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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • Render on other render targets starting from one already rendered on

    - by JTulip
    I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be done multiple time, but using the same texture as starting point What I do now is (a bit abstracted, but what I have abstract is guaranteed to work singularly) renderOnRT(firstTarget); // This is working. for each other RT currRT{ glBindFramebuffer(GL_FRAMEBUFFER, currRT.frameBufferID); programX.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, firstTarget.colorAttachmentID); programX.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, firstTarget.depthAttachmentID); programX.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); // quadBuffID is a VBO for a screen aligned quad. It is fine. programX.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS,0,4); programY.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currRT.colorAttachmentID); // The second pass is done on the previous pass programY.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, currRT.depthAttachmentID); programY.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); programY.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS, 0, 4); } The problem is that I end up with black textures and not the wanted result. The GLSL programs program(X,Y) works fine, already tested on single targets. Is there something stupid I am missing? Even an hint is much appreciated, thanks!

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  • MySQL HA Events in the UK, Germany & France

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Times"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }p { margin: 0cm 0cm 0.0001pt; font-size: 10pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Oracle is running MySQL High Availability breakfast seminars in London, Düsseldorf and Paris. During these free seminars, we will review the various options and technologies at your disposal to implement highly available & highly scalable MySQL infrastructures, as well as best practices in terms of architectures. The packed agenda will include High Availability features in MySQL 5.5, MySQL Replication, MySQL Cluster, the newly released Oracle VM Template for MySQL Enterprise Edition as well as what's new in MySQL 5.6 and MySQL Cluster 7.2, including NoSQL access methods to MySQL. There are a few places left for the seminar in London taking place tomorrow, June 29th, Register Now! Learn more and register for the event in Düsseldorf, July 13th. Learn more and register for the event in Paris, September 7th. We hope to see you there!

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  • RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean?

    - by Eric Z Goodnight
    They’re there, lurking in your image files. But have you ever wondered what are image channels are? And what do they have to do with RGB and CMYK? Here’s the answer. The channels panel in Photoshop is one of the most disused and misunderstood parts of the program. But images have color channels with or without Photoshop. Read on to find out what color channels are, what RGB and CMYK are, and learn a little bit more about how image files work Latest Features How-To Geek ETC How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop What is the Internet? From the Today Show January 1994 [Historical Video] Take Screenshots and Edit Them in Chrome and Iron Using Aviary Screen Capture Run Android 3.0 on a Hacked Nook Google Art Project Takes You Inside World Famous Museums Emerald Waves and Moody Skies Wallpaper Change Your MAC Address to Avoid Free Internet Restrictions

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • Illumination and Shading for computer graphics class

    - by Sam I Am
    I am preparing for my test tomorrow and this is one of the practice questions. I solved it partially but I am confused with the rest. Here is the problem: Consider a gray world with no ambient and specular lighting ( only diffuse lighting). The screen coordinates of a triangle P1,P2,P3, are P1=(100,100), P2= (300,150), P3 = (200, 200). The gray values at P!,P2,P3 are 1/2, 3/4, and 1/4 respectively. The light is at infinity and its direction and gray color are (1,1,1) and 1.0 respectively. The coefficients of diffused reflection is 1/2. The normals of P1,P2,P3 are N1= (0,0,1), N2 = (1,0,0), and N3 = (0,1,0) respectively. Consider the coordinates of three points P1,P2,P3 to be 0. Do not normalize the normals. I have computed that the illumination at the 3 vertices P1,P2,P3 is (1/4,3/8,1/8). Also I computed that interpolation coefficients of a point P inside the triangle whose coordinates are (220, 160) are given by (1/5,2/5,2/5). Now I have 4 more questions regarding this problem. 1) The illumination at P using Gouraud Shading is: i) 1/2 The answer is 1/2, but I have no idea how to compute it.. 2) The interpolated normal at P is given by i) (2/5, 2/5,1/5) ii) (1/2, 1/4, 1/4) iii) (3/5, 1/5, 1/5) 3) The interpolated color at P is given by: i) 1/2 Again, I know the correct answer but no idea how to solve it 4) The illumination at P using Phong Shading is i) 1/4 ii) 9/40 iii) 1/2

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  • Variant Management– Which Approach fits for my Product?

    - by C. Chadwick
    Jürgen Kunz – Director Product Development – Oracle ORACLE Deutschland B.V. & Co. KG Introduction In a difficult economic environment, it is important for companies to understand the customer requirements in detail and to address them in their products. Customer specific products, however, usually cause increased costs. Variant management helps to find the best combination of standard components and custom components which balances customer’s product requirements and product costs. Depending on the type of product, different approaches to variant management will be applied. For example the automotive product “car” or electronic/high-tech products like a “computer”, with a pre-defined set of options to be combined in the individual configuration (so called “Assembled to Order” products), require a different approach to products in heavy machinery, which are (at least partially) engineered in a customer specific way (so-called “Engineered-to Order” products). This article discusses different approaches to variant management. Starting with the simple Bill of Material (BOM), this article presents three different approaches to variant management, which are provided by Agile PLM. Single level BOM and Variant BOM The single level BOM is the basic form of the BOM. The product structure is defined using assemblies and single parts. A particular product is thus represented by a fixed product structure. As soon as you have to manage product variants, the single level BOM is no longer sufficient. A variant BOM will be needed to manage product variants. The variant BOM is sometimes referred to as 150% BOM, since a variant BOM contains more parts and assemblies than actually needed to assemble the (final) product – just 150% of the parts You can evolve the variant BOM from the single level BOM by replacing single nodes with a placeholder node. The placeholder in this case represents the possible variants of a part or assembly. Product structure nodes, which are part of any product, are so-called “Must-Have” parts. “Optional” parts can be omitted in the final product. Additional attributes allow limiting the quantity of parts/assemblies which can be assigned at a certain position in the Variant BOM. Figure 1 shows the variant BOM of Agile PLM. Figure 1 Variant BOM in Agile PLM During the instantiation of the Variant BOM, the placeholders get replaced by specific variants of the parts and assemblies. The selection of the desired or appropriate variants is either done step by step by the user or by applying pre-defined configuration rules. As a result of the instantiation, an independent BOM will be created (Figure 2). Figure 2 Instantiated BOM in Agile PLM This kind of Variant BOM  can be used for „Assembled –To-Order“ type products as well as for „Engineered-to-Order“-type products. In case of “Assembled –To-Order” type products, typically the instantiation is done automatically with pre-defined configuration rules. For „Engineered- to-Order“-type products at least part of the product is selected manually to make use of customized parts/assemblies, that have been engineered according to the specific custom requirements. Template BOM The Template BOM is used for „Engineered-to-Order“-type products. It is another type of variant BOM. The engineer works in a flexible environment which allows him to build the most creative solutions. At the same time the engineer shall be guided to re-use existing solutions and it shall be assured that product variants of the same product family share the same base structure. The template BOM defines the basic structure of products belonging to the same product family. Let’s take a gearbox as an example. The customer specific configuration of the gearbox is influenced by several parameters (e.g. rpm range, transmitted torque), which are defined in the customer’s requirement document.  Figure 3 shows part of a Template BOM (yellow) and its relation to the product family hierarchy (blue).  Figure 3 Template BOM Every component of the Template BOM has links to the variants that have been engineeried so far for the component (depending on the level in the Template BOM, they are product variants, Assembly Variant or single part variants). This library of solutions, the so-called solution space, can be used by the engineers to build new product variants. In the best case, the engineer selects an existing solution variant, such as the gearbox shown in figure 3. When the existing variants do not fulfill the specific requirements, a new variant will be engineered. This new variant must be compliant with the given Template BOM. If we look at the gearbox in figure 3  it must consist of a transmission housing, a Connecting Plate, a set of Gears and a Planetary transmission – pre-assumed that all components are must have components. The new variant will enhance the solution space and is automatically available for re-use in future variants. The result of the instantiation of the Template BOM is a stand-alone BOM which represents the customer specific product variant. Modular BOM The concept of the modular BOM was invented in the automotive industry. Passenger cars are so-called „Assembled-to-Order“-products. The customer first selects the specific equipment of the car (so-called specifications) – for instance engine, audio equipment, rims, color. Based on this information the required parts will be determined and the customer specific car will be assembled. Certain combinations of specification are not available for the customer, because they are not feasible from technical perspective (e.g. a convertible with sun roof) or because the combination will not be offered for marketing reasons (e.g. steel rims with a sports line car). The modular BOM (yellow structure in figure 4) is defined in the context of a specific product family (in the sample it is product family „Speedstar“). It is the same modular BOM for the different types of cars of the product family (e.g. sedan, station wagon). The assembly or single parts of the car (blue nodes in figure 4) are assigned at the leaf level of the modular BOM. The assignment of assembly and parts to the modular BOM is enriched with a configuration rule (purple elements in figure 4). The configuration rule defines the conditions to use a specific assembly or single part. The configuration rule is valid in the context of a type of car (green elements in figure 4). Color specific parts are assigned to the color independent parts via additional configuration rules (grey elements in figure 4). The configuration rules use Boolean operators to connect the specifications. Additional consistency rules (constraints) may be used to define invalid combinations of specification (so-called exclusions). Furthermore consistency rules may be used to add specifications to the set of specifications. For instance it is important that a car with diesel engine always is build using the high capacity battery.  Figure 4 Modular BOM The calculation of the car configuration consists of several steps. First the consistency rules (constraints) are applied. Resulting from that specification might be added automatically. The second step will determine the assemblies and single parts for the complete structure of the modular BOM, by evaluating the configuration rules in the context of the current type of car. The evaluation of the rules for one component in the modular BOM might result in several rules being fulfilled. In this case the most specific rule (typically the longest rule) will win. Thanks to this approach, it is possible to add a specific variant to the modular BOM without the need to change any other configuration rules.  As a result the whole set of configuration rules is easy to maintain. Finally the color specific assemblies respective parts will be determined and the configuration is completed. Figure 5 Calculated Car Configuration The result of the car configuration is shown in figure 5. It shows the list of assemblies respective single parts (blue components in figure 5), which are required to build the customer specific car. Summary There are different approaches to variant management. Three different approaches have been presented in this article. At the end of the day, it is the type of the product which decides about the best approach.  For „Assembled to Order“-type products it is very likely that you can define the configuration rules and calculate the product variant automatically. Products of type „Engineered-to-Order“ ,however, need to be engineered. Nevertheless in the majority of cases, part of the product structure can be generated automatically in a similar way to „Assembled to Order“-tape products.  That said it is important first to analyze the product portfolio, in order to define the best approach to variant management.

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  • CodePlex Daily Summary for Monday, June 09, 2014

    CodePlex Daily Summary for Monday, June 09, 2014Popular ReleasesSmarterSql: Release 2014-06-09: Added a new strip connected to a text window that can be configured to show a color per connection (per server and database).SCCM 2012 Application Importer: SCCM 2012 Application Importer Alpha 0.3: Fixes since 0.2: Added GUI browser for choosing Limiting Collection Fix bug related to Deployments Bug when getting DP groups in settings tool Fixed bug with deployment and client did not download content. NOTE: Now application is required to run elevated Previous version must first be uninstalled and everything must be reconfigured since there have been changes in the config.xml.Papercut: Papercut v3.0.0.0 beta: Papercut has switched to semantic versioning! That means you will have to uninstall old "clickonce" versions to get the latest as it will see it as an older version. Latest Has Tons of New Features: Modern UI MVVM Architecture Watch Directories for New Messages Optional Backend Papercut Service Load on Windows Startup Attachments/Mime SectionsDIII Save Editor: DIII.SaveEdit_Alpha1.1.10.91.zip: Everything should work report what dontExperfwiz (Exchange Performance Data Collection tool): Experfwiz 1.3.8: List of updates in 1.3.8 Added support for Windows 2012 & 2012 R2 (for future use) Added support for Exchange 2013 Full is now enabled by default. To disable full mode, use 'nofull'. Exchange 2013 requires full. Added "\Processor Information()\" counters to Exchange 2010 full Blocked Exmon execution on Exchange 2013BugNET Issue Tracker: BugNET 1.6: Version 1.6 is a major upgrade to the latest frameworks and components by Microsoft. It includes a major UI overhaul using the bootstrap framework to have a modern, mobile friendly and easily customized layout. Upgrade to .NET 4.5 ASP.NET social auth Add script bundling and optimization Improvements for mobile devices Bootstrap (UI overhaul) Rewritten / friendly URL's Please read our release notes for BugNET 1.6: http://blog.bugnetproject.com/2014/06/08/bugnet-1-6-and-bugnet-pro-1...SFDL.NET: SFDL.NET (2.2.9.3): Changelog: Retry Bugfix (Error Counter wurde nicht korrekt zurückgesetzt) Neue Einstellung: Retry Wartezeit ist nun EinstellbarAspose for Apache POI: Aspose.Words vs Apache POI WP - v 1.1: Release contain the Code Comparison for Features in Apache POI WP SDK and Aspose.Words What's New ?Following Examples: Working with Headers Working with Footers Access Ranges in Document Delete Ranges in Document Insert Before and After Ranges Feedback and Suggestions Many more examples are yet to come here. Keep visiting us. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.babelua: 1.5.7.0: V1.5.7.0 - 2014.6.6Stability improvement: use "lua scripts folder" as lua search path when debugging;SEToolbox: SEToolbox 01.033.007 Release 1: Fixed breaking changes in Space Engineers in latest update. Installation of this version will replace older version.PlaySly: GetDirectLink 1.0.1.0: ConfiguraciónNuevo sistema de configuración Nuevo formulario de configuración Añadidas configuraciones visuales Fuente principal, fuente secundaria, fuente menus, fuente botones grandes, fuente botones pequeños Color fondo, color fondo menus, color fondo botones y colores de fuentes Ahora las fuentes soportan estilo (irregular, negrita, tachado y subrayado) Añadidas configuraciones de reproductor Pausar al iniciar para que el vídeo cargue (buffering) Añadidas configuraciones sobre...Virto Commerce Enterprise Open Source eCommerce Platform (asp.net mvc): Virto Commerce 1.10: Virto Commerce Community Edition version 1.10. To install the SDK package, please refer to SDK getting started documentation To configure source code package, please refer to Source code getting started documentation This release includes bug fixes and improvements (including Commerce Manager localization and https support). More details about this release can be found on our blog at http://blog.virtocommerce.com.NPOI: NPOI 2.1: Assembly Version: 2.1.0 New Features a. XSSFSheet.CopySheet b. Excel2Html for XSSF c. insert picture in word 2007 d. Implement IfError function in formula engine Bug Fixes a. fix conditional formatting issue b. fix ctFont order issue c. fix vertical alignment issue in XSSF d. add IndexedColors to NPOI.SS.UserModel e. fix decimal point issue in non-English culture f. fix SetMargin issue in XSSF g.fix multiple images insert issue in XSSF h.fix rich text style missing issue in XSSF i. fix cell...51Degrees - Device Detection and Redirection: 3.1.2.3: Version 3.1 HighlightsDevice detection algorithm is over 100 times faster. Regular expressions and levenshtein distance calculations are no longer used. The device detection algorithm performance is no longer limited by the number of device combinations contained in the dataset. Two modes of operation are available: Memory – the detection data set is loaded into memory and there is no continuous connection to the source data file. Slower initialisation time but faster detection performanc...CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.27.0: CodeMap now indicates the type name for all members Implemented running scripts 'as administrator'. Just add '//css_npp asadmin' to the script and run it as usual. 'Prepare script for distribution' now aggregates script dependency assemblies. Various improvements in CodeSnipptet, Autcompletion and MethodInfo interactions with each other. Added printing line number for the entries in CodeMap (subject of configuration value) Improved debugging step indication for classless scripts ...ClosedXML - The easy way to OpenXML: ClosedXML 0.72.3: 70426e13c415 ClosedXML for .Net 4.0 now uses Open XML SDK 2.5 b9ef53a6654f Merge branch 'master' of https://git01.codeplex.com/forks/vbjay/closedxml 727714e86416 Fix range.Merge(Boolean) for .Net 3.5 eb1ed478e50e Make public range.Merge(Boolean checkIntersects) 6284cf3c3991 More performance improvements when saving.TEncoder: 4.0.0: --4.0.0 -Added: Video downloader -Added: Total progress will be updated more smoothly -Added: MP4Box progress will be shown -Added: A tool to create gif image from video -Added: An option to disable trimming -Added: Audio track option won't be used for mpeg sources as default -Fixed: Subtitle position wasn't used -Fixed: Duration info in the file list wasn't updated after trimming -Updated: FFMpegVeraCrypt: VeraCrypt version 1.0d: Changes between 1.0c and 1.0d (03 June 2014) : Correct issue while creating hidden operating system. Minor fixes (look at git history for more details).Aspose for DNN: DNN Import from PDF using Aspose.Pdf: Aspose DNN PDF Import Module allows developers to get/read contents of PDF document without requiring any other software such as Adobe Acrobat or PDF reader. This module demonstrates the powerful import feature provided by Aspose.Pdf. It adds a simple file browser control and Import from PDF button on the page where the module is added. When clicking the button, users get the document contents displayed on screen immediately.Windows ??? ???????????? ??????: ??? ??? ?????? 1.1: C#/XAML  ?????????、??? ???????????????。???????、CSV????????????????????????????????。 ???????????、?????????????????。New ProjectsAmericanMarket: american marketCatering: CateringeeCommerce: blog with ecommerceGFramework: ????,????!littleAdminHelper: Little Admin Helper is a Software to gather Systeminformations for Helpdesk Calls. The Application is able to send Mails to a specified Support adress.mkv2mp4: converter for mkv2mp4My Explorer: This is a modern version of the desktop's File Explorer.NAAE v2 companion code: This project contains the companion code for the "Microsoft .NET - Architecting Applications for the Enterprise (2nd Edition)" book.OpenSSDT: OpenSSDT is open source project that collect set of tools and documentation that where created from expirance with SSDT and the DacFX framework. Feel free to adOperations Documentation Templates: A set of document templates to be used by operations groups to have a rapid and formalized process for solution delivery. Redback: A simple web spider written in C# and exclusively targeting Windows RT/Windows Phone platforms.SQL Library: Collection of t-sql queries.systempro: systempro?????-?????【??】: ?????????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】: ?????????:?????,??????!???????????????,???????、?????、??????“??”????,????,????! ??????-??????【??】: ?????????????????,??????????、??????,??????????、????、????、???????。??????-??????【??】: ?????????????????,??????????、??????,??????????、????、????、???????。?????-?????【??】: ????????????????、?????????,??????、??????????????????,???????.??????????,????????。

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  • 12.04 LTS boot hangs at "SP5100 TCO timer: mmio address 0xfec000f0 already in use", didn't yesterday

    - by DarkIron112
    Dual-booting Windows 7 and Ubuntu 12.04 LTS. I went to reboot from Win to Ubu, and found a few interesting things. My POST screen is covered in blocks of epileptic colors until I hit GRUB, which continues when I try to boot into Ubuntu. These color blocks don't appear when I use my on-board VGA, so I'll just attribute to that. Grub dimensions are swapped (card vs onboard, probably), but, when interfacing with onboard VGA, the Grub Timeout Counter works and when using my card, it does not (see "[!!!]" below for more information) Booting into Ubuntu directly causes the error: SP5100 TCO timer: mmio address 0xfec000f0 already in use Booting into recovery mode, meanwhile, and then "resuming normal boot" gets me to the desktop without native 1440x900 resolution and graphic drivers can't tell the monitor it's looking at (I assume this is because it's not a full graphic boot, and as it says, some drivers won't run?) [!!!] When I reboot after going into recovery mode, the countdown timer works ONCE, puts me back into default ubuntu boot, and then does not work again until after another recovery-mode boot. Windows 7 can boot perfectly with no issues whatsoever from epilepsy color blocks or driver detection. This makes me wonder /why/ the POST screen can't handle my video card anymore. Amidst all the diagnostics, I opened my case and re-seated the videocard securely, ensuring it wasn't a loose connection-- But this did nothing to help me. Hardware I am running an NVidia GeForce GTX 8800 video card in a PCI slot. I have 4.8GiB memory, an AMD Athlon II Quad-core 640 Processor, on an MSI K9N6GM Series Mobo. Onboard video is an NVidia GeForce MCP61(V/S/P) card. Note: I did not have any of these problems yesterday, and I have been using Ubuntu intensively for a week, though it's been working flawlessly for months. I've recently been using it to mod my Android phone, perhaps I messed something up in the file system?

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Tip: Recording Non-Maximized Applications in UPK

    - by Marc Santosusso
    Have you ever wanted to record an application that would not maximize, or an application that would look strange maximized? Or perhaps your Windows Desktop has become cluttered with icons and you don't want to capture the clutter in your recordings. Here's a tip that will help: create a background for your recording. Create a blank HTML file with a black background in your favorite HTML editor. Or download this sample file: UPK_Recording_Background.html (right click to save). If you would prefer a different color background in the sample file, open it in Notepad and change “#000” to a different HTML color. Open UPK_Recording_Background.html in its own web browser window. Press F11 to make the web browser window full screen. This should give you a completely black screen. (This works great in modern versions of the most popular browsers. I successfully used Firefox 15, Chrome 22, and IE 9. Open or switch to the desired application so that it sits on top of the full screen browser window. If the application you are recording is also in a browser, it is important that it be in a separate browser window from the UPK_Recording_Background.html. Record your topic normally. The above steps create a recording background using an HTML file and a web browser. This is just one method, for instance you could do the same thing with an image editor and an image viewer with a full screen view. Now you can record a non-maximized application without a distracting background. I hope you find this to be a helpful tip. Let us know what you think in the comments.

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • MySQL Makes The Cover of Oracle Magazine!

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Times"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } In case you haven't seen it yet, MySQL made the cover of the January/February Edition of Oracle Magazine!   Published 6 times per year and distributed to over half a million of IT managers, DBAs and developers, Oracle Magazine contains technology-strategy articles, sample code, tips, Oracle & partner news, and more.   @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } If you're thinking that this is yet another indicator that Oracle is very serious about MySQL, you're absolutely right!   I encourage you to read David Kelly's "Open For Business" article posted online here.   "First released in 1995 and purchased by Sun in 2008, MySQL has quickly graduated from the realm of hobbyists to the world of business, becoming the leading open source database for many Web applications and an integral part of the LAMP (Linux, Apache, MySQL, PHP) Web application stack. Almost a year after Oracle's acquisition of Sun, MySQL plays an even bigger role in enterprises of all sizes worldwide." ......   Enjoy the article!

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  • How to parse JSON data from web more faster [closed]

    - by Kaidul Islam Sazal
    I have json inventory inventory.json on the server like this: [ { "body" : "SUV", "color" : { "ext" : "White diamond pearl", "int" : "Taupe" }, "id" : "276181", "make" : "Acura", "miles" : 35949, "model" : "RDX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JNBD/001_0292.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.3L DOHC PGM-FI 16-VALVE", "trans" : "Automatic" }, "price" : { "net" : 29488 }, "stock" : "6942", "trim" : "AWD 4dr Tech Pkg SUV", "vin" : "5J8TB2H53BA000334", "year" : 2011 }, { "body" : "Sedan", "color" : { "ext" : "Premium white pearl", "int" : "Taupe" }, "id" : "275622", "make" : "Acura", "miles" : 40923, "model" : "TSX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JMC6/001_1765.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.4L L4 MPI DOHC 16V", "trans" : "Automatic" }, "price" : { "net" : 22288 }, "stock" : "6945", "trim" : "4dr Sdn I4 Auto Sedan", "vin" : "JH4CU2F66AC011933", "year" : 2010 } ] here are two index, There are almost 5000 index like this. I parsed this json like this: var url = "inventory/inventory.json"; $.getJSON(url, function(data){ $.each(data, function(index, item){ //straight-forward loop if(item.year == 2012) { $('#desc').append(item.make + ' ' + item.model + ' ' + '<br/>' + item.price.net + '<br/>' + item.pic[0].full); } }); }); This is working fine.But the problem is that, this searching and fetching process is little bit slow as there are 5000 indexes already and it's increasing day by day. It seems that, it is a straight-forward loop to parse the data and a normal brute-force method. Now I want to know if there any time efiicient way to parse more faster.Any faster method to parse instead of straight-forward loop ?

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • Xna, after mouse click cpu usage goes 100%

    - by kosnkov
    Hi i have following code and it is enough just if i click on blue window then cpu goes to 100% for like at least one minute even with my i7 4 cores. I just check even with empty project and is the same !!! public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Texture2D cursorTex; private Vector2 cursorPos; GraphicsDevice device; float xPosition; float yPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { Viewport vp = GraphicsDevice.Viewport; xPosition = vp.X + (vp.Width / 2); yPosition = vp.Y + (vp.Height / 2); device = graphics.GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); cursorTex = Content.Load<Texture2D>("strzalka"); } protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cursorTex, cursorPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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