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  • ls hangs for a certain directory

    - by Jakobud
    There is a particular directory (/var/www), that when I run ls (with or without some options), the command hangs and never completes. There is only about 10-15 files and directories in /var/www. Mostly just text files. Here is some investigative info: [me@server www]$ df . Filesystem Size Used Avail Use% Mounted on /dev/mapper/vg_dev-lv_root 50G 19G 29G 40% / [me@server www]$ df -i . Filesystem Inodes IUsed IFree IUse% Mounted on /dev/mapper/vg_dev-lv_root 3.2M 435K 2.8M 14% / find works fine. Also I can type in cd /var/www/ and press TAB before pressing enter and it will successfully tab-completion list of all files/directories in there: [me@server www]$ cd /var/www/ cgi-bin/ create_vhost.sh html/ manual/ phpMyAdmin/ scripts/ usage/ conf/ error/ icons/ mediawiki/ rackspace sqlbuddy/ vhosts/ [me@server www]$ cd /var/www/ I have had to kill my terminal sessions several times because of the ls hanging: [me@server ~]$ ps | grep ls gdm 6215 0.0 0.0 488152 2488 ? S<sl Jan18 0:00 /usr/bin/pulseaudio --start --log-target=syslog root 23269 0.0 0.0 117724 1088 ? D 18:24 0:00 ls -Fh --color=always -l root 23477 0.0 0.0 117724 1088 ? D 18:34 0:00 ls -Fh --color=always -l root 23579 0.0 0.0 115592 820 ? D 18:36 0:00 ls -Fh --color=always root 23634 0.0 0.0 115592 816 ? D 18:38 0:00 ls -Fh --color=always root 23740 0.0 0.0 117724 1088 ? D 18:40 0:00 ls -Fh --color=always -l me 23770 0.0 0.0 103156 816 pts/6 S+ 18:41 0:00 grep ls kill doesn't seem to have any affect on the processes, even as sudo. What else should I do to investigate this problem? It just randomly started happening today. UPDATE dmesg is a big list of things, mostly related to an external USB HDD that I've mounted too many times and the max mount count has been reached, but that is an un-related problem I think. Near the bottom of dmesg I'm seeing this: INFO: task ls:23579 blocked for more than 120 seconds. "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. ls D ffff88041fc230c0 0 23579 23505 0x00000080 ffff8801688a1bb8 0000000000000086 0000000000000000 ffffffff8119d279 ffff880406d0ea20 ffff88007e2c2268 ffff880071fe80c8 00000003ae82967a ffff880407169ad8 ffff8801688a1fd8 0000000000010518 ffff880407169ad8 Call Trace: [<ffffffff8119d279>] ? __find_get_block+0xa9/0x200 [<ffffffff814c97ae>] __mutex_lock_slowpath+0x13e/0x180 [<ffffffff814c964b>] mutex_lock+0x2b/0x50 [<ffffffff8117a4d3>] do_lookup+0xd3/0x220 [<ffffffff8117b145>] __link_path_walk+0x6f5/0x1040 [<ffffffff8117a47d>] ? do_lookup+0x7d/0x220 [<ffffffff8117bd1a>] path_walk+0x6a/0xe0 [<ffffffff8117beeb>] do_path_lookup+0x5b/0xa0 [<ffffffff8117cb57>] user_path_at+0x57/0xa0 [<ffffffff81178986>] ? generic_readlink+0x76/0xc0 [<ffffffff8117cb62>] ? user_path_at+0x62/0xa0 [<ffffffff81171d3c>] vfs_fstatat+0x3c/0x80 [<ffffffff81258ae5>] ? _atomic_dec_and_lock+0x55/0x80 [<ffffffff81171eab>] vfs_stat+0x1b/0x20 [<ffffffff81171ed4>] sys_newstat+0x24/0x50 [<ffffffff810d40a2>] ? audit_syscall_entry+0x272/0x2a0 [<ffffffff81013172>] system_call_fastpath+0x16/0x1b And also, strace ls /var/www/ spits out a whole BUNCH of information. I don't know what is useful here... The last handful of lines: ioctl(1, SNDCTL_TMR_TIMEBASE or TCGETS, {B38400 opost isig icanon echo ...}) = 0 ioctl(1, TIOCGWINSZ, {ws_row=68, ws_col=145, ws_xpixel=0, ws_ypixel=0}) = 0 stat("/var/www/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 open("/var/www/", O_RDONLY|O_NONBLOCK|O_DIRECTORY|O_CLOEXEC) = 3 fcntl(3, F_GETFD) = 0x1 (flags FD_CLOEXEC) getdents(3, /* 16 entries */, 32768) = 488 getdents(3, /* 0 entries */, 32768) = 0 close(3) = 0 fstat(1, {st_mode=S_IFCHR|0620, st_rdev=makedev(136, 9), ...}) = 0 mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f3093b18000 write(1, "cgi-bin conf create_vhost.sh\te"..., 125cgi-bin conf create_vhost.sh error html icons manual mediawiki phpMyAdmin rackspace scripts sqlbuddy usage vhosts ) = 125 close(1) = 0 munmap(0x7f3093b18000, 4096) = 0 close(2) = 0 exit_group(0) = ?

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • What's new in ASP.Net 4.5 and VS 2012 - part 2

    - by nikolaosk
    This is the second post in a series of posts titled "What's new in ASP.Net 4.5 and VS 2012".You can have a look at the first post in this series, here. Please find all my posts regarding VS 2012, here. In this post I will be looking into the various new features available in ASP.Net 4.5 and VS 2012.I will be looking into the enhancements in the HTML Editor,CSS Editor and Javascript Editor.In order to follow along this post you must have Visual Studio 2012 and .Net Framework 4.5 installed in your machine.Download and install VS 2012 using this link.My machine runs on Windows 8 and Visual Studio 2012 works just fine.I will work fine in Windows 7 as well so do not worry if you do not have the latest Microsoft operating system.1) Launch VS 2012 and create a new Web Forms application by going to File - >New Web Site - > ASP.Net Web Forms Site.2) Choose an appropriate name for your web site.3) I would like to point out the new enhancements in the CSS editor in VS 2012. In the Solution Explorer in the Content folder and open the Site.cssThen when I try to change the background-color property of the html element, I get a brand new handy color-picker. Have a look at the picture below  Please note that the color-picker shows all the colors that have been used in this website. Then you can expand the color-picker by clicking on the arrows. Opacity is also supported. Have a look at the picture below4) There are also mobile styles in the Site.css .These are based on media queries.Please have a look at another post of mine on CSS3 media queries. Have a look at the picture below In this case when the maximum width of the screen is less than 850px there will be a new layout that will be dictated by these new rules. Also CSS snippets are supported. Have a look at the picture below I am writing a new CSS rule for an image element. I write the property transform and hit tab and then I have cross-browser CSS handling all of the major vendors.Then I simply add the value rotate and it is applied to all the cross browser options.Have a look at the picture below.  I am sure you realise how productive you can become with all these CSS snippets. 5) Now let's have a look at the new HTML editor enhancements in VS 2012You can drag and drop a GridView web server control from the Toolbox in the Site.master file.You will see a smart tag (that was only available in the Design View) that you can expand and add fields, format the web server control.Have a look at the picture below 6) We also have available code snippets. I type <video and then press tab twice.By doing that I have the rest of the HTML 5 markup completed.Have a look at the picture below 7) I have new support for the input tag including all the HTML 5 types and all the new accessibility features.Have a look at the picture below   8) Another interesting feature is the new Intellisense capabilities. When I change the DocType to 4.01 and the type <audio>,<video> HTML 5 tags, Intellisense does not recognise them and add squiggly lines.Have a look at the picture below All these features support ASP.Net Web forms, ASP.Net MVC applications and Web Pages. 9) Finally I would like to show you the enhanced support that we have for Javascript in VS 2012. I have full Intellisense support and code snippets support.I create a sample javascript file. I type If and press tab. I type while and press tab.I type for and press tab.In all three cases code snippet support kicks in and completes the code stack. Have a look at the picture below We also have full Intellisense support.Have a look at the picture below I am creating a simple function and then type some sort of XML like comments for the input parameters. Have a look at the picture below. Then when I call this function, Intellisense has picked up the XML comments and shows the variables data types.Have a look at the picture below Hope it helps!!!

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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  • Thread safe double buffering

    - by kdavis8
    I am trying to implement a draw map method that will draw the tiled image across the surface of the component. I'm having issue with this code. The double buffering does not seem to be working, because the sprite flickers like crazy; my source code: package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame implements Runnable { public BufferedImage backbuffer; public Graphics2D g2d; public Image img; Thread gameloop; Scene scene; public GameView() { super("Game View"); setSize(600, 600); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); img = tk.getImage(this.getClass().getResource("cage.png")); scene = new Scene(g2d, this); gameloop = new Thread(this); gameloop.start(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g.drawImage(backbuffer, 0, 0, this); repaint(); } @Override public void run() { // TODO Auto-generated method stub Thread t = Thread.currentThread(); while (t == gameloop) { scene.getScene("dirtmap"); g2d.drawImage(img, 80, 80,this![enter image description here][1]); } } private void drawScene(String string) { // TODO Auto-generated method stub // g2d.setColor(Color.white); // g2d.fillRect(0, 0, getWidth(), getHeight()); scene.getScene(string); } } package myPackage; import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; public class Scene { Graphics g2d; Component c; boolean loaded = false; public Scene(Graphics2D gr, Component co) { g2d = gr; c = co; } public void getScene(String mapName) { Toolkit tk = Toolkit.getDefaultToolkit(); Image tile = tk.getImage(this.getClass().getResource("dirt.png")); // g2d.setColor(Color.red); for (int y = 0; y <= 18; y++) { for (int x = 0; x <= 18; x += 1) { g2d.drawImage(tile, x * 32, y * 32, c); } } loaded = true; } }

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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • saving and retrieving a text file in java?

    - by user3319432
    import java.sql. ; import java.awt.; import javax.swing.; import java.awt.event.; public class saving extends JFrame implements ActionListener{ JTextField edpno=new JTextField(10); JLabel l0= new JLabel ("EDP Number: "); JComboBox fname = new JComboBox(); JLabel l1= new JLabel("First Name: "); JTextField lname= new JTextField(20); JLabel l2= new JLabel("Last Name: "); // JTextField contno= new JTextField(20); // JLabel l3= new JLabel("Contact Number: "); JComboBox contno = new JComboBox(); JLabel l3 = new JLabel ("Contact Number: "); JButton bOK = new JButton("Save"); JButton bRetrieve = new JButton("Retrieve"); private ImageIcon icon; JPanel C=new JPanel(){ protected void paintComponent(Graphics g){ g.drawImage(icon.getImage(),0,0,null); super.paintComponent(g); } }; public Search Record (){ icon=new ImageIcon("images/canres.png"); C.setOpaque(false); C.setLayout(new GridLayout(5,2,4,4)); setTitle("Search Record"); C.add (l0); C.add (edpno); edpno.addActionListener(this); C.add (l1); C.add (fname); fname.setForeground(Color.BLUE); fname.setFont(new Font(" ", Font.BOLD,15)); C.add (l2); C.add (lname); C.add (l3); C.add (contno); contno.setForeground(Color.BLUE); contno.setFont(new Font(" ", Font.BOLD,15)); C.add(bOK); bOK.addActionListener(this); C.add (bRetrieve); bRetrieve.addActionListener(this); bOK.setBackground(Color.white); bRetrieve.setBackground(Color.white); } public void saverecord(){ try{ //Connect to the Database Class.forName("sun.jdbc.odbc.JdbcOdbcDriver"); String path ="jdbc:odbc:;DRIVER=Microsoft Access Driver (*.mdb);DBQ=Database/roomassign.mdb"; String DBPassword =""; String DBUserName =""; Connection con = DriverManager.getConnection(path,"",""); Statement s = con.createStatement(); s.executeQuery("select firstname, Lastname, contact number from name WHERE edpno ='"+edpno.getText()+"'"); ResultSet rs = s.getResultSet(); ResultSetMetaData md = rs.getMetaData(); while(rs.next()) { fname.setSelectedItem(rs.getString(1)); lname.setText(rs.getString(2)); contno.setSelectedItem(rs.getString(3)); // crs.setSelectedItem(rs.getString(4)); } s.close(); con.close(); } catch(Exception Q) { JOptionPane.showMessageDialog(this,Q); } } public void SaveRecord(){ try{ Class.forName("sun.jdbc.odbc.JdbcOdbcDriver"); String path = "jdbc:odbc:;DRIVER=Microsoft Access Driver (*.mdb);DBQ=Database/roomassign.mdb"; String DBPassword =""; String DBUsername =""; Connection con = DriverManager.getConnection(path,"",""); Statement s = con.createStatement(); String sql = "UPDATE rooms SET Firstname='"+fname.getSelectedItem()+"',Lastname='"+lname.getText()+"',Contactnumber='"+contno.getSelectedItem()+"' WHERE '"+edpno.getText()+"'=edpno"; s.executeUpdate(sql); JOptionPane.showMessageDialog(this,"New room Record has been successfully saved"); dispose(); s.close(); con.close(); } catch(Exception Mismatch){ JOptionPane.showMessageDialog(this,Mismatch); } } public void actionPerformed (ActionEvent ako){ if (ako.getSource() == bRetrieve){ dispose(); } else if (ako.getSource() == bOK){ SaveRecord(); } } public static void main (String [] awtsave){ new Search(); } }

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  • JOGL2 test compiles, but doesn't execute - help?

    - by Chuchinyi
    I have a problem with JOGL2. My JOGL2Template.java compiles fine, but executing it results in the following error: D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more Here is the JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } } Any ideas what might be the cause of these errors?

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  • Styling specific columns and rows

    - by hattenn
    I'm trying to style some specific parts of a 5x4 table that I create. It should be like this: Every even numbered row and every odd numbered row should get a different color. Text in the second, third, and fourth columns should be centered. I have this table: <table> <caption>Some caption</caption> <colgroup> <col> <col class="value"> <col class="value"> <col class="value"> </colgroup> <thead> <tr> <th id="year">Year</th> <th>1999</th> <th>2000</th> <th>2001</th> </tr> </thead> <tbody> <tr class="oddLine"> <td>Berlin</td> <td>3,3</td> <td>1,9</td> <td>2,3</td> </tr> <tr class="evenLine"> <td>Hamburg</td> <td>1,5</td> <td>1,3</td> <td>2,0</td> </tr> <tr class="oddLine"> <td>München</td> <td>0,6</td> <td>1,1</td> <td>1,0</td> </tr> <tr class="evenLine"> <td>Frankfurt</td> <td>1,3</td> <td>1,6</td> <td>1,9</td> </tr> </tbody> <tfoot> <tr class="oddLine"> <td>Total</td> <td>6,7</td> <td>5,9</td> <td>7,2</td> </tr> </tfoot> </table> And I have this CSS file: table, th, td { border: 1px solid black; border-collapse: collapse; padding: 0px 5px; } #year { text-align: left; } .oddLine { background-color: #DDDDDD; } .evenLine { background-color: #BBBBBB; } .value { text-align: center; } And this doesn't work. The text in the columns are not centered. What is the problem here? And is there a way to solve it (other than changing the class of all the cells that I want centered)? P.S.: I think there's some interference with .evenLine and .oddLine classes. Because when I put "background: black" in the class "value", it changes the background color of the columns in the first row. The thing is, if I delete those two classes, text-align still doesn't work, but background attribute works perfectly. Argh...

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  • Using data input from pop-up page to current with partial refresh

    - by dpDesignz
    I'm building a product editor webpage using visual C#. I've got an image uploader popping up using fancybox, and I need to get the info from my fancybox once submitted to go back to the first page without clearing any info. I know I need to use ajax but how would I do it? <%@ Page Language="C#" AutoEventWireup="true" CodeFile="uploader.aspx.cs" Inherits="uploader" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title></title> </head> <body style="width:350px; height:70px;"> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <div> <div style="width:312px; height:20px; background-color:Gray; color:White; padding-left:8px; margin-bottom:4px; text-transform:uppercase; font-weight:bold;">Uploader</div> <asp:FileUpload id="fileUp" runat="server" /> <asp:Button runat="server" id="UploadButton" text="Upload" onclick="UploadButton_Click" /> <br /><asp:Label ID="txtFile" runat="server"></asp:Label> <div style="width:312px; height:15px; background-color:#CCCCCC; color:#4d4d4d; padding-right:8px; margin-top:4px; text-align:right; font-size:x-small;">Click upload to insert your image into your product</div> </div> </form> </body> </html> CS so far using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Configuration; // Add to page using System.Web.UI; using System.Web.UI.WebControls; using System.Data; // Add to the page using System.Data.SqlClient; // Add to the page using System.Text; // Add to Page public partial class uploader : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void UploadButton_Click(object sender, EventArgs e) { if (fileUp.HasFile) try { fileUp.SaveAs("\\\\london\\users\\DP006\\Websites\\images\\" + fileUp.FileName); string imagePath = fileUp.PostedFile.FileName; } catch (Exception ex) { txtFile.Text = "ERROR: " + ex.Message.ToString(); } finally { } else { txtFile.Text = "You have not specified a file."; } } }

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  • Why my register form don't accept spry validation in dw? [migrated]

    - by shaghayeh
    Why my register form don't accept spry validation in dw? Here is my code: <?php if(isset($_POST['go_register'])) { $last_login=jdate('Y/n/j ,H:i:s'); $firstname=trim($_POST['firstname']); $lastname=trim($_POST['lastname']); $email=trim($_POST['username']); $password=sha1($_POST['password']); $register_date=$_POST['register_date']; if(!empty($firstname)&& !empty($lastname)&& !empty($email)&& !empty($password)&& !empty($register_date)){ $reg_query="insert into users(firstname,lastname,email,password,register_date,last_login)values('$firstname','$lastname','$email','$password','$register_date','$last_login')"; $reg_result=mysqli_query($connection,$reg_query); if($reg_result){ echo "ok"; } }//end of not empty }//end of isset ?> <div class="sectionclass"> <script src="../SpryAssets/SpryValidationTextField.js" type="text/javascript"></script> <link href="../SpryAssets/SpryValidationTextField.css" rel="stylesheet" type="text/css"> <h2>??? ??? ???</h2> <form method="post" action="<?php echo $_SERVER['PHP_SELF']."?catid=2"; ?>"> <div> <span style="color:#F00">*</span> <label>??? </label> <span id="sprytextfield1"> <input type="text" name="firstname" /> <span class="textfieldRequiredMsg">A value is required.</span></span></div> <div> <span style="color:#F00">*</span> <label>??? ????????</label><input type="text" name="lastname" /> </div> <div> <span style="color:#F00">*</span> <label>??? ??????(?????)</label><input dir="ltr" type="text" name="username" /> </div> <div> <span style="color:#F00">*</span> <label>??? ????</label><input type="password" name="password" /> </div> <input type="hidden" name="register_date" value="<?php echo jdate('Y/n/j'); ?>"> <div> <input type="submit" name="go_register" value="??? ???"/> </div> </form> </div> <script type="text/javascript"> var sprytextfield1 = new Spry.Widget.ValidationTextField("sprytextfield1"); </script>

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  • IE8 CSS selector selects, but does not apply the style.

    - by Dan
    This is making me want to kill myself. I have some really simple CSS to style my input objects: input, button { border: 1px solid #c66600; background-color: white; color: #7d212f; font-family: "Eras Light ITC", Tahoma, sans; } But I don't like the ugly border it puts around radio buttons, so I use a selector to kill the border: input[type=radio] { border: none; } You can probably guess what browsers this works in and which ONE it does not work in. What's funny is when I press F12 to launch the excellent developer tools in IE8 it actually tells me that the style of the radio buttons has been overridden to 'none' just like I asked it to do, but the border remains on the radio button objects. I have tried a variety of semantic things, like setting the border width to 0px or the color to something insane like lime green, but it remains the originally assigned color that it got from the first style. And finally, I have tried only styling 'text' objects, in which case no style is applied to anything. Again, the browser claims to fulfill the CSS selection, but it visually does not happen. Thoughts? By the way, this is a DotNetNuke installation with generated code where I can't explicitly set the style of the radio buttons. Thanks, Dan

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  • XNA Alpha Blending to make part of a texture transparent

    - by David
    What I am trying to do is use alpha blending in XNA to make part of a drawn texture transparent. So for instance, I clear the screen to some color, lets say Blue. Then I draw a texture that is red. Finally I draw a texture that is just a radial gradient from completely transparent in the center to completely black at the edge. What I want is the Red texture drawn earlier to be transparent in the same places as the radial gradient texture. So you should be able to see the blue back ground through the red texture. I thought that this would work. GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.None); spriteBatch.Draw(bg, new Vector2(0, 0), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteBlendMode.None); GraphicsDevice.RenderState.AlphaBlendEnable = true; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero; GraphicsDevice.RenderState.SourceBlend = Blend.Zero; GraphicsDevice.RenderState.DestinationBlend = Blend.One; GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; spriteBatch.Draw(circle, new Vector2(0, 0), Color.White); spriteBatch.End(); GraphicsDevice.RenderState.AlphaBlendEnable = false; But it just seems to ignore all my RenderState settings. I also tried setting the SpriteBlendMode to AlphaBlend. It blends the textures, but that is not the effect I want. Any help would be appreciated.

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  • make emacs in a terminal use dark colors and not light font-lock colors

    - by vy32
    I am using emacs on MacOS 10.6 with Terminal. I have a white background. It's very hard to read quoted C++ strings. They are coming up in pale green. Keywords are in turquoise. After searching through the source I cam across cpp.el and have determined that I am using the cpp-face-light-name-list instead of cpp-face-dark-name-list. Apparently this function is supposed to chose the correct list based on the background color: (defcustom cpp-face-default-list nil "Alist of faces you can choose from for cpp conditionals. Each element has the form (STRING . FACE), where STRING serves as a name (for `cpp-highlight-buffer' only) and FACE is either a face (a symbol) or a cons cell (background-color . COLOR)." :type '(repeat (cons string (choice face (cons (const background-color) string)))) :group 'cpp) But it doesn't seem to be working. What should I put in my .emacs file so that I get the cpp-face-dark-list instead of cpp-face-light-list? Thanks!

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  • sIfr (3.436) and IE8 - My h1 and h2 are flickering

    - by André
    I am using sIfr (3.436) for my H1 and H2 tags. In IE8 the text flickers and jumps around alot. See example: http://www.addenergy.no/drilling-production/category352.html I have tried various font-tuning as explained at Wiki.Novemberborn, but can't get a good result. Any help to lead in the right direction is appreciated! The sifr-config.js looks like this (h1/h2 is basically the same): sIFR.fitExactly = true; sIFR.fixWrap = true; sIFR.forceWidth = true; sIFR.replace(fedraSerif, { selector: '#placeholder-top h1', css: '.sIFR-root { background-color: #FFFFFF; color: #000000; }', ratios: [8, (...), 1.26] }); And sifr.css (bottom): @media screen { .sIFR-active #placeholder-top h1 { visibility: hidden; font-family: Verdana; font-size:2.5em; line-height:40px; } .sIFR-active #placeholder-top h2 { visibility: hidden; font-family: Verdana; font-size:2em; line-height:30px; } } My style.css (general for the site has): html, body { font-family: Verdana, Arial, Sans-serif; margin: 0; padding: 0; color: #333; background: #cccccc url('images/background.gif') repeat-y top center; } h1 { font-size: 35px; line-height: 40px; } #placeholder-top h1 { margin: 20px 120px 10px 5px; font-size:2.5em; display:block; line-height: 40px; } h2 { line-height: 30px; color: #009bdb; } #placeholder-top h2 { margin: 0px 120px 20px 5px; font-size:2em; display:block; line-height: 30px; }

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  • Multiple mesh with one geometry and diferent textures. Error

    - by user1821834
    I have a loop where I create a multiple Mesh with different geometry, because each mesh has one texture: .... var geoCube = new THREE.CubeGeometry(voxelSize, voxelSize, voxelSize); var geometry = new THREE.Geometry(); for( var i = 0; i < voxels.length; i++ ){ var voxel = voxels[i]; var object; color = voxel.color; texture = almacen.textPlaneTexture(voxel.texto,color,voxelSize); //Return the texture with a color and a text for each face of the geometry material = new THREE.MeshBasicMaterial({ map: texture }); object = new THREE.Mesh(geoCube, material); THREE.GeometryUtils.merge( geometry, object ); } //Add geometry merged at scene mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() ); mesh.geometry.computeFaceNormals(); mesh.geometry.computeVertexNormals(); mesh.geometry.computeTangents(); scene.add( mesh ); .... But now I have this error in the javascript code Three.js Uncaught TypeError: Cannot read property 'map' of undefined In the funcion: function bufferGuessUVType ( material ) { .... } Update: Finally I have removed the merged solution and I can use an unnique geometry for the all voxels. Altough I think that If I use merge meshes the app would have a better performance...

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  • CSS Div Width Problem - Lining divs... widths seem to be off in IE7

    - by jlrolin
    So far, I'm doing this programmatically using VB.net/ASP.net: 'Create Container Div Dim ContainerDiv As New HtmlGenericControl("div") ContainerDiv.Style("width") = "100%" ContainerDiv.Style("clear") = "both" ContainerDiv.Style("text-align") = "left" ContainerDiv.Style("margin") = "0" 'Create Expand/Collapse Image Dim img As New Image img.ImageUrl = Page.ResolveUrl("~/images/minus99.jpg") img.Attributes.Add("onclick", "change(this.parent);") 'Create Company Display Dim lbl As New Label lbl.Text = Parsetext(pc.NAME) lbl.Font.Bold = True lbl.Style("font-size") = "16px" Dim NameDiv As New HtmlGenericControl("div") 'NameDiv.Style("background-color") = "#F0D3D3" NameDiv.Style("width") = "375px" NameDiv.Style("float") = "left" NameDiv.Style("margin") = "0" NameDiv.Style("display") = "block" NameDiv.Controls.Add(img) NameDiv.Controls.Add(lbl) ContainerDiv.Controls.Add(NameDiv) Dim SetupDiv As New HtmlGenericControl("div") SetupDiv.Style("background-color") = "#F0D3D3" SetupDiv.Style("width") = "210px" SetupDiv.Style("float") = "left" SetupDiv.Style("margin") = "0" SetupDiv.Style("display") = "block" 'SetupDiv.Style("position") = "fixed" ContainerDiv.Controls.Add(SetupDiv) Dim UsedDiv As New HtmlGenericControl("div") UsedDiv.Style("background-color") = "#CFF5CE" UsedDiv.Style("width") = "140px" UsedDiv.Style("float") = "left" UsedDiv.Style("margin") = "0" UsedDiv.Style("display") = "block" 'UsedDiv.Style("position") = "fixed" ContainerDiv.Controls.Add(UsedDiv) Dim RemDiv As New HtmlGenericControl("div") RemDiv.Style("background-color") = "#BEE0F7" 'RemDiv.Style("position") = "absolute" RemDiv.Style("width") = "210px" RemDiv.Style("float") = "right" RemDiv.Style("padding") = "0" RemDiv.Style("margin") = "0" RemDiv.Style("display") = "block" 'RemDiv.Style("position") = "fixed" ContainerDiv.Controls.Add(RemDiv) This should give me four DIVS inside a container DIV. Here's what it's coming out as: The correct blocks above the non-inline blocks are from a table with the same exact widths as the ones I'm using on the Divs. There isn't any CSS adding pixels to them, I don't think. I need to line these up, and I can't figure out where my problem is here. Any help would be appreciated.

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  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

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  • CSS position absolute doesn't work in IE7

    - by Syom
    i have the following simple script, but it doesn't work in IE7 <div id="content"> <div id="left"></div> <div id="right"></div> <div id="bottom_menus">any text here...</div> </div> and CSS #content { margin: 0 auto; padding: 0; width: 980px; background-color: lime; height: 800px; overflow: hidden; position: relative; } #left { width: 275px; float: left; background-color: olive; margin: 0px 0px -5000px 0; padding: 0 0 5000px 0; min-height: 400px; } #right { width: 704px; float: left; background-color: red; margin: 0px 0px -5000px 0; padding: 0 0 5000px 0; min-height: 400px; } #bottom_menus { background-color: orange; height: 15px; position: absolute; bottom: 0px; width: 100%; } why position absolute doesn't work? thanks in advance

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  • Help with creating a custom ItemRenderer for Flex 4

    - by elmonty
    I'm trying to create a custom ItemRenderer for a TileList in Flex 4. Here's my renderer: <?xml version="1.0" encoding="utf-8"?> <s:ItemRenderer xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" autoDrawBackground="true"> <mx:Image x="0" y="0" source="../images/blank-offer.png" width="160" height="144" smoothBitmapContent="true"/> <s:Label x="5" y="20" text="{data.title}" fontFamily="Verdana" fontSize="16" color="#696565" width="155"/> <s:Label x="5" y="42" text="{data.description}" fontFamily="Verdana" fontSize="8" color="#696565" width="154"/> <mx:Text x="3" y="59" text="{data.details}" fontFamily="Verdana" fontSize="8" color="#696565" width="157" height="65"/> <mx:Text x="3" y="122" text="{data.disclaimer}" fontFamily="Verdana" fontSize="5" color="#696565" width="157" height="21"/> </s:ItemRenderer> Here's my tile list: <mx:TileList x="0" y="0" width="100%" height="100%" id="tileList" creationComplete="tileList_creationCompleteHandler(event)" dataProvider="{getDataResult.lastResult}" labelField="title" itemRenderer="renderers.OfferLibraryListRenderer"></mx:TileList> When I run the app, I get this error: Error #1034: Type Coercion failed: cannot convert renderers::OfferLibraryListRenderer@32fce0a1 to mx.controls.listClasses.IListItemRenderer.

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  • Html layout with <DIV> work on html editor but not on brownser

    - by DomingoSL
    Hello, i made this layout: <div id="todo" align="center" > <form method="post"> <div id="cabeza" style="width:850px;height:100px"> </div> <div id="contenido" style="width:420px;height:220px;background-image: url(IMG/cuadrologin.png); margin-top: 1px" > <div id="usuario" style="width:348px; height:35px; margin-top: 58px"> <input name="username" type="text" style="width: 250px; height: 30px;background-color: transparent;border: 0px solid #000000;font-size:x-large;color: #222; font-family: 'Trebuchet MS', 'Lucida Sans Unicode', 'Lucida Grande', 'Lucida Sans', Arial, sans-serif; font-weight: bold;" size="299" /> </div> <div id="clave" style="width:348px; height:35px; margin-top: 22px"> <input name="clave" type="text" style="width: 250px; height: 30px;background-color: transparent;border: 0px solid #000000;font-size:x-large;color: #222; font-family: 'Trebuchet MS', 'Lucida Sans Unicode', 'Lucida Grande', 'Lucida Sans', Arial, sans-serif; font-weight: bold;" size="299" /> </div> </div> </form> </div> And in my html editor looks just fine: But when i see it on the browser (Chrome & Firefox) looks like this: Im very new to layout with tag, any idea of what im making worng?

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  • Problem with a chart with a polyline and a LinearGradientBrush

    - by Maurizio Reginelli
    I have a graph with a polyline contained into a canvas. I would like to set the stroke of the polyline starting from a color at the bottom and ending to another color on top. I tried with this xaml: <Polyline StrokeThickness="2"> <Polyline.Stroke> <LinearGradientBrush StartPoint="0.5,1" EndPoint="0.5,0"> <GradientStop Color="Blue" Offset="0" /> <GradientStop Color="Cyan" Offset="1" /> </LinearGradientBrush> </Polyline.Stroke> </Polyline> In this way it works but the height of the gradient is equal to the height of the polyline. I mean, if I have a polyline which goes from the bottom of the canvas to its top, the gradient is applied over the entire height of the canvas. If I have instead a horizontal polyline, the gradient is applied to its thickness. I would like to have a gradient height equal to the canvas height, independently from the polyline height. How can I achieve this?

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