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  • FLEX: customized tag Cloud, how to compute positioning and distances

    - by Patrick
    hi, I want to build a tag cloud like this one in my Flex application. See image: http://dl.dropbox.com/u/72686/tagCloud.png At the moment I have the tags (that are mx.controls.LinkButtons) added at the same position and having different sizes according to values (stored in an ArrayComponent). In my visualization, the orange tags are supposed to be listed vertically in the middle. The gray tags should be at different distances (according to stored numeric values). I want to avoid overlapping and cluttering. How do you suggest to compute x and y of the gray tags taking care about: the distances from orange tags avoid overlapping between them thanks

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  • Fetch a specific tag from Rally in order to compute a value in another field

    - by 4jas
    I'm extremely new to Rally development so my question may sound dumb (but couldn't find how to do it from rally's help or from previous posts here) :) I've started from the rally freeform grid example - my purpose is to implement a Business Value calculator: I fill the score field with a 5-digit figure where each number is a score in the 1-5 range. Then I compute a business value as the result of a calculation, where each number is weighted by a preset weight. I can sort my stories by Business Value to help me prioritize my backlog: that's the first step, and it works. Now what I want to do is to make my freeform grid editable: I am extracting each of my digits as a separate column, but those columns are display-only. How can I turn them into something editable? What I want to do of course is update back the score field based on the values input in each custom column. Here's an example: I have a record with score "15254", which means Business Value criteria 1 scores 1 out of 5, Business Value criteria 2 scores 5 out of 5, and so on... In the end my Business Value is computed as "1*1 + 5*2 + 2*3 + 5*4 + 4*5 = 57". So far this is the part that works. Now let's say I found that the third criteria should not score 2 but 3, I want to be able to edit the value in the corresponding column and have my score field updated to "15354", and my Business Value to display 60 instead of 57. Here is my current code, I'll be really grateful if you can help me with turning that grid into something editable :) <!--Include SDK--> <script type="text/javascript" src="https://rally1.rallydev.com/apps/2.0p2/sdk-debug.js"></script> <!--App code--> <script type="text/javascript"> Rally.onReady(function() { Ext.define('BVApp', { extend: 'Rally.app.App', componentCls: 'app', launch: function() { Ext.create('Rally.data.WsapiDataStore', { model: 'UserStory', autoLoad: true, listeners: { load: this._onDataLoaded, scope: this } }); }, _onDataLoaded: function(store, data) { var records = []; var li_score; var li_bv1, li_bv2, li_bv3, li_bv4, li_bv5, li_bvtotal; var weights = new Array(1, 2, 3, 4, 5); Ext.Array.each(data, function(record) { //Let's fetch score and compute the business values... li_score = record.get('Score'); if (li_score) { li_bv1 = li_score.toString().substring(0,1); li_bv2 = li_score.toString().substring(1,2); li_bv3 = li_score.toString().substring(2,3); li_bv4 = li_score.toString().substring(3,4); li_bv5 = li_score.toString().substring(4,5); li_bvtotal = li_bv1*weights[0] + li_bv2*weights[1] + li_bv3*weights[2] + li_bv4*weights[3] + li_bv5*weights[4]; } records.push({ FormattedID: record.get('FormattedID'), ref: record.get('_ref'), Name: record.get('Name'), Score: record.get('Score'), Bv1: li_bv1, Bv2: li_bv2, Bv3: li_bv3, Bv4: li_bv4, Bv5: li_bv5, BvTotal: li_bvtotal }); }); this.add({ xtype: 'rallygrid', store: Ext.create('Rally.data.custom.Store', { data: records, pageSize: 5 }), columnCfgs: [ { text: 'FormattedID', dataIndex: 'FormattedID' }, { text: 'ref', dataIndex: 'ref' }, { text: 'Name', dataIndex: 'Name', flex: 1 }, { text: 'Score', dataIndex: 'Score' }, { text: 'BusVal 1', dataIndex: 'Bv1' }, { text: 'BusVal 2', dataIndex: 'Bv2' }, { text: 'BusVal 3', dataIndex: 'Bv3' }, { text: 'BusVal 4', dataIndex: 'Bv4' }, { text: 'BusVal 5', dataIndex: 'Bv5' }, { text: 'BusVal Total', dataIndex: 'BvTotal' } ] }); } }); Rally.launchApp('BVApp', { name: 'Business Values App' }); var exampleHtml = '<div id="example-intro"><h1>Business Values App</h1>' + '<div>Own sample app for Business Values</div>' + '</div>'; // Default app viewport uses layout: 'fit', // so we need to insert a container into the viewport var viewport = Ext.ComponentQuery.query('viewport')[0]; var appComponent = viewport.items.getAt(0); var viewportContainerItems = [{ html: exampleHtml, border: 0 }]; //hide advanced cardboard live previews in examples for now viewportContainerItems.push({ xtype: 'container', items: [appComponent] }); viewport.remove(appComponent, false); viewport.add({ xtype: 'container', layout: 'vbox', items: viewportContainerItems }); }); </script> <!--App styles--> <style type="text/css"> .app { /* Add app styles here */ } </style>

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  • Compute rolling window covariance matrix

    - by user1665355
    I am trying to compute a rolling window (shifting by 1 day) covariance matrix for a number of assets. Say my df looks like this: df <- data.frame(x = 0:4, y = 5:9,z=1:5,u=4:8) How would a possible for loop look like if I want to calculate a covariance matrix on a rolling basis by shifting the rolling window by 1 day? Or should I use some apply family function? What time series class would be preferrable if I want to create a time series object for the loop above? I simply can't get it... Best Regards

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  • Compute hex color code for an arbitrary string

    - by user222164
    Heading Is there a way to map an arbitrary string to a HEX COLOR code. I tried to compute the HEX number for string using string hashcode. Now I need to convert this hex number to six digits which are in HEX color code range. Any suggestions ? String [] programs = {"XYZ", "TEST1", "TEST2", "TEST3", "SDFSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"}; for(int i = 0; i < programs.length; i++) { System.out.println( programs[i] + " -- " + Integer.toHexString(programs[i].hashCode())); }

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  • How to compute power spectrum from 2D FFT

    - by user1452954
    I've encounter a problem when doing my lab assignment, not sure how to implement this: Use fft2 on a gray image and to do Fourier transform and then compute the power spectrum. This is my code so far: >> Pc = imread('pckint.jpg'); >> whos Pc; Name Size Bytes Class Attributes Pc 256x256 65536 uint8 >> imshow(Pc); >> result = fft2(Pc); My question is from the result. How to computer power spectrum?

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  • Quickest way to compute the number of shared elements between two vectors

    - by shn
    Suppose I have two vectors of the same size vector< pair<float, NodeDataID> > v1, v2; I want to compute how many elements from both v1 and v2 have the same NodeDataID. For example if v1 = {<3.7, 22>, <2.22, 64>, <1.9, 29>, <0.8, 7>}, and v2 = {<1.66, 7>, <0.03, 9>, <5.65, 64>, <4.9, 11>}, then I want to return 2 because there are two elements from v1 and v2 that share the same NodeDataIDs: 7 and 64. What is the quickest way to do that in C++ ? Just for information, note that the type NodeDataIDs is defined as I use boost as: typedef adjacency_list<setS, setS, undirectedS, NodeData, EdgeData> myGraph; typedef myGraph::vertex_descriptor NodeDataID; But it is not important since we can compare two NodeDataID using the operator == (that is, possible to do v1[i].second == v2[j].second)

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Determining line orientation using vertex shaders

    - by Brett
    Hi, I want to be able to calculate the direction of a line to eye coordinates and store this value for every pixel on the line using a vertex and fragment shader. My idea was to calculate the direction gradient using atan2(Gy/Gx) after a modelview tranformation for each pair of vertices then quantize this value as a color intensity to pass to a fragment shader. How can I get access to the positions of pairs of vertices to achieve this or is there another method I should use? Thanks

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  • GLSL: How to get pixel x,y,z world position?

    - by Rookie
    I want to adjust the colors depending on which xyz position they are in the world. I tried this in my fragment shader: vec4 pos = vec4(gl_FragCoord); // get pixel position but it seems that the z-coord is always towards my camera... how do i make the coords independent from my camera position/angle? Edit: if it matters, heres my vertex shader: gl_Position = ftransform(); Edit2: changed title, so i want world coords, not screen coords!

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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • opengl shader make color "disappear"

    - by JFoulkes
    hi, I'm new to opengl and shaders. I'm trying to do some augmented reality on the iphone and messing about with shaders to alter a feed from the camera. What I'm trying to achieve is the appearance that an object in a picture has disappeared by setting the color to match the surrounding colour. I have a yellow rectangle and in it is a small red circle. I want to give the impressed the red circle has disappeared by setting the colour to be yellow. It won't always be solid colours but I'm just trying to get the basics down first. Currently I have a simple shader which will make a red colour lighter but this isn't ideal because it doesn't get close to the surrounding colour and I want this to work for different coloured objects and different coloured surrounding. I'm not even 100% shaders are what I need to be looking at or even opengl. I'm using it because of the performance it gives on the iPhone. I'm basically asking if: Anyone has done or seen anything similar Am I barking up the wrong tree using opengl es and opengl sl? Is this even possible? Cheers.

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  • Compute the Length of Largest substring that starts and ends with the same substring

    - by Deepak
    Hi People, Below is the Problem Statement: PS: Given a string and a non-empty substring sub, compute recursively the largest substring which starts and ends with sub and return its length. Examples: strDist("catcowcat", "cat") ? 9 strDist("catcowcat", "cow") ? 3 strDist("cccatcowcatxx", "cat") ? 9 Below is my Code: (Without recursion)//since i found it hard to implement with recursion. public int strDist(String str, String sub){ int idx = 0; int max; if (str.isEmpty()) max = 0; else max=1; while ((idx = str.indexOf(sub, idx)) != -1){ int previous=str.indexOf(sub, idx); max = Math.max(max,previous); idx++; } return max; } Its working for few as shown below but returns FAIL for others. Expected This Run strDist("catcowcat", "cat") ? 9 6 FAIL strDist("catcowcat", "cow") ? 3 3 OK strDist("cccatcowcatxx", "cat") ? 9 8 FAIL strDist("abccatcowcatcatxyz", "cat") ? 12 12 OK strDist("xyx", "x") ? 3 2 FAIL strDist("xyx", "y") ? 1 1 OK strDist("xyx", "z") ? 0 1 FAIL strDist("z", "z") ? 1 1 OK strDist("x", "z") ? 0 1 FAIL strDist("", "z") ? 0 0 OK strDist("hiHellohihihi", "hi") ? 13 11 FAIL strDist("hiHellohihihi", "hih") ? 5 9 FAIL strDist("hiHellohihihi", "o") ? 1 6 FAIL strDist("hiHellohihihi", "ll") ? 2 4 FAIL Could you let me whats wrong with the code and how to return the largest substring that begins and ends with sub with its respective length.

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  • OpenCL - incremental summation during compute

    - by user1721997
    I'm absolutelly novice in OpenCL programming. For my app. (molecular simulaton) I wrote a kernel for calculate intermolecular potential of lennard-jones liquid. In this kernel I need to compute cumulative value of the potential of all particles with one: __kernel void Molsim(__global const float* inmatrix, __global float* fi, const int c, const float r1, const float r2, const float r3, const float rc, const float epsilon, const float sigma, const float h1, const float h23) { float fi0; float fi1; float d; unsigned int i = get_global_id(0); //number of particles (typically 2000) if(c!=i) { // potential before particle movement d=sqrt(pow((0.5*h1-fabs(0.5*h1-fabs(inmatrix[c*3]-inmatrix[i*3]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(inmatrix[c*3+1]-inmatrix[i*3+1]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(inmatrix[c*3+2]-inmatrix[i*3+2]))),2.0)); if(d<rc) { fi0=4.0*epsilon*(pow(sigma/d,12.0)-pow(sigma/d,6.0)); } else { fi0=0; } // potential after particle movement d=sqrt(pow((0.5*h1-fabs(0.5*h1-fabs(r1-inmatrix[i*3]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(r2-inmatrix[i*3+1]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(r3-inmatrix[i*3+2]))),2.0)); if(d<rc) { fi1=4.0*epsilon*(pow(sigma/d,12.0)-pow(sigma/d,6.0)); } else { fi1=0; } // cumulative difference of potentials fi[0]+=fi1-fi0; } } My problem is in the line: fi[0]+=fi1-fi0;. In the one-element vector fi[0] are wrong results. I read something about sum reduction, but I do not know how to do it during the calculation. Exist any simple solution of my problem?

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  • C++: compute a number's complement and its number of possible mismatches

    - by Eagle
    I got a bit stuck with my algorithm and I need some help to solve my problem. I think an example would explain better my problem. Assuming: d = 4 (maximum number of allowed bits in a number, 2^4-1=15). m_max = 1 (maximum number of allowed bits mismatches). kappa = (maximum number of elements to find for a given d and m, where m in m_max) The main idea is for a given number, x, to compute its complement number (in binary base) and all the possible combinations for up to m_max mismatches from x complement's number. Now the program start to scan from i = 0 till 15. for i = 0 and m = 0, kappa = \binom{d}{0} = 1 (this called a perfect match) possible combinations in bits, is only 1111 (for 0: 0000). for i = 0 and m = 1, kappa = \binom{d}{1} = 4 (one mismatch) possible combinations in bits are: 1000, 0100, 0010 and 0001 My problem was to generalize it to general d and m. I wrote the following code: #include <stdlib.h> #include <iomanip> #include <boost/math/special_functions/binomial.hpp> #include <iostream> #include <stdint.h> #include <vector> namespace vec { typedef std::vector<unsigned int> uint_1d_vec_t; } int main( int argc, char* argv[] ) { int counter, d, m; unsigned num_combination, bits_mask, bit_mask, max_num_mismatch; uint_1d_vec_t kappa; d = 4; m = 2; bits_mask = 2^num_bits - 1; for ( unsigned i = 0 ; i < num_elemets ; i++ ) { counter = 0; for ( unsigned m = 0 ; m < max_num_mismatch ; m++ ) { // maximum number of allowed combinations num_combination = boost::math::binomial_coefficient<double>( static_cast<unsigned>( d ), static_cast<unsigned>(m) ); kappa.push_back( num_combination ); for ( unsigned j = 0 ; j < kappa.at(m) ; j++ ) { if ( m == 0 ) v[i][counter++] = i^bits_mask; // M_0 else { bit_mask = 1 << ( num_bits - j ); v[i][counter++] = v[i][0] ^ bits_mask } } } } return 0; } I got stuck in the line v[i][counter++] = v[i][0] ^ bits_mask since I was unable to generalize my algorithm to m_max1, since I needed for m_max mismatches m_max loops and in my original problem, m is unknown until runtime.

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  • iPad GLSL. From within a fragment shader how do I get the surface - not vertex - normal

    - by dugla
    Is it possible to access the surface normal - the normal associated with the plane of a fragment - from within a fragment shader? Or perhaps this can be done in the vertex shader? Is all knowledge of the associated geometry lost when we go down the shader pipeline or is there some clever way of recovering that information in either the vertex of fragment shader? Thanks in advance. Cheers, Doug twitter: @dugla

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  • Do GLSL geometry shaders work on the GMA X3100 under OSX

    - by GameFreak
    I am trying to use a trivial geometry shader but when run in Shader Builder on a laptop with a GMA X3100 it falls back and uses the software render. According this document the GMA X3100 does support EXT_geometry_shader4. The input is POINTS and the output is LINE_STRIP. What would be required to get it to run on the GPU (if possible) uniform vec2 offset; void main() { gl_Position = gl_PositionIn[0]; EmitVertex(); gl_Position = gl_PositionIn[0] + vec4(offset.x,offset.y,0,0); EmitVertex(); EndPrimitive(); }

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  • How to get a flat, non-interpolated color when using vertex shaders.

    - by Brett
    Hi, Is there a way to achieve this? If I draw lines like this glShadeModel(GL_FLAT); glBegin(GL_LINES); glColor3f(1.0, 1.0, 0.0); glVertex3fv(bottomLeft); glVertex3fv(topRight); glColor3f(1.0, 0.0, 0.0); glVertex3fv(topRight); glVertex3fv(topLeft); . . (draw a square) . . glEnd(); I get the desired result (a different colour for each edge) but I want to be able to calculate the fragment values in a shader. If I do the same after setting up my shader program I always get interpolated colors between vertices. Is there a way around this? (would be even better if I could get the same results using quads) Thanks

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  • WebGL transparent black.

    - by Catalin Dumitru
    I have a strange problem that I can't figure out when trying to do blending in WebGL. Black is rendered fully transparent , and everything with shades of grey in it is rendered also semi transparent. I have set it to use the alpha channel as the source for transparency, and in some respect it works, every thing that isn't black/grey is rendered differently when changing the alpha value. but even when I set the alpha to 1, black is still displayed transparent. This is how I enable transparency: this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE); this.gl.enable(this.gl.BLEND); this.gl.disable(this.gl.DEPTH_TEST); And the part of the shader that does transparency: gl_FragColor = vec4(texColor.rgb * vLightWeight, texColor.a * uAlpha); where texColor is the texture color that is being sampled, vLightWeight is the shadowing that is being calculated in the vertex shader, and uAlpha the uniform which I use for transparency.

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  • Number range for color in GLSL

    - by kotoko
    I'm figuring out how to set a colour in a Fragment Shader. This statement gl_FragColor = (0.1,0.6,1,1); gives me white regardless of what I enter in the first 3 values. I was expecting to either give it values between 0 and 255 or 0 and 1 but neither seems to work. I can change how bright it is with values from 0 to 1 in the fourth value, but nothing for colour. Can anybody tell me if: gl_FragColor is the right variable to set. What is the range of values for the first three values. What am I currently making the Shader do.

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  • How to code a 4x shader/filter which emulates arcade crt display behavior?

    - by Arthur Wulf White
    I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html Here are some attributes I know will exist in this filter: It will take in a low res image 160 x 120 and return a medium res image 640 x 480. It will add scanlines It will blur the color channels to create that color bleeding effect It will distort the shape of the image from a perfect rectangle into a rounder shape. The question is, could you please provide any other attributes that are beneficial to emulating an arcade CRT feel and links and resources on coding these effects. Thanks

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

    - by adtither
    As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any idea what would be causing this? Let me know if you need anymore information related to code. I can upload my normals calculations and shader effect if required. EDIT: Here's a link to the shader I'm using http://pastebin.com/gymVc7CP Link to normals calculations: http://pastebin.com/KnMGdzHP Seems to be an issue with edge lighting. Can't seem to see where I'm going wrong with the normals calculations though.

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  • How to implement Fog Of War with an shader?

    - by Cambrano
    Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in viewrange) 100% transparent(explored and in viewrange) RTS means I'll have many explorers (NPCs, buildings, ...). Okay, so I have an 2d array of bytes byte[,] explored. The byte value correlates the transparency. The question is, how do I pass this array to my shader? Well I think it is not possible to pass an entire array. So: what technique shall I use to let my shader know if a pixel/tile is visible or not?

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  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

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  • T-SQL: Compute Subtotals For A Range Of Rows

    - by John Dibling
    MSSQL 2008. I am trying to construct a SQL statement which returns the total of column B for all rows where column A is between 2 known ranges. The range is a sliding window, and should be recomputed as it might be using a loop. Here is an example of what I'm trying to do, much simplified from my actual problem. Suppose I have this data: table: Test Year Sales ----------- ----------- 2000 200 2001 200 2002 200 2003 200 2004 200 2005 200 2006 200 2007 200 2008 200 2009 200 2010 200 2011 200 2012 200 2013 200 2014 200 2015 200 2016 200 2017 200 2018 200 2019 200 I want to construct a query which returns 1 row for every decade in the above table, like this: Desired Results: DecadeEnd TotalSales --------- ---------- 2009 2000 2010 2000 Where the first row is all the sales for the years 2000-2009, the second for years 2010-2019. The DecadeEnd is a sliding window that moves forward by a set ammount for each row in the result set. To illustrate, here is one way I can accomplish this using a loop: declare @startYear int set @startYear = (select top(1) [Year] from Test order by [Year] asc) declare @endYear int set @endYear = (select top(1) [Year] from Test order by [Year] desc) select @startYear, @endYear create table DecadeSummary (DecadeEnd int, TtlSales int) declare @i int -- first decade ends 9 years after the first data point set @i = (@startYear + 9) while @i <= @endYear begin declare @ttlSalesThisDecade int set @ttlSalesThisDecade = (select SUM(Sales) from Test where(Year <= @i and Year >= (@i-9))) insert into DecadeSummary values(@i, @ttlSalesThisDecade) set @i = (@i + 9) end select * from DecadeSummary This returns the data I want: DecadeEnd TtlSales ----------- ----------- 2009 2000 2018 2000 But it is very inefficient. How can I construct such a query?

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