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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // 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 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • AWStats configuration issue [on hold]

    - by Dan
    I have a an Ubuntu 12.04.2 LTS server in which i host my website. The website is in Drupal. I tried to set up AWStats for my website but it is giving a lot of problems. I followed this link - http://www.sysadminworld.com/2011/set-up-awstats-on-ubuntu/ But I am confused about the domain name that needs to be given. The website can be accessed from http://xyz.com but the actual link is http://xyz.abc-def.com/root-folder. What is the domain name in this case? So what should be the name of the conf file then?

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  • compare a string in two files

    - by Tarun
    I am trying to get the name of the user from one file and their corresponding details from my other file. I use the command awk -F : '{ print $1 }' user-name it gives me the list of all the user's. So now how can I match these names with the other file and get a output like: user-name id contact-details The format of the two files is like follows: 1.user-name Tarun:143 Rahul:148 Neeraj:149 2.user-details Tarun:[email protected] Neeraj:[email protected] Rahul:[email protected] what I'm trying to get is like: Neeraj:149:[email protected] Rahul:148:[email protected] Tarun:143:[email protected]

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  • apache2 tomcat6 virtual hosting

    - by user3215
    I've apache2 and tomcat6 running on port 80 on ubuntu server 9.10. I've a registered domain name and I'll access the jsp index page navigating to http://abc.mydomain.com. The page is under tomcat_home/webapps/myapp and the below are tomcat virtual hosting in server.xml file: <Host name="abc.mydomain.com" debug="0" appBase="webapps" unpackWARs="true"> <Logger className="org.apache.catalina.logger.FileLogger" directory="logs" prefix="virtual_log1." suffix=".log" timestamp="true"/> <Context path="" docBase="/usr/share/tomcat/webapps/myapps" debug="0" reloadable="true"/> </Host> Recently a new domain has been bought(xyz.mydomain.com) and I'm asked to do the virtual hosting so that the new domain name directly points the page "admin.jsp" which is located under 'tomcat_home/webapps/myapps/WE-INF/js/'. How could I do this? If I type http://abc.mydomain.com/admin I'll get the page what I wanted. I should access the page just by typing http://xyz.mydomain.com.

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  • Normal maps red in OpenGL?

    - by KaiserJohaan
    I am using Assimp to import 3d models, and FreeImage to parse textures. The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse textures. http://i42.tinypic.com/289ing3.png When I open the images in a image-viewing program they do indeed show up as blue. Heres when I create the texture; OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } Here is my fragment shader. You can see I just commented out the normal-map parsing and treated the normal map texture as the diffuse texture to display it and illustrate the problem. As for the rest of the code it interacts as expected with the diffuse textures so I dont see a obvious problem there. "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Why is this? does normal-map textures need some sort of special treatment in opengl?

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  • sed problem with scripting

    - by Pablo Ramos
    I am trying to run a script using sed i runing like this for et in 1 # 2 3 do if [ -d ET$et ]; then rm -rf ET$et; fi mkdir ET$et cd ET$et cp $home/step_$i/FDE/diabatA/run.adf . cp $home/step_$i/FDE/diabatA/mas$i.xyz . awk1=`awk '/type=fde/{print NR }' run.adf | head -1` awk2=`$(echo "$a+379" | bc -l )` sed -n "$awk1,"$awk2"p" run.adf > first awk3=`awk '/ATOMS/{print NR +1}' first` awk4=`cat mas$i.xyz | wc -l` awk4=$( echo "$awk4-1" | bc -l ) awk5=`awk "/ATOMS/{print NR +"${awk4}" }" run.adf` sed -n "$awk3,"$awk4"p" first > atoms par=$( echo "$awk4-99" | bc -l ) rho1=$(cat atoms | head -34 ) rho2=$(cat atoms | head -64 | tail -31) rho3=$(cat atoms | head -97 | tail -33) rhoall=$(cat atoms | tail -${par} ) echo -e "$rho1\n$rho2\n$rhoall" > eje done but is telling me this: (standard_in) 1: syntax error sed: -e expression #1, char 6: unexpected `,' sed: -e expression #1, char 1: unknown command: `,' Please, I appreciate any help with this issue... Thanks Pablo

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  • Installing FASTCGI Mono for running ASP.NET on NGINX

    - by Ali Haideri
    I am a novice at Ubuntu and I've been given the task of installing and configuring NGINX to run ASP.NET applications. This is probably a stupid question but I'm using this tutorial as a starting guide and I'm stuck with where I have to set a socket with this command fastcgi-mono-server4 /applications=/:/var/www/www.domain1.xyz/ /socket=tcp:127.0.0.1:9000 What path am I supposed to replace '/var/www/www.domain1.xyz/' with? If I run the command as is I get an error saying Error creating the socket: Address already in use root@ubuntu:~# kill 9000; Please help.

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  • WIF-less claim extraction from ACS: SWT

    - by Elton Stoneman
    WIF with SAML is solid and flexible, but unless you need the power, it can be overkill for simple claim assertion, and in the REST world WIF doesn’t have support for the latest token formats.  Simple Web Token (SWT) may not be around forever, but while it's here it's a nice easy format which you can manipulate in .NET without having to go down the WIF route. Assuming you have set up a Relying Party in ACS, specifying SWT as the token format: When ACS redirects to your login page, it will POST the SWT in the first form variable. It comes through in the BinarySecurityToken element of a RequestSecurityTokenResponse XML payload , the SWT type is specified with a TokenType of http://schemas.xmlsoap.org/ws/2009/11/swt-token-profile-1.0 : <t:RequestSecurityTokenResponse xmlns:t="http://schemas.xmlsoap.org/ws/2005/02/trust">   <t:Lifetime>     <wsu:Created xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd">2012-08-31T07:31:18.655Z</wsu:Created>     <wsu:Expires xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd">2012-08-31T09:11:18.655Z</wsu:Expires>   </t:Lifetime>   <wsp:AppliesTo xmlns:wsp="http://schemas.xmlsoap.org/ws/2004/09/policy">     <EndpointReference xmlns="http://www.w3.org/2005/08/addressing">       <Address>http://localhost/x.y.z</Address>     </EndpointReference>   </wsp:AppliesTo>   <t:RequestedSecurityToken>     <wsse:BinarySecurityToken wsu:Id="uuid:fc8d3332-d501-4bb0-84ba-d31aa95a1a6c" ValueType="http://schemas.xmlsoap.org/ws/2009/11/swt-token-profile-1.0" EncodingType="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-soap-message-security-1.0#Base64Binary" xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd" xmlns:wsse="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd"> [ base64string ] </wsse:BinarySecurityToken>   </t:RequestedSecurityToken>   <t:TokenType>http://schemas.xmlsoap.org/ws/2009/11/swt-token-profile-1.0</t:TokenType>   <t:RequestType>http://schemas.xmlsoap.org/ws/2005/02/trust/Issue</t:RequestType>   <t:KeyType>http://schemas.xmlsoap.org/ws/2005/05/identity/NoProofKey</t:KeyType> </t:RequestSecurityTokenResponse> Reading the SWT is as simple as base-64 decoding, then URL-decoding the element value:     var wrappedToken = XDocument.Parse(HttpContext.Current.Request.Form[1]);     var binaryToken = wrappedToken.Root.Descendants("{http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd}BinarySecurityToken").First();     var tokenBytes = Convert.FromBase64String(binaryToken.Value);     var token = Encoding.UTF8.GetString(tokenBytes);     var tokenType = wrappedToken.Root.Descendants("{http://schemas.xmlsoap.org/ws/2005/02/trust}TokenType").First().Value; The decoded token contains the claims as key/value pairs, along with the issuer, audience (ACS realm), expiry date and an HMAC hash, which are in query string format. Separate them on the ampersand, and you can write out the claim values in your logged-in page:     var decoded = HttpUtility.UrlDecode(token);     foreach (var part in decoded.Split('&'))     {         Response.Write("<pre>" + part + "</pre><br/>");     } - which will produce something like this: http://schemas.microsoft.com/ws/2008/06/identity/claims/authenticationinstant=2012-08-31T06:57:01.855Z http://schemas.microsoft.com/ws/2008/06/identity/claims/authenticationmethod=http://schemas.microsoft.com/ws/2008/06/identity/authenticationmethod/windows http://schemas.microsoft.com/ws/2008/06/identity/claims/windowsaccountname=XYZ http://schemas.xmlsoap.org/ws/2005/05/identity/claims/[email protected] http://schemas.xmlsoap.org/ws/2005/05/identity/claims/[email protected] http://schemas.microsoft.com/accesscontrolservice/2010/07/claims/identityprovider=http://fs.svc.xyz.com/adfs/services/trust Audience=http://localhost/x.y.z ExpiresOn=1346402225 Issuer=https://x-y-z.accesscontrol.windows.net/ HMACSHA256=oDCeEDDAWEC8x+yBnTaCLnzp4L6jI0Z/xNK95PdZTts= The HMAC hash lets you validate the token to ensure it hasn’t been tampered with. You'll need the token signing key from ACS, then you can re-sign the token and compare hashes. There's a full implementation of an SWT parser and validator here: How To Request SWT Token From ACS And How To Validate It At The REST WCF Service Hosted In Windows Azure, and a cut-down claim inspector on my github code gallery: ACS Claim Inspector. Interestingly, ACS lets you have a value for your logged-in page which has no relation to the realm for authentication, so you can put this code into a generic claim inspector page, and set that to be your logged-in page for any relying party where you want to check what's being sent through. Particularly handy with ADFS, when you're modifying the claims provided, and want to quickly see the results.

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Should I go back to the same company ?

    - by vinoth
    Hi , I quit the company I was working for(lets call it XYZ) and joined another company . When I quit the company I had very little Software development experience . I thought the rest of the world is a better place . So I complained about the word quality and all that while i quit . One year has taught me a lot of things and I feel XYZ is a much better place (in terms of freedom and decision making in work) . Is it ok to go back ? I am thinking a lot whether to go or not because I quit complaining the nature of work and now I am going back for the same thing . Also I am kind of not very sure to go to other places because , the work and quality are not predictable (I am might become disappointed again ) . Have any of guys been in the same situation before ?

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • How to disable drag and drop of text within the textarea? [migrated]

    - by Manoj Agarwal
    I am working on UI Design, where I need to use Html textarea object. The sample code is: <textarea rows="5" cols="60" spellcheck="false" style="font-size:12px; font-family: Verdana;"> Abc Xyz Mnp Pqr </textarea> I don't want to disable the textarea, since there are some cross-browser issues. If I point on 'y' in 'xyz' and drag it after text 'Mnp', it will be shifted as 'Mnpyz'. I want to avoid this drag and drop feature of text within the text area.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Passing class names or objects?

    - by nischayn22
    I have a switch statement switch ( $id ) { case 'abc': return 'Animal'; case 'xyz': return 'Human'; //many more } I am returning class names,and use them to call some of their static functions using call_user_func(). Instead I can also create a object of that class, return that and then call the static function from that object as $object::method($param) switch ( $id ) { case 'abc': return new Animal; case 'xyz': return new Human; //many more } Which way is efficient? To make this question broader : I have classes that have mostly all static methods right now, putting them into classes is kind of a grouping idea here (for example the DB table structure of Animal is given by class Animal and so for Human class). I need to access many functions from these classes so the switch needs to give me access to the class

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  • Notes from AT&T ARO Session at Oredev 2013

    - by Geertjan
    The mobile internet is 12 times bigger than internet was 12 years ago. Explosive growth, faster networks, and more powerful devices. 85% of users prefer mobile apps, while 56% have problems. Almost 60% want less than 2 second mobile app startup. App with poor mobile experience results in not buying stuff, going to competitor, not liking your company. Battery life. Bad mobile app is worse than no app at all because it turns people away from brand, etc. Apps didn't exist 10 years ago, 72 billion dollars a year in 2013, 151 billion in 2017.Testing performance. Mobile is different than regular app. Need to fix issues before customers discover them. ARO is free and open source AT&T tool for identifying mobile app performance problems. Mobile data is different -- radio resource control state machine. Radio resource control -- radio from idle to continuous reception -- drains battery, sends data, packets coming through, after packets come through radio is still on which is tail time, after 10 seconds of no data coming through radio goes off. For example, YouTube, e.g., 10 to 15 seconds after every connection, can be huge drain on battery, app traffic triggers RRC state. Goal. Balance fast network connectivity against battery usage. ARO is free and open source and test any platform and won awards. How do I test my app? pcap or tcdump network. Native collector: Android and iOS. Android rooted device is needed. Test app on phone, background data, idle for ads and analytics. Graded against 25 best practices. See all the processes, all network traffic mapped to processes, stats about trace, can look just at your app, exlude Facebook, etc. Many tests conducted, e.g., file download, HTML (wrapped applications, e.g., cordova). Best Practices. Make stuff smaller. GZIP, smaller files, download faster, best for files larger than 800 bytes, minification -- remove tabs and commenting -- browser doesn't need that, just give processor what it needs remove wheat from chaff. Images -- make images smaller, 1024x1024 image for a checkmark, swish it, make it 33% smaller, ARO records the screen, probably could be 9 times smaller. Download less stuff. 17% of HTTP content on mobile is duplicate data because of caching, reloading from cache is 75% to 99% faster than downloading again, 75% possible savings which means app will start up faster because using cache -- everyone wants app starting up 2 seconds. Make fewer HTTP requests. Inline and combine CSS and JS when possible reduces the number of requests, spread images used often. Fewer connections. Faster and use less battery, for example, download an image every 60 secs, download an add every 60 seconds, send analytics every 60 seconds -- instead of that, use transaction manager, download everything at once, reduce amount of time connected to network by 40% also -- 80% of applications do NOT close connections when they are finished, e.g., download picture, 10 seconds later the radio turns off, if you do not explicitly close, eventually server closes, 38% more tail time, 40% less energy if you close connection right away, background data traffic is 27% of data and 55% of network time, this kills the battery. Look at redirection. Adds 200 to 600 ms on each connection, waterfall diagram to all the requests -- e.g., xyz.com redirect to www.xyz.com redirect to xyz.mobi to www.xyz.com, waterfall visualization of packets, minimize redirects but redirects are fine. HTML best practices. Order matters and hiding code (JS downloading blocks rendering, always do CSS before JS or JS asynchronously, CSS 'display:none' hides images from user but the browser downloads them which adds latency to application. Some apps turn on GPS for no reason. Tell network when down, but maybe some other app is using the radio at the same time. It's all about knowing best practices: everyone wins with ARO (carriers, e.g., AT&T, developers, customers). Faster apps, better battery usage, network traffic better, better app reviews, happier customers. MBTA app, referenced as an example.ARO is free, open source, can test all platforms.

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  • racoon-tool doesn't generate full racoon.conf file in /var/lib/racoon/racoon.conf

    - by robthewolf
    I am using ipsec-tools/racoon to create my VPN. I am using racoon-tool to configure racoon.conf but when I run racoon-tool reload it only generates the first section - Global items. When I run racoon-tool I get: # racoon-tool reload Loading SAD and SPD... SAD and SPD loaded. Configuring racoon...done. This is the entire file /var/lib/racoon/racoon.conf # # Racoon configuration for Samuel # Generated on Wed Jan 5 21:31:49 2011 by racoon-tool # # # Global items # path pre_shared_key "/etc/racoon/psk.txt"; path certificate "/etc/racoon/certs"; log debug; I cannot find anywhere a solution as to why this is happening. Please help

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  • racoon-tool doesn't generate full racoon.conf file in /var/lib/racoon/racoon.conf

    - by robthewolf
    I am using ipsec-tools/racoon to create my VPN. I am using racoon-tool to configure racoon.conf but when I run racoon-tool reload it only generates the first section - Global items. When I run racoon-tool I get: # racoon-tool reload Loading SAD and SPD... SAD and SPD loaded. Configuring racoon...done. This is the entire file /var/lib/racoon/racoon.conf # # Racoon configuration for Samuel # Generated on Wed Jan 5 21:31:49 2011 by racoon-tool # # # Global items # path pre_shared_key "/etc/racoon/psk.txt"; path certificate "/etc/racoon/certs"; log debug; I cannot find anywhere a solution as to why this is happening. Please help

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  • Notebook Dell Inspiron N5110 Overheating after Installing Ubuntu 12.04

    - by Gilberto Albino
    there! I am scared here! I am a Windows 7 User and decided to install Ubuntu 12.04 on my Notebook Dell Inspiron N5110 and when the Grub loads with the menu list the fan starts speeding up. If I choose windows the fan is noiseless but if I choose Ubuntu... Gosh!!! It continues speeding up and overheating... I'm very sad about that! Every time I try to use Linux... I get a diferent hardware issue related to incompatibility or bugs! When it's not graphic driver it is bug elsewhere unimaginable!!! If there is a solution for this... I wonder if someone could spend some time helping me out because... I have JUST bought this notebook because it is in the list of Certified Hardware: http://www.ubuntu.com/certification/hardware/201012-6931/ So this is sad and somehow disgusting! Linux is going for the wrong way! It's never gonna be popular while doesn't have so wide hardware support like WIndows! That's a pitty! It's very likely I won't get answered meanwhile I will switch back for windows! I prefer paying my Windows License and having a fully working system than having a free open source software that is about to explode my notebook or toast my hands before! So you linux wonderful guys help! I need somebody help (beattles so I won't cry)

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  • Energy Firms Targetted for Sensitive Documents

    - by martin.abrahams
    Numerous multinational energy companies have been targeted by hackers who have been focusing on financial documents related to oil and gas field exploration, bidding contracts, and drilling rights, as well as proprietary industrial process documents, according to a new McAfee report. "It ... speaks to quite a sad state of our critical infrastructure security. These were not sophisticated attacks ... yet they were very successful in achieving their goals," said Dmitri Alperovitch, McAfee's vice president for threat research. Apparently, the attacks can be traced back over several years, creating a sustained security compromise that has provided access to highly sensitive information that is of huge financial value to competitors. The value of IRM as an additional layer of protection is clear. Whether your infrastructure security is in a sad state or is state of the art, breaches are always a possibility - and in any case, a lot of sensitive information is shared with third parties whose infrastructure security might not be as good as yours. IRM protects the individual information assets directly so that, even if infrastructure security is compromised, your critical information is enrypted and trackable and only accessible to authenticated, authorised, audited users. The full McAfee report is available here.

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  • map subdomain to another subdomain via cname

    - by Stephen
    Question: I need to get DNS configured to point a subdomain from one domain (which I will generally not be controlling) to another subdomain on a different domain name. Testing this process using a simple CNAME entry keeps pointing to the primary domain and not the subdomain where it should be going. This is the scenario; (newdomain.com is in my control) cdn.xyz.com should display content from this subdomain subdomain.newdomain.com It is instead displaying content from newdomain.com (not the subdomain sub domain) cdn.xyz.com/page.htm displays content from newdomain.com/page.htm although what I need is it to display content from subdomain.newdomain.com/page.htm Other Background: setup is between two different servers with different IP ranges although DNS cluster is on between all servers the newdomain.com is set up with its own unique IP (which is on the A records for the subdomains, the subdomains work as expected/normal) the DNS entry is correct (cdn CNAME subdomain.newdomain.com.) ie the end period is included a DNS lookup on the CNAME externally reports back as subdomain.newdomain.com. as the record Does anyone know what DNS entries I am missing to get this working correctly ? Note: I do not want to just put a redirect between domains as I need the content of subdomain.newdomain.com/content.html to be visible via the URL of cdn.xyz.com/content.html also I can just use some redirects on newdomain.com to achieve what I am after but would prefer to just get the DNS correct. EDIT Current DNS cdn CNAME subdomain.newdomain.com. || CNAME entry for domain1 subdomain A XXX.XXX.XXX.XXX || A record entry for working subdomain pointing to unique IP What should happen is that cdn.domain1.com - subdomain.newdomain.com What is happening is cdn.domain1.com - newdomain.com (ie. the root not the subdomain) EDIT 2 Actually if its easier I am trying to emulate a simple cloud setup like Rackspace Containers (which I assume is similar to Buckets on AWS). although it is not for cloud storage Where a container has a url reference of hd62321678d323.rackspace.com (in truth they are much longer) so I can use a CNAME record of: cdn CNAME hd62321678d323.rackspace.com. so that http://cdn.mydomain.com/myfile.jpg displays content from http://hd62321678d323.rackspace.com/myfile.jpg

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  • Migrating email forwarding entries from DirectAdmin to Google App (Free edition)

    - by bobo
    I have a website hosted in a shared hosting account and it contains a DirectAdmin (DA) control panel. From there, I can see some email forwarding entries. I would like to migrate the email server to the Google App's, I am going to change the MX records to point to Google email server in the DA. For the existing email accounts that I see in the DA, I will re-create them in the Google App. But for those email forwarding entries, I am confused. If I keep them there, will they still work after I have changed the MX record pointing to the Google email server? If not, this means I will need to re-create them in the Google App, right? Unfortunately, Google App (Free edition) does not seem to allow email forwarding like those in DA. Unless I choose to use other editons (http://www.google.com/support/a/bin/answer.py?answer=175745). In DA, when I have created an email forwarding entry such as [email protected] - [email protected], I do not really need to create a dummy [email protected] email account and DA will still do the forwarding properly. The best I can do now, without upgrading the Google App edition, is to simply create dummy email accounts in the Google App and setup forwarding inside that email account, is this correct?

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  • Passing two arguments to a command using pipes

    - by firebat
    Usually, we only need to pass one argument: echo abc | cat echo abc | cat some_file - echo abc | cat - some_file Is there a way to pass two arguments? Something like {echo abc , echo xyz} | cat cat `echo abc` `echo xyz` I could just store both results in a file first echo abc > file1 echo xyz > file2 cat file1 file2 But then I might accidentally overwrite a file, which is not ok. This is going into a non-interactive script. Basically, I need a way to pass the results of two arbitrary commands to cat without writing to a file. UPDATE: Sorry, the example masks the problem. While { echo abc ; echo xyz ; } | cat does seem to work, the output is due to the echos, not the cat. A better example would be { cut -f2 -d, file1; cut -f1 -d, file2; } | paste -d, which does not work as expected. With file1: a,b c,d file2: 1,2 3,4 Expected output is: b,1 d,3 RESOLVED: Use process substitution: cat <(command1) <(command2) Alternatively, make named pipes using mkfifo: mkfifo temp1 mkfifo temp2 command1 > temp1 & command2 > temp2 & cat temp1 temp2 Less elegant and more verbose, but works fine, as long as you make sure temp1 and temp2 don't exist before hand.

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  • Bind9 not doing anything with forwarded query responses?

    - by Rykaro
    I have a Bind DNS server that is the local production DNS server and a Windows 2008 R2 domain controller which provides DNS for a lab environment with the domain xyz.lab. I've configured the Bind DNS to forward DNS requests for the domain xyz.lab to the Windows DNS server with this config: zone "xyz.lab" { type forward; forward only; forwarders { x.x.x.x; }; }; zone "x.x.x.in-addr.arpa" { type forward; forward only; forwarders { x.x.x.x; }; }; And Bind options are (the all_internal acl includes the subnets of both the production and lab networks as well as the loopback of the bind server): allow-query { all_internal; }; allow-recursion { all_internal; }; allow-transfer { none; }; notify no; minimal-responses yes; version "unknown"; Unfortunately, when I do an nslookup or dig on the bind server for a host on the lab domain, the request times out. The logs on the Windows 2008 DNS server show it receiving the query and responding to it and a network packet trace shows the query responses arriving at the Bind DNS server. The servers reside on the same switch with a router providing connectivity between the layer 3 subnets (production and lab are on different subnets) and there is a round trip time of between 3ms and 5ms on pings between the two servers, so I don't think there is an issue with latency causing a timeout of the query. In summary a query-response arrives back at the Bind server and the nslookup/dig times-out. Why does the Bind DNS not seem to be doing anything with the query responses when it receives them?

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