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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Upgrade Ubuntu 11.10 to 12.10

    - by Daniel Minassian
    To whoever can help, I want to update the ubuntu on my laptop to 12.10 from the current version 11.10, when i click on the update manager i get a partial update gui, if i click cancel on that i get the gui for update which has three buttons check, install updates and upgrade. The upgrade button upgrades only to 12.04.1.LTS, when i press check it checks and gives me this error "W:Failed to fetch h t t p://lb.archive.ubuntu.com/ubuntu/dists/precise/main/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_main_i18n_Index , W:Failed to fetch h t t p://lb.archive.ubuntu.com/ubuntu/dists/precise/multiverse/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_multiverse_i18n_Index , W:Failed to fetch http://lb.archive.ubuntu.com/ubuntu/dists/precise/restricted/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_restricted_i18n_Index , W:Failed to fetch http://lb.archive.ubuntu.com/ubuntu/dists/precise/universe/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_universe_i18n_Index , E:Some index files failed to download. They have been ignored, or old ones used instead." Thank you for your time and help, Daniel Minassian

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  • Network does not connect at boot

    - by Daniel Svozil
    I am on Ubuntu 12.04, fresh install. When I boot a machine, the boot screen says Connecting to network, later it is changed to something like Did not connect, trying for another 60s. However, the network does not connect at the boot. But I can then log in without a network connection, and if I start a network manager service manually from the terminal (sudo service network-manager start), the network is connected without any problems. Please, does anybody know where the problem could be? I don't want to wait more than two minutes every computer restart :-). I am new to Ubuntu (and also to upstart) so I am a bit lost. There is no /var/log/messages, in dmesg I found this record, though it may not be related: init: network-interface (eth1) pre-start process (492) terminated with status 1 init: network-interface (eth1) post-stop process (548) terminated with status 1 Thanks Daniel

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  • Adjust Terminal - (Arch-like Info-Screen)

    - by Daniel
    I use Ubuntu for many years but recently I discovered a nice feature in Arch. It is common to display system-information on headless servers on ssh-login, on Ubuntu its the landscape- package. I wounded if it's possible to create the same for the normal terminal in Ubuntu . Like the terminal in Arch I think it might be useful to have this information displayed, at the time one starts the terminal. Is it possible to create something like this for the terminal, and if so what would you suggest? I tried motd but these messages were not displayed. Daniel

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • Allow Incoming Responses from Curl On Ubuntu 11.10 - Curl

    - by Daniel Adarve
    I'm trying to get a Curl Response from an outside server, however I noticed I cant neither PING the server in question nor connect to it. I tried disabling the iptables firewall but I had no success. My server is running behind a Cisco Linksys WRTN310N Router with the DD-wrt firmware Installed. In which I already disabled the firewall. Here are my network settings: Ifconfig eth0 Link encap:Ethernet HWaddr 00:26:b9:76:73:6b inet addr:192.168.1.120 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::226:b9ff:fe76:736b/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:49713 errors:0 dropped:0 overruns:0 frame:0 TX packets:30987 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:52829022 (52.8 MB) TX bytes:5438223 (5.4 MB) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:341 errors:0 dropped:0 overruns:0 frame:0 TX packets:341 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:27604 (27.6 KB) TX bytes:27604 (27.6 KB) /etc/resolv.conf nameserver 192.168.1.1 /etc/nsswitch.com passwd: compat group: compat shadow: compat hosts: files dns networks: files protocols: db files services: db files ethers: db files rpc: db files netgroup: nis /etc/host.conf order hosts,bind multi on /etc/hosts 127.0.0.1 localhost 127.0.0.1 callcenter # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters /etc/network/interfaces # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 192.168.1.120 netmask 255.255.255.0 network 192.168.1.1 broadcast 192.168.1.255 gateway 192.168.1.1 The Url to which im trying to get a connection to is https://www.veripayment.com/integration/index.php When I ping it on terminal heres what I get daniel@callcenter:~$ ping www.veripayment.com PING www.veripayment.com (69.172.200.5) 56(84) bytes of data. --- www.veripayment.com ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms Thanks in Advance

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Set default owner/user

    - by Daniel Hollands
    I'm a web developer, and so have set-up an old machine in the office as an Ubuntu Server, for the purposes of testing websites. I've set-up LAMP and have created a /var/www folder, from which all my local sites are served. The issue is that of user permissions, i.e. any files that I copy into that folder (from my Windows machine via the network) automatically take on me (daniel) as their owner. The problem is that I want www-data to become the owner. I did some research and saw that it should be possible to use setuid (and setgid) to automatically set www-data as the owner of all files put into /var/www automatically, so far I've not had any luck making it work. Can someone help please? Thank you UPDATE: Would this do what I want it to do? Default file permissions for php user www-data UPDATE 2: I've kinda fixed my issue by changing my samba settings. Using Webmin, I was able to go in and change the default settings (as seen here: http://imageshack.us/photo/my-images/521/captureon.png/)

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  • Project-Based ERP - The Evolution of Project Managemen

    Fred Studer speaks with Ray Wang, Principal Analyst at Forrester Research and Ted Kempf, Senior Director for Oracle's Project Management Solutions about trends in the project management market, where enterprise project management is heading in the next 2 - 3 years and highlights from Ray's new line of research on project management solutions.

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  • Calculating 2D (screen) coordinates from 3D positions in XNA 4.0

    - by NDraskovic
    I have a program that draws some items to the scene by loading their positions from a file. Now I want to place a Ray on the same location where the items are drawn. So my question is how can I calculate the position of the ray (it's 2D components) by using 3D coordinates of each particular item? The items don't move anywhere, so once they are placed they stay until the end of the programs execution. Thanks.

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Show Notes: Getting Past the Cloud Hype

    - by Bob Rhubart
    This week’s ArchBeat podcast features an unvarnished bit of conversation culled from a recent virtual meet-up. These meet-ups are informal conversations among architects, many of who have participated in previous ArchBeat programs. There’s no prearranged topic, so the participants talk about whatever is on their minds. The most recent meet-up included Oracle ACE Director Ran Batra, director of cloud computing product development with AT&T, and Daniel Templeton, principal product manager for Oracle Grid Engine, and the man behind Dan T’s GridBlog. The conversation took place at the end of the year – and the end of the decade – a time when most tech publications feature their predictions for the coming year.  I wanted a different spin on that theme, so I asked Ron and Dan to talk about the technologies about which they weren’t all that optimistic.   I found that ten-minute chunk of conversation particularly interesting, so that’s what you’re going to hear this week. Listen Get Social If you have questions or comment for Ron and/or Daniel you can connect via the following: Ron Batra Blog | Twitter | LinkedIn | Oracle Mix | Oracle ACE Profile Daniel Templeton Blog | Twitter | LinkedIn Coming Up Oracle ACE Director Debra Lilley talks about her role in the UKOUG’s development group and that group’s collaboration with Oracle on Oracle Fusion Applications. Dr Frank Munz, author of Middleware and Cloud Computing: Oracle Fusion Middleware on Amazon Web Services and Rackspace Cloud. Stay tuned: http://feeds2.feedburner.com/OtnArch2ArchRSS   del.icio.us Tags: oracle,oracle technology network,archbeat,cloud computing,software architect,podcast Technorati Tags: oracle,oracle technology network,archbeat,cloud computing,software architect,podcast

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  • IE9 GPO Setting "Configure Tracking Protection Lists"

    - by Daniel B
    I've just installed IE9 on my workstations and Server in our network. According to technet article http://technet.microsoft.com/en-us/library/gg699401.aspx There is a GPO setting for IE9 called "Configure Tracking Protection Lists" located at Windows Components\Internet Explorer\Privacy in the admistrative templates. I can find all the other IE9 settings in the GPO, but I cannot find this one. Does anyone know if there is an updated template, or if this setting was removed from the RC version of IE9? Thanks, Daniel

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  • how to set php SERVER_PORT var to 80, behind varnish?

    - by Daniel
    how to force php to read SERVER_PORT as 80, when apache listens on 8080 and varnish listens on 80 ?? if my apache vhost is set to 8080, SERVER_PORT will always be 8080, this is troubling me a little since in many parts of the application some links are calculated with SERVER_NAME and SERVER_PORT together, .. so what I need is that php "believes" that SERVER_PORT is 80, so all links will pass trough varnish regards Daniel

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  • Win Server 2k and Win 7 client

    - by Ray Kruse
    I have a Win Server 2000 system with AD configured. The network consists of an OKI printer, a network server, a wifi router a Win 2k client and the server. I'm trying to connect a Win 7 client. The purpose of the network, besides sharing equipment is to move files from client to client and scatter backups over more than 1 machine. The Win 7 client is configured for DHCP and does in fact receive it's IP and DNS configuration from the server and it sees the printer, wifi router and network drive, but does not see the Win 2k client nor the Win 2k server. I have tried the LAN Management Authentication Level set to 'Send LM & NTLM responses' with the 128 bit encryption removed. I've also done the registry hack on the key 'LmCompatibilityLevel'. Neither of these have helped. I have two questions: Is there a fix or is Win 2k totally incompatible? Is the best (or quickest/cheapest) fix to upgrade the server to Win 2k3 and not worry about the Win 2k client? Thanks for any help. Ray Kruse Buffalo, KY

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • Have to dhclient each restart to access internet

    - by Zeophlite
    So each time I restart my ubuntu server (virtual 10.04, via Xencenter), I have to call dhclient before I can access the internet: http://img813.imageshack.us/i/dhclient.png/ What do I need to change to get internet access automatically? Apologies for posting images, I'm using Xencenter, so I can't copy/paste the console output EDIT:: daniel@workwork:~$ cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 192.168.69.136 netmask 255.255.255.0 network 192.168.69.0 broadcast 192.168.69.255 gateway 192.168.69.1 # dns-* options are implemented by the resolvconf package, if installed dns-nameservers 192.168.69.120 dns-search workwork.com.au daniel@workwork:~$ ifconfig eth0 Link encap:Ethernet HWaddr ae:11:14:22:0a:03 inet6 addr: fe80::ac11:14ff:fe22:a03/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:32 errors:0 dropped:0 overruns:0 frame:0 TX packets:85 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:10496 (10.4 KB) TX bytes:13086 (13.0 KB) Interrupt:32 Base address:0x6000 eth1 Link encap:Ethernet HWaddr b2:2c:40:f2:a0:fa inet addr:192.168.69.167 Bcast:192.168.69.255 Mask:255.255.255.0 inet6 addr: fe80::b02c:40ff:fef2:a0fa/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13448 errors:0 dropped:0 overruns:0 frame:0 TX packets:3100 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:7679428 (7.6 MB) TX bytes:282286 (282.2 KB) Interrupt:36 Base address:0xa100 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:179 errors:0 dropped:0 overruns:0 frame:0 TX packets:179 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:36905 (36.9 KB) TX bytes:36905 (36.9 KB) daniel@workwork:/var/lib/dhcp3$ cat dhclient.leases lease { interface "eth1"; fixed-address 192.168.69.167; filename "boot\\x86\\wdsnbp.com"; option subnet-mask 255.255.255.0; option routers 192.168.69.1; option dhcp-lease-time 28800; option dhcp-message-type 5; option domain-name-servers 192.168.69.120,192.168.69.121; option dhcp-server-identifier 192.168.69.120; option dhcp-renewal-time 14400; option dhcp-rebinding-time 25200; option domain-name "workwork.com.au"; renew 5 2011/03/18 07:36:53; rebind 5 2011/03/18 11:35:39; expire 5 2011/03/18 12:35:39; } lease { interface "eth1"; fixed-address 192.168.69.167; filename "boot\\x86\\wdsnbp.com"; option subnet-mask 255.255.255.0; option routers 192.168.69.1; option dhcp-lease-time 28800; option dhcp-message-type 5; option domain-name-servers 192.168.69.120,192.168.69.121; option dhcp-server-identifier 192.168.69.120; option dhcp-renewal-time 14400; option dhcp-rebinding-time 25200; option domain-name "workwork.com.au"; renew 5 2011/03/18 08:51:58; rebind 5 2011/03/18 12:24:16; expire 5 2011/03/18 13:24:16; } daniel@workwork:/var/lib/dhcp3$ cat dhclient.eth0.leases daniel@workwork:/var/lib/dhcp3$ ifconfig eth1 before and after dhclient http://img692.imageshack.us/i/prepost.png/

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  • Silverlight Cream for January 15, 2011 -- #1028

    - by Dave Campbell
    Note to #1024 Swag Winners: I'm sending emails to the vendors Sunday night, thanks for your patience (a few of you have not contacted me yet) In this Issue: Ezequiel Jadib, Daniel Egan(-2-), Page Brooks, Jason Zander, Andrej Tozon, Marlon Grech, Jonathan van de Veen, Walt Ritscher, Jesse Liberty, Jeremy Likness, Sacha Barber, William E. Burrows, and WindowsPhoneGeek. Above the Fold: Silverlight: "Building a Radar Control in Silverlight - Part 1" Page Brooks WP7: "Tutorial: Dynamic Tile Push Notification for Windows Phone 7" Jason Zander Training: "WP7 Unleashed Session I–Hands on Labs" Daniel Egan From SilverlightCream.com: Silverlight Rough Cut Editor SP1 Released Ezequiel Jadib has an announcement about the Rough Cut Editor SP1 release, and he walks you through the content, installation and a bit of the initial use. WP7 Unleashed Session I–Hands on Labs Daniel Egan posted Part 1 of 3 of a new WP7 HOL ... video online and material to download... get 'em while they're hot! WP7 Saving to Media Library Daniel Egan has another post up as well on saving an image to the media library... not the update from Tim Heuer... all good info Building a Radar Control in Silverlight - Part 1 This freakin' cool post from Page Brooks is the first one of a series on building a 'Radar Control' in Silverlight ... seriously, go to the bottom and run the demo... I pretty much guarantee you'll take the next link which is download the code... don't forget to read the article too! Tutorial: Dynamic Tile Push Notification for Windows Phone 7 Jason Zander has a nice-looking tutorial up on dynamic tile notifications... good diagrams and discussion and plenty of code. Reactive.buffering.from event. Andrej Tozon is continuing his Reactive Extensions posts with this one on buffering: BufferWithTime and BufferWIthCount ... good stuff, good write-up, and the start of a WP7 game? MEFedMVVM with PRISM 4 Marlon Grech combines his MEFedMVVM with Prism 4, and says it was easy... check out the post and the code. Adventures while building a Silverlight Enterprise application part #40 Jonathan van de Veen has a discussion up about things you need to pay attention to as your project gets close to first deployment... lots of good information to think about Silverlight or not. Customize Windows 7 Preview pane for XAML files Walt Ritscher has a (very easy) XAML extension for Windows 7 that allows previewing of XAML files in an explorer window... as our UK friends say "Brilliant!" Entity Framework Code-First, oData & Windows Phone Client From the never-ending stream of posts that is Jesse Liberty comes this one on EF Code-First... so Jesse's describing Code-First and OData all wrapped up about a WP7 app Sterling Silverlight and Windows Phone 7 Database Triggers and Auto-Identity Sterling and Database Triggers sitting in a tree... woot for WP7 from Jeremy Likness... provides database solutions including Validation, Data-specific concerns such as 'last modified', and post-save processing ... all good, Jeremy! A Look At Fluent APIs Sacha Barber has a great post up that isn't necessarily Silverlight, but is it? ... we've been hearing a lot about Fluent APIs... read on to see what the buzz is. Windows Phone 7 - Part 3 - Final Application William E. Burrows has Part 3 of his WP7 tutorial series up... this one completing the Golf Handicap app by giving the user the ability to manage scores. User Control vs Custom Control in Silverlight for WP7 WindowsPhoneGeek has a great diagram and description-filled post up on User Controls and Custom Controls in WP7... good external links too. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • How to model has_many with polymorphism?

    - by Daniel Abrahamsson
    I've run into a situation that I am not quite sure how to model. Suppose I have a User class, and a user has many services. However, these services are quite different, for example a MailService and a BackupService, so single table inheritance won't do. Instead, I am thinking of using polymorphic associations together with an abstract base class: class User < ActiveRecord::Base has_many :services end class Service < ActiveRecord::Base validates_presence_of :user_id, :implementation_id, :implementation_type belongs_to :user belongs_to :implementation, :polymorphic = true delegate :common_service_method, :name, :to => :implementation end #Base class for service implementations class ServiceImplementation < ActiveRecord::Base validates_presence_of :user_id, :on => :create has_one :service, :as => :implementation has_one :user, :through => :service after_create :create_service_record #Tell Rails this class does not use a table. def self.abstract_class? true end #Default name implementation. def name self.class.name end protected #Sets up a service object def create_service_record service = Service.new(:user_id => user_id) service.implementation = self service.save! end end class MailService < ServiceImplementation #validations, etc... def common_service_method puts "MailService implementation of common service method" end end #Example usage MailService.create(..., :user_id => user.id) BackupService.create(...., :user_id => user.id) user.services.each do |s| puts "#{user.name} is using #{s.name}" end #Daniel is using MailService, Daniel is using BackupService So, is this the best solution? Or even a good one? How have you solved this kind of problem?

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  • Using jQuery, CKEditor, AJAX in ASP.NET MVC 2

    - by Ray Linder
    After banging my head for days on a “A potentially dangerous Request.Form value was detected" issue when post (ajax-ing) a form in ASP.NET MVC 2 on .NET 4.0 framework using jQuery and CKEditor, I found that when you use the following: Code Snippet $.ajax({     url: '/TheArea/Root/Add',     type: 'POST',     data: $("#form0Add").serialize(),     dataType: 'json',     //contentType: 'application/json; charset=utf-8',     beforeSend: function ()     {         pageNotify("NotifyMsgContentDiv", "MsgDefaultDiv", '<img src="/Content/images/content/icons/busy.gif" /> Adding post, please wait...', 300, "", true);         $("#btnAddSubmit").val("Please wait...").addClass("button-disabled").attr("disabled", "disabled");     },     success: function (data)     {         $("#btnAddSubmit").val("Add New Post").removeClass("button-disabled").removeAttr('disabled');         redirectToUrl("/Exhibitions");     },     error: function ()     {         pageNotify("NotifyMsgContentDiv", "MsgErrorDiv", '<img src="/Content/images/content/icons/cross.png" /> Could not add post. Please try again or contact your web administrator.', 6000, "normal");         $("#btnAddSubmit").val("Add New Post").removeClass("button-disabled").removeAttr('disabled');     } }); Notice the following: Code Snippet data: $("#form0Add").serialize(), You may run into the “A potentially dangerous Request.Form value was detected" issue with this. One of the requirements was NOT to disable ValidateRequest (ValidateRequest=”false”). For this project (and any other project) I felt it wasn’t necessary to disable ValidateRequest. Note: I’ve search for alternatives for the posting issue and everyone and their mothers continually suggested to disable ValidateRequest. That bothers me – a LOT. So, disabling ValidateRequest is totally out of the question (and always will be).  So I thought to modify how the “data: “ gets serialized. the ajax data fix was simple, add a .html(). YES!!! IT WORKS!!! No more “potentially dangerous” issue, ajax form posts (and does it beautifully)! So if you’re using jQuery to $.ajax() a form with CKEditor, remember to do: Code Snippet data: $("#form0Add").serialize().html(), or bad things will happen. Also, don’t forget to set Code Snippet config.htmlEncodeOutput = true; for the CKEditor config.js file (or equivalent). Example: Code Snippet CKEDITOR.editorConfig = function( config ) {     // Define changes to default configuration here. For example:     // config.language = 'fr';     config.uiColor = '#ccddff';     config.width = 640;     config.ignoreEmptyParagraph = true;     config.resize_enabled = false;     config.skin = 'kama';     config.enterMode = CKEDITOR.ENTER_BR;       config.toolbar = 'MyToolbar';     config.toolbar_MyToolbar =     [         ['Bold', 'Italic', 'Underline'],         ['JustifyLeft', 'JustifyCenter', 'JustifyRight', 'JustifyBlock', 'Font', 'FontSize', 'TextColor', 'BGColor'],         ['BulletedList', 'NumberedList', '-', 'Outdent', 'Indent'],         '/',         ['Scayt', '-', 'Cut', 'Copy', 'Paste', 'Find'],         ['Undo', 'Redo'],         ['Link', 'Unlink', 'Anchor', 'Image', 'Flash', 'HorizontalRule'],         ['Table'],         ['Preview', 'Source']     ];     config.htmlEncodeOutput = true; }; Happy coding!!! Tags: jQuery ASP.NET MVC 2 ASP.NET 4.0 AJAX

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  • Advanced Search Stored procedure

    - by Ray Eatmon
    So I am working on an MVC ASP.NET web application which centers around lots of data and data manipulation. PROBLEM OVERVIEW: We have an advanced search with 25 different filter criteria. I am using a stored procedure for this search. The stored procedure takes in parameters, filter for specific objects, and calculates return data from those objects. It queries large tables 14 millions records on some table, filtering and temp tables helped alleviate some of the bottle necks for those queries. ISSUE: The stored procedure used to take 1 min to run, which creates a timeout returning 0 results to the browser. I rewrote the procedure and got it down to 21 secs so the timeout does not occur. This ONLY occurs this slow the FIRST time the search is run, after that it takes like 5 secs. I am wondering should I take a different approach to this problem, should I worry about this type of performance issue if it does not timeout?

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