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  • Best way to mount 3-4 monitor like this?

    - by jasondavis
    I just purchased 2 HP 2009m widescreen monitors, they are not the biggest thing on the block, they are like 19-20" and are only around 150-200$ so I think they are perfect. I bought 2 of them just to make sure I like them, with the full intention of purchasing more to make either a tripple or quad display. I now I am stuck trying to decide, if I purchase 1 more to have a tripple display I would then like to just wrap the third monitor to either the rigth or left side, I could do this without a mount most likely pretty easy. If I decide to go with 2 more monitors to make a quad display then I would like to add the 2 new monitor directly above the 2 that I have now. So it would make a grid of 2 wide and 2 high. I have posted a few photos belwo to show them now with the 2 I have, you will notice that I have them tilted inwards to make more of a "V" shape instead of them being side by side and "STRAIGHT". Now if I decide to make thegrid of 4 then I will need to buy or build a stand to hold them all tightly together (no whitespace or gap between the grid of monitors) but I would like to still have both rows invert to make the slight "V". Do you know of any existing stands I could purchase that would hold all 4 monitors without making them be STARIGHT without the "V" shape? Any tips appreciated please, also they do have holes in the back for VESA. a few photos... (they are from iphone and lighting made them note very good but you can see what I am working with here)

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  • Ventrilo sound delay issue in Windows 7

    - by TM
    I've upgraded my machine to Windows 7 Professional (x64) (using format + clean install, not upgrade install). Everything seems to work fine except for Ventrilo. I used to have Vista Business x64 and Ventrilo worked fine there, on the same machine. The issue I am having is that when I am playing a game and using Ventrilo, everything works fine at first, but after a few minutes, I stop hearing anything that people say. If I minimize, I can see the speaker icons lighting up (meaning that people are talking), but I still can't hear anything. The sounds from the game and other OS sounds still play through the speakers just fine. Eventually, I will close ventrilo and then after a few seconds I will start hearing things that people were saying several minutes ago. I start hearing everything that was said, with no "silent time" in between. Note that the sounds keep playing even AFTER the ventrilo process is dead. I've tried using Ventrilo x64 and x86 versions. Does anyone have any advice on how to fix this problem?

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  • How to fix display on external Samsung Syncmaster shifted to the right when connected to Macbook Pro?

    - by joe larson
    Is there something special I need to do to be able to use external LCD displays with my new MacBook Pro? Do I need extra software, or do I possibly need a different cable? I'm attempting to use an external display with my MBP. I've got a "Mini DisplayPort to VGA Female Adapter for Mac", plugged into the thunderbolt port on my MBP, which I understood should be compatible with thunderbolt. I've tried this with three different SyncMaster models: a B2330 (21.5"), a EX2220 (22"), and a third (also 22" ish) which I don't have the model # for -- but all are 1920x1080 resolution; plus an additional HP monitor of similar size and resolution. In all four cases, the MBP recognizes the screen and choses the correct resolution. However, the display is shifted over about 1 inch. This is true no matter if I change screen resolutions also. The controls on the monitor for horizontal position don't help. Also, sometimes (especially if I drag an app over into the second screen), the screen starts skipping left to right and having bands of fuzz. Additionally, the monitor will periodically blink off for a moment, trying to switch from Digital to Analog and back (the Syncmaster shows text on the screen to tell you it's trying to do this). Often when it comes back from one of these blank-outs, it will show OK (no skipping or fuzz) but still shifted right; then after a few seconds it will go wrong again skipping and fuzzy. This photo shows the worst of it. I've added red rectangles to show the physical edge of the screen, and a yellow rectangle to show the empty space on the left of the screen. (Sorry for the awful quality and lighting!) Also, it's worth noting I am on Mac OS X 10.6.7, and yes I have this update 1.4 installed.

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  • My PC is powercycling, what's going wrong?

    - by Renai
    So here is my sorry story of woe. My PC has been functioning normally for some time. Last week I bought a cheapish powered USB hub and plugged it into my home PC, which runs Windows 7. This weekend I plugged that hub into my home PC. At some stage I hibernated the PC. Then later on I plugged my Kobo eReader into the hub to charge. Later on I started the PC up. Only thing is, it now won’t start up. It just powercycles on for a second and a half with the fans at full, then powercycles off. Then back on for two seconds, then back off. There’s no display at all and it won’t get to the BIOS screen. It looks like anything USB is not functioning — the keyboard and mouse are not lighting up etc. I’ve taken out the BIOS battery and reseated the RAM, reseated the graphics card and so on, but my suspicion is that I have blown the USB section of the motherboard somehow. Suggestions? All else failing, where is the best place to take this machine in Sydney to get evaluated? It’s a fairly powerful beast, all up has cost me about $2500 over the years, including upgrades and a recent new graphics card, so can’t just start from scratch.

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  • Corliss Expert Group Home Security: How to Secure Your Home without Spending Too Much?

    - by Mika Esmond
    HOME SECURITY: HOW TO SECURE YOUR HOME WITHOUT SPENDING TOO MUCH Imagine if there were no burglar or criminals who threaten the safety of our homes; we will be surprised how much savings we would have on several things we do to secure ourselves and our loved ones. We would not need fences, gates with locks, doors locks, window grills, CCTV cams, perimeter lighting, shotguns and baseball bats. The cost of maintaining these things can run up to the entire cost of building another room or, in some cases, a whole new house. The rationale for home security is the same for national security. A nation maintains an army whether it has enemies or not; so, whether burglars will come or not, we have to prepare for the eventuality. Hence, we end up spending for something we might never put into the actual use it was intended for. You buy a pistol and when a burglar breaks in you fire the gun either to scare or disable the intruder. We hope we will never have to use these things; but we still buy them for the peace of mind that comes from knowing we can secure or protect our family and home.

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  • h264 inside FLV container vs. MP4 container?

    - by Gotys
    I am developing a tube site, and currently having issues with h264 format . By looking at youtube, I noticed they are putting their hi-def videos into mp4 container, so logically I did the same. Next, I installed mod_h264_streaming for lighttpd to make streaming and timeline-scrubbing work. Problem is, that large files (500mb+ at somewhat high resolution) take for EVER to even start buffering ( I read the flowplayer or other flash players need to download metadata first) . I moved the xmov atom to the front of the file with MP4Box (i tried qt-quickstart too) , and the problem didn't go away. Next I read online I need to interleave audio tracks, so I did that too. No change in slowness. So I tried putting the same exact h264 movie into an FLV container, and the playback buffering starts almost instantly - no slowness. So what am I missing here? Why would I choose MP4 container with mod_264_streaming module , which seems super-slow over a regular FLV container with lighttpd's built-in mod_flv_streaming ? Obviously many websites pick mp4 container , but I fail to understand why ? And as a side question - I tried using HTML5's VIDEO tag to try the same h264 MP4 movie, and the scrubbing is LIGHTING FAST! I looked into lighttpd's log file, and i noticed taht Flash Players append video.mp4?start=234 each time timeline is scrubbed, wheres HTML5's video tag does no such thing . Is this some sort of limitations of Flash ? Why Can't flash streaming be same fast as HTML5 streaming? Thanks to ALL who can help. I very much appreciate this community.

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  • Smart card driven membership and door entry system

    - by Rob G
    I'm looking at putting in a smart card driven system at my local sports club (which doesn't have oodles of money), and since they're willing to pay for hardware, and I'm willing to do the technical setup, I was wondering if anyone had any experience in setting something like this up. Writing any software needed is not the problem, I've pretty much got that covered with various open source projects out there and custom code I'll write, but it's more the hardware side I'm not too sure about and I'm looking for advice from people out there. I'm sure there are numerous complications, but on the surface it looks fairly simple. I'd basically like to enable members to swipe/touch a smart card at the door to gain entry to the club, walk up to a touch screen PC and swipe/touch a card reader there to "login" to the system I create, which will allow them to book club facilities etc. I may even want that same card to then activate things like lights or music when they enter the room they've booked. Pretty Eutopian I know, but still, we'd like to get as close as we can. As I said, the software shouldn't be a problem, and on the hardware side, so far I'm looking at: All in one touch screen PC running Windows 7 or Ubuntu USB card reader (not sure which one to buy) Smart Cards (again, never bought these before) Door/lighting hardware that could be triggered (not sure here either) If anyone has any advice on implementing something like this - especially the items I'm not sure about above, and of course anything I've missed out that's crucial, I'd be most grateful. Recommended hardware that you've used for something like this would be fantastic!

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  • h264 inside FLV container vs. MP4 container?

    - by Gotys
    I am developing a tube site, and currently having issues with h264 format . By looking at youtube, I noticed they are putting their hi-def videos into mp4 container, so logically I did the same. Next, I installed mod_h264_streaming for lighttpd to make streaming and timeline-scrubbing work. Problem is, that large files (500mb+ at somewhat high resolution) take for EVER to even start buffering ( I read the flowplayer or other flash players need to download metadata first) . I moved the xmov atom to the front of the file with MP4Box (i tried qt-quickstart too) , and the problem didn't go away. Next I read online I need to interleave audio tracks, so I did that too. No change in slowness. So I tried putting the same exact h264 movie into an FLV container, and the playback buffering starts almost instantly - no slowness. So what am I missing here? Why would I choose MP4 container with mod_264_streaming module , which seems super-slow over a regular FLV container with lighttpd's built-in mod_flv_streaming ? Obviously many websites pick mp4 container , but I fail to understand why ? And as a side question - I tried using HTML5's VIDEO tag to try the same h264 MP4 movie, and the scrubbing is LIGHTING FAST! I looked into lighttpd's log file, and i noticed taht Flash Players append video.mp4?start=234 each time timeline is scrubbed, wheres HTML5's video tag does no such thing . Is this some sort of limitations of Flash ? Why Can't flash streaming be same fast as HTML5 streaming? Thanks to ALL who can help. I very much appreciate this community.

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  • XSL Template outputting massive chunk of text, rather than HTML. But only on one section

    - by Throlkim
    I'm having a slightly odd situation with an XSL template. Most of it outputs fine, but a certain for-each loop is causing me problems. Here's the XML: <area> <feature type="Hall"> <Heading><![CDATA[Hall]]></Heading> <Para><![CDATA[Communal gardens, pathway leading to PVCu double glazed communal front door to]]></Para> </feature> <feature type="Entrance Hall"> <Heading><![CDATA[Communal Entrance Hall]]></Heading> <Para><![CDATA[Plain ceiling, centre light fitting, fire door through to inner hallway, wood and glazed panelled front door to]]></Para> </feature> <feature type="Inner Hall"> <Heading><![CDATA[Inner Hall]]></Heading> <Para><![CDATA[Plain ceiling with pendant light fitting and covings, security telephone, airing cupboard housing gas boiler serving domestic hot water and central heating, telephone point, storage cupboard housing gas and electric meters, wooden panelled doors off to all rooms.]]></Para> </feature> <feature type="Lounge (Reception)" width="3.05" length="4.57" units="metre"> <Heading><![CDATA[Lounge (Reception)]]></Heading> <Para><![CDATA[15' 6" x 10' 7" (4.72m x 3.23m) Window to the side and rear elevation, papered ceiling with pendant light fitting and covings, two double panelled radiators, power points, wall mounted security entry phone, TV aerial point.]]></Para> </feature> <feature type="Kitchen" width="3.05" length="3.66" units="metre"> <Heading><![CDATA[Kitchen]]></Heading> <Para><![CDATA[12' x 10' (3.66m x 3.05m) Double glazed window to the rear elevation, textured ceiling with strip lighting, range of base and wall units in Beech with brushed aluminium handles, co-ordinated working surfaces with inset stainless steel sink with mixer taps over, co-ordinated tiled splashbacks, gas and electric cooker points, large storage cupboard with shelving, power points.]]></Para> </feature> <feature type="Entrance Porch"> <Heading><![CDATA[Balcony]]></Heading> <Para><![CDATA[Views across the communal South facing garden, wrought iron balustrade.]]></Para> </feature> <feature type="Bedroom" width="3.35" length="3.96" units="metre"> <Heading><![CDATA[Bedroom One]]></Heading> <Para><![CDATA[13' 6" x 11' 5" (4.11m x 3.48m) Double glazed windows to the front and side elevations, papered ceiling with pendant light fittings and covings, single panelled radiator, power points, telephone point, security entry phone.]]></Para> </feature> <feature type="Bedroom" width="3.05" length="3.35" units="metre"> <Heading><![CDATA[Bedroom Two]]></Heading> <Para><![CDATA[11' 4" x 10' 1" (3.45m x 3.07m) Double glazed window to the front elevation, plain ceiling with centre light fitting and covings, power points.]]></Para> </feature> <feature type="bathroom"> <Heading><![CDATA[Bathroom]]></Heading> <Para><![CDATA[Obscure double glazed window to the rear elevation, textured ceiling with centre light fitting and extractor fan, suite in white comprising of low level WC, wall mounted wash hand basin and walk in shower housing 'Triton T80' electric shower, co-ordinated tiled splashbacks.]]></Para> </feature> </area> And here's the section of my template that processes it: <xsl:for-each select="area"> <li> <xsl:for-each select="feature"> <li> <h5> <xsl:value-of select="Heading"/> </h5> <xsl:value-of select="Para"/> </li> </xsl:for-each> </li> </xsl:for-each> And here's the output: Hall Communal gardens, pathway leading to PVCu double glazed communal front door to Communal Entrance Hall Plain ceiling, centre light fitting, fire door through to inner hallway, wood and glazed panelled front door to Inner Hall Plain ceiling with pendant light fitting and covings, security telephone, airing cupboard housing gas boiler serving domestic hot water and central heating, telephone point, storage cupboard housing gas and electric meters, wooden panelled doors off to all rooms. Lounge (Reception) 15' 6" x 10' 7" (4.72m x 3.23m) Window to the side and rear elevation, papered ceiling with pendant light fitting and covings, two double panelled radiators, power points, wall mounted security entry phone, TV aerial point. Kitchen 12' x 10' (3.66m x 3.05m) Double glazed window to the rear elevation, textured ceiling with strip lighting, range of base and wall units in Beech with brushed aluminium handles, co-ordinated working surfaces with inset stainless steel sink with mixer taps over, co-ordinated tiled splashbacks, gas and electric cooker points, large storage cupboard with shelving, power points. Balcony Views across the communal South facing garden, wrought iron balustrade. Bedroom One 13' 6" x 11' 5" (4.11m x 3.48m) Double glazed windows to the front and side elevations, papered ceiling with pendant light fittings and covings, single panelled radiator, power points, telephone point, security entry phone. Bedroom Two 11' 4" x 10' 1" (3.45m x 3.07m) Double glazed window to the front elevation, plain ceiling with centre light fitting and covings, power points. Bathroom Obscure double glazed window to the rear elevation, textured ceiling with centre light fitting and extractor fan, suite in white comprising of low level WC, wall mounted wash hand basin and walk in shower housing 'Triton T80' electric shower, co-ordinated tiled splashbacks. For reference, here's the entire XSLT: http://pastie.org/private/eq4gjvqoc1amg9ynyf6wzg The rest of it all outputs fine - what am I missing from the above section?

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  • Getting USB Wifi device to work

    - by Lolwhites
    I have been trying to get an Olitec Wifi N USB dongle to work. At first it lit up but wouldn't connect. A little Googling suggested that it would need ndiswrapper to make it work. After installing and trying to add driver with ndisgtk, I got the error message FATAL: Module ndiswrapper not found., but the driver appears in the list of currently installed ones anyway. However, the situation appears even worse: The USB device doesn't even light up (which it does when plugged into my netbook), suggesting the thing isn't detected any more. How to I go about resolving this issue? I've tried uninstalling ndiswrapper but there seems to have been some permanent change as the device is still not lighting up, as it did at first. Edit: Contents of /etc/modprobe.d/ndiswrapper.conf alias usb:v04F2pAFF7d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFF8d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFF9d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFAd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFBd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFCd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp1102d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp2102d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp2103d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0586p341Fd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v06F8pE033d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07AAp0056d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07B8p8178d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07B8p8189d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0B05p17ABd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8170d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8176d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8177d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8178d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Ed*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Fd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8186d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8192d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BFFp8160d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p0052d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p005Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p0061d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0EB0p9071d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v103Cp1629d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3357d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3358d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3359d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3307d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3308d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3309d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p330Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p1201d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4902d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4903d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4904d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Ed*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pED17d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p624Dd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p648Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p664Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4855p0090d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4855p0091d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4856p0091d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v7392p7811d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v7392p7822d*dc*dsc*dp*ic*isc*ip* ndiswrapper

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  • Home Energy Management & Automation with Windows Phone 7

    A number of people at Clarity are personally interested in home energy conservation and home automation. We feel that a mobile device is a great fit for bringing this idea to fruition. While this project is merely a concept and not directly associated with Microsofts Hohm web service, it provides a great model for communicating the concept. I wanted to take the idea a step further and combine saving energy in your home with the ability to track water usage and control your home devices. I designed an application that focuses on total home control and not just energy usage. Application Overview By monitoring home consumption in real time and with yearly projections users can pinpoint vampire devices, times of high or low consumption, and wasteful patterns of energy use. Energy usage meters indicate total current consumption as well as individual device consumption. Users can then use the information to take action, make adjustments, and change their consumption behaviors. The app can be used to automate certain systems like lighting, temperature, or alarms. Other features can be turned on an off at the touch of a toggle switch on your phone, away from home. Forget to turn off the TV or shut the garage door? No problem, you can do it from your phone. Through settings you can enable and disable features of the phone that apply to your home making it a completely customized and convenient experience. To be clear, this equates to more security, big environmental impact, and even bigger savings.   Design and User Interface  Since this panorama application is designed for win phone 7 devices, it complies with the UI Design and Interaction Guide for wp7. I developed the frame and page hierarchy from existing examples. The interface takes advantage of the interactive nature of touch screens with slider controls, pivot control views, and toggle switches to turn on and off devices (not shown in mockup). I followed recommendations for text based elements and adapted the tile notifications to display the most recent user activity. For example, the mockup indicates upon launching the app that the last thing you did was program the thermostat. This model is great for quick launching common user actions. One last design feature to point out is the technical reasons for supplying both light and dark themes for the app. Since this application is targeting energy consumption it only makes sense to consider the effect of the apps background color or image on the phones energy use. When displaying darker colors like black the OLED display may use less power, extending battery life. Other Considerations For now I left out options of wind and solar powered energy options because they are not available to everyone. Renewable energy sources and new technologies associated with them are definitely ideas to keep in mind for a next iteration. Another idea to explore for such an application would be to include a savings model similar to mint.com. In addition to general energy-saving recommendations the application could recommend customized ways to save based on your current utility providers and available options in your area. If your television or refrigerator is guilty of sucking a lot of energy then you may see recommendations for energy star products that could save you even more money! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Is there a low carbon future for the retail industry?

    - by user801960
    Recently Oracle published a report in conjunction with The Future Laboratory and a global panel of experts to highlight the issue of energy use in modern industry and the serious need to reduce carbon emissions radically by 2050.  Emissions must be cut by 80-95% below the levels in 1990 – but what can the retail industry do to keep up with this? There are three key aspects to the retail industry where carbon emissions can be cut:  manufacturing, transport and IT.  Manufacturing Naturally, manufacturing is going to be a big area where businesses across all industries will be forced to make considerable savings in carbon emissions as well as other forms of pollution.  Many retailers of all sizes will use third party factories and will have little control over specific environmental impacts from the factory, but retailers can reduce environmental impact at the factories by managing orders more efficiently – better planning for stock requirements means economies of scale both in terms of finance and the environment. The John Lewis Partnership has made detailed commitments to reducing manufacturing and packaging waste on both its own-brand products and products it sources from third party suppliers. It aims to divert 95 percent of its operational waste from landfill by 2013, which is a huge logistics challenge.  The John Lewis Partnership’s website provides a large amount of information on its responsibilities towards the environment. Transport Similarly to manufacturing, tightening up on logistical planning for stock distribution will make savings on carbon emissions from haulage.  More accurate supply and demand analysis will mean less stock re-allocation after initial distribution, and better warehouse management will mean more efficient stock distribution.  UK grocery retailer Morrisons has introduced double-decked trailers to its haulage fleet and adjusted distribution logistics accordingly to reduce the number of kilometers travelled by the fleet.  Morrisons measures route planning efficiency in terms of cases moved per kilometre and has, over the last two years, increased the number of cases per kilometre by 12.7%.  See Morrisons Corporate Responsibility report for more information. IT IT infrastructure is often initially overlooked by businesses when considering environmental efficiency.  Datacentres and web servers often need to run 24/7 to handle both consumer orders and internal logistics, and this both requires a lot of energy and puts out a lot of heat.  Many businesses are lowering environmental impact by reducing IT system fragmentation in their offices, while an increasing number of businesses are outsourcing their datacenters to cloud-based services.  Using centralised datacenters reduces the power usage at smaller offices, while using cloud based services means the datacenters can be based in a more environmentally friendly location.  For example, Facebook is opening a massive datacentre in Sweden – close to the Arctic Circle – to reduce the need for artificial cooling methods.  In addition, moving to a cloud-based solution makes IT services more easily scaleable, reducing redundant IT systems that would still use energy.  In store, the UK’s Carbon Trust reports that on average, lighting accounts for 25% of a retailer’s electricity costs, and for grocery retailers, up to 50% of their electricity bill comes from refrigeration units.  On a smaller scale, retailers can invest in greener technologies in store and in their offices.  The report concludes that widely shared objectives of energy security, reduced emissions and continued economic growth are dependent on the development of a smart grid capable of delivering energy efficiency and demand response, as well as integrating renewable and variable sources of energy. The report is available to download from http://emeapressoffice.oracle.com/imagelibrary/detail.aspx?MediaDetailsID=1766I’d be interested to hear your thoughts on the report.   

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  • Adobe Photoshop CS5 vs Photoshop CS5 extended

    - by Edward
    Adobe Photoshop has been an industry standard for most web designers & photographers worldwide. Photoshop CS5 has made photography editing much more refined and the composition process has become much easier than ever before.  To study the advantage of Photoshop CS5 extended over Photoshop CS5 we have written this comparison article, with both a Designer’s & Photographer’s perspective. Hopefully it shall help you in your buying/upgrade decision. Photoshop CS5 Photoshop CS5 has refining feature with powerful photography tools. It made editing process easy as fewer steps are involved to remove noise, add grain, create vignettes, correct lens distortions, sharpen, and create HDR images. It has quick image correction and color and tone control for professional purpose. Intelligent image editing and enhancement , extraordinary advanced compositing has made it a better tool than earlier versions for photographers. It allows users to accelerate workflow with fast performance on 64-bit Windows® and Mac hardware systems and smoother interactions due to more GPU-accelerated features. It also boasts of a state-of-the-art processing with Adobe Photoshop Camera Raw 6 and helps to maximize creative impact. It provides for tremendous precision and freedom. It allows user to easily select intricate image elements, such as hair and create realistic painting effects. It also allows to remove any image element and see the space fill in almost magically. It has easy access to core editing and streamlined work flow and flexible work ambience. It has creative tools and contents. Photoshop CS5 Extended Photoshop CS5 extended is quite innovative and has incorporated 3D elements to 2D artwork directly within digital imaging application, which enables user to do an easy on-ramp to 3D image creation. It also provides for 3D editing. It has intelligent image editing and enhancement. It offers advance composing and has extraordinary painting and drawing toolset. It provides for video and animation designing. It helps to work with specialized images for architecture, manufacturing, engineering, science, and medicine. Where CS5 extended scores over CS5 CS5 extended has many features, which were not included in CS5. These features make it score more over CS5. These features are: Technology for creating 3D extrusion 3D material library and picker Field depth for 3D 3D merging and scene composition improvements 3D workflow improvement Customization of 3D features Image based light source Shadow catcher for shadow creation Enhanced ray tracer Context sensitive widgets, which allows easy control of objects, lights and cameras. Overlays for materials and mesh boundaries Photoshop CS5 extended is far better than CS5 as it incorporates all the features of CS5 and have more advanced features. It allows 3D creation and editing and has other advanced tools to make it better. Redefining the Image-Editing Experience  : A Photographer’s point of View Photoshop CS5 delivers amazing features and creative options so even new users can perform advanced image manipulations and compositions. Breath taking image intelligence behind Content-Aware Fill magically removes any image detail or object, examines the surroundings and seamlessly fills in the space left behind. Lighting, tone and noise of the surrounding area can be matched. New Refine Edge makes nearly-impossible image selections possible. Masking was never easier, the toughest types of edges, such as hair and foliage seem easier to fix. To sum up following are few advantages of CS5 extended over previous versions 64-bit processing Content Aware Fill Refine Edge, “makes nearly-impossible image selections impossible” HDR Pro, including ghost artifact removal and HDR toning, which gives the look of HDR with a single exposure New brush options Improved image management with enhanced Adobe Bridge Lens corrections Improved black-and-white conversions Puppet Warp: Precisely reposition or warp any image element Adobe Camera Raw 6 Upgrade Buy Online Pricing and Availability Adobe Photoshop CS5 and CS5 Extended are available through Adobe Authorized Resellers & the Adobe Store. Estimated street price for Adobe Photoshop CS5 is US$699 and US$999 for Photoshop CS5 Extended. Upgrade pricing and volume licensing are also available. Related posts:10 Free Alternatives for Adobe Photoshop Software Web based Alternatives to Photoshop 15 Useful Adobe Illustrator Tutorials For Designers

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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • What Counts For a DBA: Imagination

    - by drsql
    "Imagination…One little spark, of inspiration… is at the heart, of all creation." – From the song "One Little Spark", by the Sherman Brothers I have a confession to make. Despite my great enthusiasm for databases and programming, it occurs to me that every database system I've ever worked on has been, in terms of its inputs and outputs, downright dull. Most have been glorified e-spreadsheets, many replacing manual systems built on actual spreadsheets. I've created a lot of database-driven software whose main job was to "count stuff"; phone calls, web visitors, payments, donations, pieces of equipment and so on. Sometimes, instead of counting stuff, the database recorded values from other stuff, such as data from sensors or networking devices. Yee hah! So how do we, as DBAs, maintain high standards and high spirits when we realize that so much of our work would fail to raise the pulse of even the most easily excitable soul? The answer lies in our imagination. To understand what I mean by this, consider a role that, in terms of its output, offers an extreme counterpoint to that of the DBA: the Disney Imagineer. Their job is to design Disney's Theme Parks, of which I'm a huge fan. To me this has always seemed like a fascinating and exciting job. What must an Imagineer do, every day, to inspire the feats of creativity that are so clearly evident in those spectacular rides and shows? Here, if ever there was one, is a role where "dull moments" must be rare indeed, surely? I wanted to find out, and so parted with a considerable sum of money for my wife and I to have lunch with one; I reasoned that if I found one small way to apply their secrets to my own career, it would be money well spent. Early in the conversation with our Imagineer (Cindy Cote), the job did indeed sound magical. However, as talk turned to management meetings, budget-wrangling and insane deadlines, I came to the strange realization that, in fact, her job was a lot more like mine than I would ever have guessed. Much like databases, all those spectacular Disney rides bring with them a vast array of complex plumbing, lighting, safety features, and all manner of other "boring bits", kept well out of sight of the end user, but vital for creating the desired experience; and, of course, it is these "boring bits" that take up much of the Imagineer's time. Naturally, there is still a vital part of their job that is spent testing out new ideas, putting themselves in the place of a park visitor, from a 9-year-old boy to a 90-year-old grandmother, and trying to imagine what experiences they'd like to have. It is these small, but vital, sparks of imagination and creativity that have the biggest impact. The real feat of a successful Imagineer is clearly to never to lose sight of this fact, in among all the rote tasks. It is the same for a DBA. Not matter how seemingly dull is the task at hand, try to put yourself in the shoes of the end user, and imagine how your input will affect the experience he or she will have with the database you're building, and how that may affect the world beyond the bits stored in your database. Then, despite the inevitable rush to be "done", find time to go the extra mile and hone the design so that it delivers something as close to that imagined experience as you can get. OK, our output still can't and won't reach the same spectacular heights as the "Journey into The Imagination" ride at EPCOT Theme Park in Orlando, where I first heard "One Little Spark". However, our imaginative sparks and efforts can, and will, make a difference to the user who now feels slightly more at home with a database application, or to the manager holding a report presented with enough clarity to drive an interesting decision or two. They are small victories, but worth having, and appreciated, or at least that's how I imagine it.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • How to ace Skype Interviews

    - by FelixWehmeyer
    Many companies these days opt to include a Skype interview in the recruitment process, as it comes close to a face-to-face interview without the time and costs involved for both the company and the candidate. In some cases during the recruitment process at Oracle you also might be asked to conduct a Skype interview. To help you get started with this, we researched some websites to give you several tips and tricks. What most of the bloggers say about this topic is collected in this article to help you prepare. It is all about Technology The bit that can make a Skype interview more complicated than a face-to-face or phone interview is the fact you are using additional technology. Always check the video and audio capabilities of your computer to make sure they work properly. Be prepared for connections to be limited during the interview. Using a webcam can also be confusing, if you do not have a lot of experience using it. Make sure you look at the camera and not the monitor to avoid the impression you are looking away. Practice If you do not feel comfortable using the camera, do a mock interview with a friend or family member before you have the actual interview. Be aware that facial impressions or reactions come across differently on a monitor, so make sure to practice how you  come across during the interview. Good lighting in the room also helps you make you look the best for the interviewer. You and your room Dress code, as in any face-to-face interview,is important to think about. Dress the same way as you would for face-to-face interviews and avoid patterns or informal clothing. Another tip,is to be aware of your surroundings. Make sure the room you use looks good on camera, making sure it is neat and tidy, also think about how the walls look behind you. Also make sure you do not get distracted during the interview by anyone or anything, as this will directly have an impact on your interview and your ability to focus and concentrate. What is in a name What goes for any account that you share during the recruitment process, either your email address or Skype name, is to make sure it comes across as professional. Try to avoid using nicknames or strange words in your accounts, stick to using a first name – last name or an abbreviation of the same. If you would like to read more about this topic, have a look at the links below which we used as inspiration for this blog article. 7 Deadly Skype Interview Sins is fun to read and to gives you some good advice to keep in mind. ·         http://www.inc.com/guides/201103/4-tips-for-conducting-a-job-interview-using-skype.html ·         http://blog.simplyhired.com/2012/05/5-tips-to-a-great-skype-interview.html ·         http://www.cnn.com/2011/LIVING/07/11/skype.interview.tips.cb/index.html http://www.ehow.com/how_5648281_prepare-skype-interview.html

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • No acceleration for OpenGL and ImportError for modules that exist

    - by Aku
    I'm writing a program using wxPython and OpenGL. The program works, but without any antialiasing, and I get these error messages: (I'm using ArchLinux) INFO:OpenGL.acceleratesupport:No OpenGL_accelerate module loaded: No module named OpenGL_accelerate INFO:OpenGL.formathandler:Unable to load registered array format handler numpy: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numpymodule.py", line 11, in <module> raise ImportError( """No numpy module present: %s"""%(err)) ImportError: No numpy module present: No module named numpy INFO:OpenGL.formathandler:Unable to load registered array format handler numeric: Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/OpenGL/arrays/formathandler.py", line 44, in loadPlugin plugin_class = entrypoint.load() File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 14, in load return importByName( self.import_path ) File "/usr/lib/python2.6/site-packages/OpenGL/plugins.py", line 28, in importByName module = __import__( ".".join(moduleName), {}, {}, moduleName) File "/usr/lib/python2.6/site-packages/OpenGL/arrays/numeric.py", line 15, in <module> raise ImportError( """No Numeric module present: %s"""%(err)) ImportError: No Numeric module present: No module named Numeric However, when I look into my site-packages folder, I see those modules present there. I have a wxPython demo program that uses GLCanvas, and it works fine, without any errors. My program is quite similar to the GLCanvas demo, involving just translations, rotations, drawing quads and some basic lighting. What am I doing wrong here? (The code is over 200 lines, if necessary I'll edit this and put it here.)

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  • OpenGL behaving strangely

    - by Mk12
    OpenGL is acting very strangely for some reason. In my subclass of NSOpenGLView, I have the following code in -prepareOpenGL: - (void)prepareOpenGL { GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f }; quality = 0; zCoord = -6; [self loadTextures]; glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.2f, 0.2f, 0.2f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); gameState = kGameStateRunning; int i = 0; // HERE ******** [NSTimer scheduledTimerWithTimeInterval:0.03f target:self selector:@selector(processKeys) userInfo:nil repeats:YES]; // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; // Setup and start displayLink [self setupDisplayLink]; } I wanted to assign the timer that processes key input to an ivar so that I could invalidate it when the game is paused (and reinstantiate it on resume), however when I did that (as apposed to leaving it at [NSTimer scheduledTimer…), OpenGL doesn't display the cube I draw. When I take it away, it's fine. So i tried just adding a harmless statement, int i = 0; (maked // HERE *******), and that makes the lighting not work! When I take it away, everything is fine, but when I put it back, everything is dark. Can someone come up with a rational explanation for this? Thanks.

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  • Show image with link based on first directory with Javascript

    - by Nestorete
    Hi, i need some help please, i want to show an image on my Page depending of the first directory of the URL. Example: In Any of this URLs will show the image1.jpg www.mysite.com/audio/amplifiers/400wats.html www.mysite.com/audio/ www.mysite.com/audio/amplifiers/ In any of this others will show the image2.jpg www.mysite.com/video/spots/40wats.html www.mysite.com/video/amplifiers/400wats.html www.mysite.com/video/lighting/laser.html www.mysite.com/video/laser/ At the moment i can show the image only if the url is only the first directory, bu no in the internal directory or documents. This is the script that i'm using right now: <script type="text/javascript"> switch (location.pathname) { case "/audio/": document.write("From Web<BR>") break case "/video/": document.write('<A HREF="slides.htm" target="_blank"><IMG SRC="/adman/banners/joinvip.gif" WIDTH=728 HEIGHT=90 BORDER=0></A>') break default: document.write('<A HREF="http://www.apple.com" target="_blank"><IMG SRC="http://www.amd.com/us-en/assets/content_type/DownloadableAssets/NEW_PIB_728x90.gif" WIDTH=728 HEIGHT=90 BORDER=0></A>') break } </script> Thank you

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  • Show image with link based on first directory with Javascript

    - by Nestorete
    Hi, i need some help please, i want to show an image on my Page depending of the first directory of the URL. Example: In Any of this URLs will show the image1.jpg www.mysite.com/audio/amplifiers/400wats.html www.mysite.com/audio/ www.mysite.com/audio/amplifiers/ In any of this others will show the image2.jpg www.mysite.com/video/spots/40wats.html www.mysite.com/video/amplifiers/400wats.html www.mysite.com/video/lighting/laser.html www.mysite.com/video/laser/ At the moment i can show the image only if the url is only the first directory, bu no in the internal directory or documents. This is the script that i'm using right now: <script type="text/javascript"> switch (location.pathname) { case "/audio/": document.write("From Web<BR>") break case "/video/": document.write('<A HREF="slides.htm" target="_blank"><IMG SRC="/adman/banners/joinvip.gif" WIDTH=728 HEIGHT=90 BORDER=0></A>') break default: document.write('<A HREF="http://www.apple.com" target="_blank"><IMG SRC="http://www.amd.com/us-en/assets/content_type/DownloadableAssets/NEW_PIB_728x90.gif" WIDTH=728 HEIGHT=90 BORDER=0></A>') break } </script> Thank you

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  • Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms.

    - by fspirit
    Hi all! I'm having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 objects, 10-20 simultaneous animations on the screen). So far, assuming i'm equally dumb in both technologies and have to learn them from the ground, i came to this list. (I've read several topics here, on SO, with names like "Quartz or OpenGL", but i'm still left with some questions) Quartz: Better time-to-market, because of ready to use absractions like UIView, UIImageView, CoreAnimation abstractions Open GL ES Closer to hardware, thus, performance is better. App, implemented with OpenGL ES can be easier migrated to Android, MeeGo, Windows Phone, etc. My questions are: How time will it take to rewrite Quartz 2d app to use OpenGL? Lets say it took me 2 man-month to write Quartz app, how much time will i need to rewrite it? (Please, just some subjective opinions, i'll try to summarize them somehow) Regarding the ease of migration to other platforms, when using OpenGL, is it really so? Or efforts when migrating Quartz app from iPhoneOS to Android will be not so much bigger, compared to OpenGL app migration? (Ease of migration is quite important criterion) Regarding OpenGL, should i go with OpenGL 1.1 or 2.0, concerning migration? (Android supports 2.0 through NDK, but dont know whether NDK's use will increase or decrease migration efforts)

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  • Why do my raytraced spheres have dark lines when lit with multiple light sources?

    - by Curyous
    I have a simple raytracer that only works back up to the first intersection. The scene looks OK with two different light sources, but when both lights are in the scene, there are dark shadows where the lit area from one ends, even if in the middle of a lit area from the other light source (particularly noticeable on the green ball). The transition from the 'area lit by both light sources' to the 'area lit by just one light source' seems to be slightly darker than the 'area lit by just one light source'. The code where I'm adding the lighting effects is: // trace lights for ( int l=0; l<primitives.count; l++) { Primitive* p = [primitives objectAtIndex:l]; if (p.light) { Sphere * lightSource = (Sphere *)p; // calculate diffuse shading Vector3 *light = [[Vector3 alloc] init]; light.x = lightSource.centre.x - intersectionPoint.x; light.y = lightSource.centre.y - intersectionPoint.y; light.z = lightSource.centre.z - intersectionPoint.z; [light normalize]; Vector3 * normal = [[primitiveThatWasHit getNormalAt:intersectionPoint] retain]; if (primitiveThatWasHit.material.diffuse > 0) { float illumination = DOT(normal, light); if (illumination > 0) { float diff = illumination * primitiveThatWasHit.material.diffuse; // add diffuse component to ray color colour.red += diff * primitiveThatWasHit.material.colour.red * lightSource.material.colour.red; colour.blue += diff * primitiveThatWasHit.material.colour.blue * lightSource.material.colour.blue; colour.green += diff * primitiveThatWasHit.material.colour.green * lightSource.material.colour.green; } } [normal release]; [light release]; } } How can I make it look right?

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