handling the case correctly - the rendered image was generated with Raytraced shadows turned on. However, my own Raytracer runs exactly into this problem when i turn on raytraced shadows (in my raytracer, the point is dark in both cases, because raytraced shadows determine the point lying in the shadow), and i don't know how to solve it. I hope someone knows this problem and how to deal with it.. thanks!

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  • Visualization of Nelder-Mead algorithm in gnuplot

    - by gorczas
    Hi, does anyone know how I can achieve drawing triangle on level sets of some 3d function (something like on this image in gnuplot? When I tried doing this after reading some tutorials: gnuplot> set border 15 front linetype -1 linewidth 1.000 gnuplot> set logscale z 10 gnuplot> set view map gnuplot> set isosamples 60, 60 gnuplot> unset surface gnuplot> set contour base gnuplot> unset clabel gnuplot> set style data lines gnuplot> set ticslevel 0 gnuplot> set noztics gnuplot> set title "Trwa symulacja" gnuplot> set xlabel "x" gnuplot> set xrange [ * : * ] noreverse nowriteback gnuplot> set ylabel "y" gnuplot> set zlabel "" gnuplot> set yrange [ * : * ] noreverse nowriteback gnuplot> set zrange [ * : * ] noreverse nowriteback gnuplot> splot [-10.5:10.5] [-10.5:10.5] x**2 +y**2 with lines lc rgb "#000000" notitle,\ >'-' with lines notitle input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > -4.80045950473308 -8.66307635892326 98.0933034571172 input data ('e' ends) > -3.56740563691939 3.31903046267993 23.7423461905216 input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > e But I'm still getting warning: "Cannot contour non grid data. Please use "set dgrid3d".".

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  • Find unique vertices from a 'triangle-soup'

    - by sum1stolemyname
    I am building a CAD-file converter on top of two libraries (Opencascade and DWF Toolkit). However, my question is plattform agnostic: Given: I have generated a mesh as a list of triangular faces form a model constructed through my application. Each Triangle is defined through three vertexes, which consist of three floats (x, y & z coordinate). Since the triangles form a mesh, most of the vertices are shared by more then one triangle. Goal: I need to find the list of unique vertices, and to generate an array of faces consisting of tuples of three indices in this list. What i want to do is this: //step 1: build a list of unique vertices for each triangle for each vertex in triangle if not vertex in listOfVertices Add vertex to listOfVertices //step 2: build a list of faces for each triangle for each vertex in triangle Get Vertex Index From listOfvertices AddToMap(vertex Index, triangle) While I do have an implementation which does this, step1 (the generation of the list of unique vertices) is really slow in the order of O(n!), since each vertex is compared to all vertices already in the list. I thought "Hey, lets build a hashmap of my vertices' components using std::map, that ought to speed things up!", only to find that generating a unique key from three floating point values is not a trivial task. Here, the experts of stackoverflow come into play: I need some kind of hash-function which works on 3 floats, or any other function generating a unique value from a 3d-vertex position.

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  • How do I best handle a needed patch for Perl/Tk?

    - by Streamline
    I am making a change to Perl/Tk for an application that has its own resident Perl and modules installation (so we can drop the app in and go). I've found a problem I am experiencing that I just stumbled on what seems to be the patch I need here: http://osdir.com/ml/lang.perl.tk/2004-10/msg00030.html Bug confirmed. Here's the patch against Tk804.027: --- Tk-804.027/pTk/mTk/generic/tkEntry.c Sat Mar 20 19:54:48 2004 +++ Tk-804.027-perl5.8.3d/pTk/mTk/generic/tkEntry.c Tue Oct 19 22:50:31 2004 @@ -3478,6 +3478,18 @@ Tcl_DStringFree(&script); #else + switch (type) { + case VALIDATE_INSERT: + type = 1; + break; + case VALIDATE_DELETE: + type = 0; + break; + default: + type = -1; + break; + } + code = LangDoCallback(entryPtr-interp, entryPtr-validateCmd, 1, 5, "%s %s %s %d %d", new, change, entryPtr-string, index, type); if (code != TCL_OK && code != TCL_RETURN) { Regards, Slaven I'd like to apply this patch or if there is a newer version of the Perl/Tk module I can upgrade to that includes this patch already that doesn't require I change the version of Perl, do that. Here is what I can find from the installation for this app: perl -v = 5.8.4 $Tk::version = '8.4' $Tk::patchlevel = '8.4' $Tk::VERSION = '804.027' So.. 1a) if there is a newer Tk VERSION that includes the patch in the link above, how do I upgrade just that module in the specific Perl installation location for this app? 1b) how do I know if that upgrade is compatible with 5.8.4 of Perl (I don't want to upgrade perl at this point) 2) if not, how do I apply that patch defined in that link?

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  • opacity and zIndex not getting set when hovered

    - by Catfish
    I'm messing around with a jquery carousel script and i'm trying to get it so when you hover over an image, the size will be doubled(which i have working) and the opacity will be 100. The script is here http://steph.net23.net/ImageCarousel/ This is the part i've added to double the width and height but the opacity is not taking effect. The original script came from here http://www.devirtuoso.com/2009/08/how-to-create-a-3d-tag-cloud-in-jquery/ $('#list a img').hover( function() { clearInterval(go); $(this).css('height', '200px'); $(this).css('width', '400px'); $(this).css('margin-left', '-100px'); $(this).css('opacity', '100'); var opac = $(this).css('opacity'); $(this).css('zIndex', '0'); var z = $(this).css('zIndex'); console.log("opacity = "+opac); console.log("zindex = "+z); }, function() { go = setInterval(render, 20); $(this).css('height', '100px'); $(this).css('width', '200px'); $(this).css('margin-left', '0'); });

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • Applications on the Web/Cloud the way to go? over Desktop apps?

    - by jiewmeng
    i am currently a mainly web developer, but is quite attracted to the performance and great integration with the OS (eg. Windows 7, Jump Lists, Taskbar Thumbnails, etc) something like WPF/C# can provide to the user, improving workflow and productivity. privacy and performance seems like a major downside of web/cloud apps compared to desktop apps. applications on the cloud/web work on the go, increased popularity of smartphones/netbooks majority of users may not benefit as much from increased performance of desktop apps, eg. internet surfing, word processing, probably benefit more from decreased startup times, lower costs and data on the cloud desktop applications increased performance benefits power users like 3D rendering, HD video/photo editing, gamers (i wonder if such processing maybe offset to cloud processing) integration with OS increases productivity (maybe such features can be adapted to a web version? maybe with a local desktop app to work with Web App API) more control over privacy (maybe fixed by encryption?) local data access (esp. large files) guaranteed and fast (YouTube HD fast enough most of the time) work not affected by intermittent/slow/availability internet connections (i know this is changing tho) what do you think?

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  • How do you Access an Authenticated Google App Engine Service with Ruby?

    - by viatropos
    I am trying to do this same thing here but with Ruby: Access Authenticated GAE Client with Python. Any ideas how to retrieve authenticated content from GAE with Ruby? I am using the Ruby GData Gem to access everything in Google Docs and such and it's making life very easy, but now I'd like to access things on GAE that require admin access, programmatically, and it doesn't support that. Here's what I'm getting (using DocList, not sure what to use yet): c = GData::Client::DocList.new c.clientlogin(username, password, nil, nil, nil, "HOSTED") c => #<GData::Client::DocList:0x201bad8 @clientlogin_service="writely", @version="2", @auth_handler=#<GData::Auth::ClientLogin:0x200803c @account_type="HOSTED", @token="long-hash", @auth_url="https://www.google.com/accounts/ClientLogin", @service="writely">, @source="AnonymousApp", @headers={"Authorization"=>"GoogleLogin auth=long-hash", "User-Agent"=>"GoogleDataRubyUtil-AnonymousApp", "GData-Version"=>"2", "Content-Type"=>"application/atom+xml"}, @authsub_scope="http://docs.google.com/feeds/", @http_service=GData::HTTP::DefaultService> url = "http://my-cdn.appspot.com/files/restricted-file.html" c.get(url) => #<GData::HTTP::Response:0x20004b8 @status_code=302, @body="", @headers={"connection"=>"close", "date"=>"Sun, 11 Apr 2010 00:30:20 GMT", "content-type"=>"text/html", "server"=>"Google Frontend", "content-length"=>"0", "location"=>"https://www.google.com/accounts/ServiceLogin service=ah&continue=http://my-cdn.appspot.com/_ah/login%3Fcontinue%3D http://my-cdn.appspot.com/files/restricted-file.html& ltmpl=gm&ahname=My+CDN&sig=a-signature"}> Any tips? That other SO question pointed to doing something with the redirect... Not sure how to handle that. Just looking for a point in the right direction from the ruby experts. Thanks.

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  • Finding distance to the closest point in a point cloud on an uniform grid

    - by erik
    I have a 3D grid of size AxBxC with equal distance, d, between the points in the grid. Given a number of points, what is the best way of finding the distance to the closest point for each grid point (Every grid point should contain the distance to the closest point in the point cloud) given the assumptions below? Assume that A, B and C are quite big in relation to d, giving a grid of maybe 500x500x500 and that there will be around 1 million points. Also assume that if the distance to the nearest point exceds a distance of D, we do not care about the nearest point distance, and it can safely be set to some large number (D is maybe 2 to 10 times d) Since there will be a great number of grid points and points to search from, a simple exhaustive: for each grid point: for each point: if distance between points < minDistance: minDistance = distance between points is not a good alternative. I was thinking of doing something along the lines of: create a container of size A*B*C where each element holds a container of points for each point: define indexX = round((point position x - grid min position x)/d) // same for y and z add the point to the correct index of the container for each grid point: search the container of that grid point and find the closest point if no points in container and D > 0.5d: search the 26 container indices nearest to the grid point for a closest point .. continue with next layer until a point is found or the distance to that layer is greater than D Basically: put the points in buckets and do a radial search outwards until a points is found for each grid point. Is this a good way of solving the problem, or are there better/faster ways? A solution which is good for parallelisation is preferred.

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  • Cross-platform game development: ease of development vs security

    - by alcuadrado
    Hi, I'm a member and contributor of the Argentum Online (AO) community, the first MMORPG from Argentina, which is Free Software; which, although it's not 3D, it's really addictive and has some dozens of thousands of users. Really unluckily AO was developed in Visual Basic (yes, you can laugh) but the former community, so imagine, the code not only sucks, it has zero portability. I'm planning, with some friends to rewrite the client, and as a GNU/Linux frantic, want to do it cross-platform. Some other people is doing the same with the server in Java. So my biggest problem is that we would like to use a rapid development language (like Java, Ruby or Python) but the client would be pretty insecure. Ruby/Python version would have all it's code available, and the Java one would be easily decompilable (yes, we have some crackers in the community) We have consider the option to implement the security module in C/C++ as a dynamic library, but it can be replaced with a custom one, so it's not really secure. We are also considering the option of doing the core application in C++ and the GUI in Ruby/Python. But haven't analysed all it's implications yet. But we really don't want to code the entire game in C/C++ as it doesn't need that much performance (the game is played at 18fps on average) and we want to develop it as fast as possible. So what would you choose in my case? Thank you!

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  • XNA 2D mouse picking

    - by Corndog
    I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite. From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation. I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

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  • Issues with Rails, Amazon S3, and protected URLs

    - by Shpigford
    So I followed this little tutorial about protecting downloads of files that are uploaded to Amazon S3 with Paperclip. When I've developed locally, it's worked fine, but since pushing the exact same code to a production server...I now get this error from Amazon when I try to access the files: <Error> <Code>InvalidArgument</Code> <Message>Either the Signature query string parameter or the Authorization header should be specified, not both</Message> <ArgumentValue>Basic dGVjaHVrdWxlbGU6ZWxlbHVrdWhjZXQ=</ArgumentValue> <ArgumentName>Authorization</ArgumentName> <RequestId>F6E455857C54F95A</RequestId> <HostId>X4QA2pw9wpHtJtJ2T8qxCyINjq4PLHQVF4VrlYjpX7Ayh694BgQprh5p8H7NRCAt</HostId> </Error> Example URL: http://s3.amazonaws.com/media.example.com/assets/videos/1/original.mov?AWSAccessKeyId=MY_ACCESS_KEY&Expires=1271972624&Signature=7wWH2WYHPO0o9szwPJbimUMqAig%3D That URL is generated using AWS::S3::S3Object.url_for using the aws-s3 gem. So...not even sure where to start. The fact that it works fine when the app is running locally but not when in production really doesn't make sense. The production server is running Ubuntu 8.04.4 LTS (Hardy).

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  • I am Unable to Post Xml to Linkedin Share API

    - by Vijesh V.Nair
    I am using Delphi 2010, with Indy 10.5.8(svn version) and oAuth.pas from chuckbeasley. I am able to collect token with app key and App secret, authorize token with a web page and Access the final token. Now I have to post a status with Linkedin’s Share API. I am getting a unauthorized response. My request and responses are giving bellow. Request, POST /v1/people/~/shares HTTP/1.0 Content-Encoding: utf-8 Content-Type: text/xml; charset=us-ascii Content-Length: 999 Authorization: OAuth oauth_consumer_key="xxx",oauth_signature_method="HMAC-SHA1",oauth_timestamp="1340438599",oauth_nonce="BB4C78E0A6EB452BEE0FAA2C3F921FC4",oauth_version="1.0",oauth_token="xxx",oauth_signature="Pz8%2FPz8%2FPz9ePzkxPyc%2FDD82Pz8%3D" Host: api.linkedin.com Accept: text/html, */* Accept-Encoding: identity User-Agent: Mozilla/3.0 (compatible; Indy Library) %3C%3Fxml+version=%25221.0%2522%2520encoding%253D%2522UTF-8%2522%253F%253E%253Cshare%253E%253Ccomment%253E83%2525%2520of%2520employers%2520will%2520use%2520social%2520media%2520to%2520hire%253A%252078%2525%2520LinkedIn%252C%252055%2525%2520Facebook%252C%252045%2525%2520Twitter%2520%255BSF%2520Biz%2520Times%255D%2520http%253A%252F%252Fbit.ly%252FcCpeOD%253C%252Fcomment%253E%253Ccontent%253E%253Ctitle%253ESurvey%253A%2520Social%2520networks%2520top%2520hiring%2520tool%2520-%2520San%2520Francisco%2520Business%2520Times%253C%252Ftitle%253E%253Csubmitted-url%253Ehttp%253A%252F%252Fsanfrancisco.bizjournals.com%252Fsanfrancisco%252Fstories%252F2010%252F06%252F28%252Fdaily34.html%253C%252Fsubmitted-url%253E%253Csubmitted-image-url%253Ehttp%253A%252F%252Fimages.bizjournals.com%252Ftravel%252Fcityscapes%252Fthumbs%252Fsm_sanfrancisco.jpg%253C%252Fsubmitted-image-url%253E%253C%252Fcontent%253E%253Cvisibility%253E%253Ccode%253Eanyone%253C%252Fcode%253E%253C%252Fvisibility%253E%253C%252Fshare%253E Response, HTTP/1.1 401 Unauthorized Server: Apache-Coyote/1.1 x-li-request-id: K14SWRPEPL Date: Sat, 23 Jun 2012 08:07:17 GMT Vary: * x-li-format: xml Content-Type: text/xml;charset=UTF-8 Content-Length: 341 Connection: keep-alive <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <error> <status>401</status> <timestamp>1340438838344</timestamp> <request-id>K14SWRPEPL</request-id> <error-code>0</error-code> <message>[unauthorized]. OAU:xxx|nnnnn|*01|*01:1340438599:Pz8/Pz8/Pz9ePzkxPyc/DD82Pz8=</message> </error> Please help. Regards, Vijesh Nair

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  • Empty UIView with minimal drawRect: overhead

    - by Benjohn Barnes
    Hi, I have an application that has three nested views that are mechanically important, but have no visual elements: A vanila UIView that doesn't have any content of its own, and is simply used as a host for CALayers. A UIScrollView (that is queried for it's origin and used to position CALayers in 3d: I really only use this view to faithfully replicate the scroll view's "mechanics"), The scroll view's contents: a UIView subclass. It simply picks up touch events and passes them to a delegate - all that is important are its UIResponder machinery. The UIView hosting CALayers is a sibling of a UIImageView that is a background image over which the CALayers are drawn. I'd really like to ensure that none of these empty UIViews have any drawing or compositing overhead (in time, or storage) associated with them, or if that's not possible, to get this overhead as small as possible, and to understand it so that I can perhaps decide if I should try a different approach. In interface builder, I've set all of the views to not clear their context before drawing. I've not set them to be opaque though, because they definitely are not opaque - they are completely transparent. I've found that I need to give the scroll view contents a transparent clear colour (again in IB by setting the background colour's opacity to zero), and this suggests that it is being drawn, which I don't want. So, in short, I've not got much idea of what is and isn't getting drawn (anyone know of a tool like Quartz Debug for iPhone / simulator?), or how to go about stopping things from getting drawn. Advice would be very welcome! Thanks, Benjohn

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  • Textured Primitives in XNA with a first person camera

    - by 131nary
    So I have a XNA application set up. The camera is in first person mode, and the user can move around using the keyboard and reposition the camera target with the mouse. I have been able to load 3D models fine, and they appear on screen no problem. Whenever I try to draw any primitive (textured or not), it does not show up anywhere on the screen, no matter how I position the camera. In Initialize(), I have: quad = new Quad(Vector3.Zero, Vector3.UnitZ, Vector3.Up, 2, 2); quadVertexDecl = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements); In LoadContent(), I have: quadTexture = Content.Load<Texture2D>(@"Textures\brickWall"); quadEffect = new BasicEffect(this.GraphicsDevice, null); quadEffect.AmbientLightColor = new Vector3(0.8f, 0.8f, 0.8f); quadEffect.LightingEnabled = true; quadEffect.World = Matrix.Identity; quadEffect.View = Matrix.CreateLookAt(cameraPosition, cameraTarget, Vector3.Up); quadEffect.Projection = this.Projection; quadEffect.TextureEnabled = true; quadEffect.Texture = quadTexture; And in Draw() I have: this.GraphicsDevice.VertexDeclaration = quadVertexDecl; quadEffect.Begin(); foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Begin(); GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>( PrimitiveType.TriangleList, quad.Vertices, 0, 4, quad.Indexes, 0, 2); pass.End(); } quadEffect.End(); I think I'm doing something wrong in the quadEffect properties, but I'm not quite sure what.

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  • Knight's tour / recursion

    - by Layne
    Hey, I'm trying to learn a little bit more about recursion but somehow I can't solve the knight's tour and I'm hoping someone can point out my logic error. public class main { static int fsize = 5; static int board[][] = new int[fsize][fsize]; static int[] sprung_x = {1,2,2,1,-1,-2,-2,-1}; static int[] sprung_y = {-2,-1,1,2,2,1,-1,-2}; static void SucheWeg(int schrittnummer, int x, int y) { board[x][y] = schrittnummer; if( schrittnummer == ((fsize*fsize)-1)) { for(int i = 0; i<fsize; i++) { for(int c=0; c<fsize; c++) { System.out.printf("%3d", board[i][c]); } System.out.println("\n"); } } else { for(int i = 0; i<8; i++) { for(int c = 0; c<8; c++) { if( (x+sprung_x[i]) >= 0 && (x+sprung_x[i]) < fsize && (y+sprung_y[c]) >= 0 && (y+sprung_y[c]) < fsize ) { if(board[x+sprung_x[i]][y+sprung_y[c]] == -1) { System.out.println("Move: "+schrittnummer + "\n"); SucheWeg(schrittnummer+1, (x+sprung_x[i]), (y+sprung_y[c])); } } } } board[x][y] = -1; } } public static void main(String[] args) { System.out.println("Begin: \n"); for(int i = 0; i<fsize; i++) { for(int c = 0; c<fsize; c++) { board[i][c] = -1; } } SucheWeg(0, 0, 0); System.out.println("\nEnd"); } }

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  • Are we DELPHI, VCL or Pascal programmers?

    - by José Eduardo
    i´ve been a delphi database programmer since D2. Now i´m facing some digital imaging and 3D challenges that make me to start study OpenGL, DirectX, Color Spaces and so on. I´m really trying but nobody seems to use Delphi for this kind of stuff, just the good-old-paycheck Database programming. ok, i know that we have some very smart guys behind some clever components, some of this open-source. Is there any PhotoShop, Blender, Maya, Office, Sonar, StarCraft, Call of Dutty written in Delphi? Do i have to learn C++ to have access to zillions of books about that kind of stuff? What is the fuzz/hype behind this: int *varName = &anhoterThing? Why pointers seems to be the holy graal to this apps? I´ve downloaded MSVC++ Express and start to learn some WPF and QT integration, and i think: "Man, Delphi does this kind of stuff, with less code, less headaches, since the wheels were invented" This lead my mind to the following... Do you ever tried to write a simple notepad program using just notepad and dcc32 in Pascal/Delphi? if so embarcadero could make our beloved pascal compiler free, and sell just the ide, the vcl, the customer support ... and back to the question: Are we DELPHI, VCL or Pascal programmers?

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  • Bringing ideas to life

    - by danixd
    I understand that this forum is filled with computer science genius's but there must come a point where your expertise in coding can not keep up with your creativity. I am a front end programmer and designer of sorts. I have so many ideas, with no ways of implementing them. I know of platforms that can help, I am really into the arduino project for physical ideas and I know Flash is an amazing platform for software, but when it comes to complex ideas, even such as a 3D game, things can be too much to handle individually. When you have an idea, what is your typical methodology of bring them to life? Write down the idea, save if for later (never gets made right...) Try building it yourself, on the platforms you work with and are good at Consult people on what platform it is best suited to and collaborate with an expert in that field to do the dirty work Consult people on what platform it is best suited to and try to learn it and make it yourself (at least the alpha stages) Are there any communities that support this idea of bringing things to life? Can you pitch ideas to x company as a business model and hope they take you on / sponsor you? Do you have to spend lots of $$$ to get things made?

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  • Good Learning Method for Objective-C?

    - by Josh Kahane
    Hi I know this must be asked a millions times and can't be easy to answer as there is o definitive method, but any help would be appreciated, thanks. I have been playing around with all sorts of things in Xcode and with Objective-C, however I can't seem to find a good way of learning things in an efficient way. I have bought the book 'Programming in Objective-C 2.0' and its great but just lays down the basics it seems. I want to learn in the 2D game development direction, then of course 3D after nailing that, if thats the right thing to do? I am 17 currently in year 13, last year of school/A Levels and am almost definitely taking a gap year. Any good, well known reputable courses online or offline (real world)? This is my first programming language, and I am absolutely serious about learning this. One last question, is when learning things online, I have in the past started building a feature and learning a certain aspect in programming only to find out after adding more its slows down the app or its to inefficient. Is the key to use a certain method in a certain situation (being os many ways to do the same thing) or use any of those methods and refine it in your app to make it run smoothly? Sorry, its hard for me to know when I have little experience, thus far. Sorry for rambling on! I would appreciate any help, thank you!

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  • Prototype VS jQuery

    - by aSeptik
    Hi All guys! First of, thank's for your time; then i want go directly to the point by saying that, i don't want to open another "Yet Another Js VS Js" 3d , the web is almost busy of this! I want also make a premise, i have used both theese js frameworks and i love it and i know, that there are a lot of good js frameworks around, maybe better then this two; but, as you know we need to be perfomant and quickly by doing our works, so i want keep this two, that are the most famous and therefore have a great community support! now, if you are going to say me, that the choise depends on what i'm going to do!? then i can think, hey, in the end they are both javascript and they have almost the same methods and functions and for achieve a task they needs almost the same lines of code! So i want hear from you guys, from you that have really used one of theese, for a real Rich Internet Application what are the real points of force and what the weaknesses you find!? Regards.

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  • Help with animating an element in jQuery

    - by alex
    I have an unordered list with a few list elements. #tags { width: 300px; height: 300px; position: relative; border: 1px solid red; list-style: none none; } #tags li { position: absolute; background: gray; } I have also started writing a jQuery plugin to animate the list elements. So far, I place the list elements randomly in the parent container, and choose a random font size for the text. My next step (which I am a bit stuck on) is to animate the list elements... essentially, I want the list elements to do something like this Slide from left to right whilst getting slightly larger up to the middle and then dropping in size back to normal when it hits the right border. Then, it should do the same in reverse, however it should also set a negative 'z-index' and maybe fade in opacity a bit. The first bit I'm really stuck on, is how to determine if the element is near the middle, in a way that I can have a value that starts at 0.1 on the far left hand size and is 1 in the middle and then back to 0.1 on the far right hand size. Basically, I want them to appear as if they are going around in a faux 3D circle into the page. Then I could do something like this $(this).css({ fontSize: percentageTowardsMiddle * 14, }); Do you know how I could do this? Thanks

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  • Creating/Maintaining a large project-agnostic code library

    - by bufferz
    In order to reduce repetition and streamline testing/debugging, I'm trying to find the best way to develop a group of libraries that many projects can utilize. I'd like to keep individual executable relatively small, and have shared libraries for math, database, collections, graphics, etc. that were previously scattered among several projects and in many cases duplicated (bad!). This library is to be in an SVN repo and several programmers will be working on it. This library will be in constant development along with the executables that utilize it. For example, I want a code file in ProjectA to look something like the following: using MyCompany.Math.2D; //static 2D math methods using MyCompany.Math.3D; //static #D math methods using MyCompany.Comms.SQL; //static methods for doing simple SQLDB I/O using MyCompany.Graphics.BitmapOperations; //static methods that play with bitmaps So in my ProjectA solution file in VisualStudio, in order to develop/debug the MyCompany library I have to add several projects (Math, Comms, Graphics). Things get pretty cluttered and Solution files get out of date quickly between programmer SVN commits. I'm just looking for a high level approach to maintaining a large, shared code base in an SCN repository. I am fully willing to radically redesign my approach. I'm looking for that warm fuzzy feeling you get when you're design approach is spot on and development is fluid and natural. And ideas? Thanks!!

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