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  • Templated Razor Delegates – Phil Haack

    - by nmarun
    This post is largely based off of Phil Haack’s article titled Templated Razor Delegates. I strongly recommend reading this article first. Here’s a sample code for the same, so you can have a look at. I also have a custom type being rendered as a table. 1: // my custom type 2: public class Device 3: { 4: public int Id { get; set; } 5: public string Name { get; set; } 6: public DateTime MfgDate { get; set; } 7: } Now I can write an extension method just for this type. 1: public static class RazorExtensions 2: { 3: public static HelperResult List(this IList<Models.Device> devices, Func<Models.Device, HelperResult> template) 4: { 5: return new HelperResult(writer => 6: { 7: foreach (var device in devices) 8: { 9: template(device).WriteTo(writer); 10: } 11: }); 12: } 13: // ... 14: } Modified my view to make it a strongly typed one and included html to render my custom type collection in a table. 1: @using TemplatedRazorDelegates 2: @model System.Collections.Generic.IList<TemplatedRazorDelegates.Models.Device> 3:  4: @{ 5: ViewBag.Title = "Home Page"; 6: } 7:  8: <h2>@ViewBag.Message</h2> 9:  10: @{ 11: var items = new[] { "one", "two", "three" }; 12: IList<int> ints = new List<int> { 1, 2, 3 }; 13: } 14:  15: <ul> 16: @items.List(@<li>@item</li>) 17: </ul> 18: <ul> 19: @ints.List(@<li>@item</li>) 20: </ul> 21:  22: <table> 23: <tr><th>Id</th><th>Name</th><th>Mfg Date</th></tr> 24: @Model.List(@<tr><td>@item.Id</td><td>@item.Name</td><td>@item.MfgDate.ToShortDateString()</td></tr>) 25: </table> We get intellisense as well! Just added some items in the action method of the controller: 1: public ActionResult Index() 2: { 3: ViewBag.Message = "Welcome to ASP.NET MVC!"; 4: IList<Device> devices = new List<Device> 5: { 6: new Device {Id = 1, Name = "abc", MfgDate = new DateTime(2001, 10, 19)}, 7: new Device {Id = 2, Name = "def", MfgDate = new DateTime(2011, 1, 1)}, 8: new Device {Id = 3, Name = "ghi", MfgDate = new DateTime(2003, 3, 15)}, 9: new Device {Id = 4, Name = "jkl", MfgDate = new DateTime(2007, 6, 6)} 10: }; 11: return View(devices); 12: } Running this I get the output as: Absolutely brilliant! Thanks to both Phil Haack and to David Fowler for bringing this out to us. Download the code for this from here. Verdict: RazorViewEngine.Points += 1;

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • MVC Portable Areas &ndash; Deploying Static Files

    - by Steve Michelotti
    This is the second post in a series related to build and deployment considerations as I’ve been exploring MVC Portable Areas: #1 – Using Web Application Project to build portable areas #2 – Conventions for deploying portable area static files #3 – Portable area static files as embedded resources As I’ve been digging more into portable areas, one of the things I’ve liked best is the deployment story which enables my *.aspx, *.ascx pages to be compiled into the assembly as embedded resources rather than having to maintain all those files separately. In traditional web forms, that was always the thing to prevented developers from utilizing *.ascx user controls across projects (see this post for using portable areas in web forms).  However, though the aspx pages are embedded, the supporting static files (e.g., images, css, javascript) are *not*. Most of the demos available online today tend to brush over this issue and focus solely on the aspx side of things. But to create truly robust portable areas, it’s important to have a good story for these supporting files as well.  I’ve been working with two different approaches so far (of course I’d really like to hear if other people are using alternatives). Scenario For the approaches below, the scenario really isn’t that important. It could be something as trivial as this partial view: 1: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl" %> 2: <img src="<%: Url.Content("~/images/arrow.gif") %>" /> Hello World! The point is that there needs to be careful consideration for *any* scenario that links to an external file such as an image, *.css, *.js, etc. In the example shown above, it uses the Url.Content() method to convert to a relative path. But this method won’t necessary work depending on how you deploy your portable area. One approach to address this issue is to build your portable area project with MSDeploy/WebDeploy so that it is packaged properly before incorporating into the host application. All of the *.cs files are removed and the project is ready for xcopy deployment – however, I do *not* need the “Views” folder since all of the mark up has been compiled into the assembly as embedded resources. Now in the host application we create a folder called “Modules” and deploy any portable areas as sub-folders under that: At this point we can add a simple assembly reference to the Widget1.dll sitting in the Modules\Widget1\bin folder. I can now render the portable image in my view like any other portable area. However, the problem with that is that the view results in this:   It couldn’t find arrow.gif because it looked for /images/arrow.gif and it was *actually* located at /images/Modules/Widget1/images/arrow.gif. One solution is to make the physical location of the portable configurable from the perspective of the host like this: 1: <appSettings> 2: <add key="Widget1" value="Modules\Widget1"/> 3: </appSettings> Using the <appSettings> section is a little cheesy but it could be better formalized into its own section. In fact, if were you willing to rely on conventions (e.g., “Modules\{areaName}”) then then config could be eliminated completely. With this config in place, we could create our own Html helper method called Url.AreaContent() that “wraps” the OOTB Url.Content() method while simply pre-pending the area location path: 1: public static string AreaContent(this UrlHelper urlHelper, string contentPath) 2: { 3: var areaName = (string)urlHelper.RequestContext.RouteData.DataTokens["area"]; 4: var areaPath = (string)ConfigurationManager.AppSettings[areaName]; 5:   6: return urlHelper.Content("~/" + areaPath + "/" + contentPath); With these two items in place, we just change our Url.Content() call to Url.AreaContent() like this: 1: <img src="<%: Url.AreaContent("/images/arrow.gif") %>" /> Hello World! and the arrow.gif now renders correctly:     Since we’re just using our own Url.AreaContent() rather than the built-in Url.Content(), this solution works for images, *.css, *.js, or any externally referenced files.  Additionally, any images referenced inside a css file will work provided it’s a relative reference and not an absolute reference. An alternative to this approach is to build the static file into the assembly as embedded resources themselves. I’ll explore this in another post (linked at the top).

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  • How to raycast select a scaled OBB?

    - by user3254944
    I have the OBB picking code to select an OBB with code inspired from Real time Rendering 3 and opengl-tutorial.org. I can successfully select objects that have been moved or rotated. However, I cant correctly select an object that has been scaled. The bounding box scales right, but the I can only select the object in a thin strip on its center. How do I fix the checkForHits() function to allow it to read the scaling that I passed to it in the raycast matrix? void GLWidget::selectObjRaycast() { glm::vec2 mouse = (glm::vec2(mousePos.x(), mousePos.y()) / glm::vec2(this->width(), this->height())) * 2.0f - 1.0f; mouse.y *= -1; glm::mat4 toWorld = glm::inverse(ProjectionM * ViewM); glm::vec4 from = toWorld * glm::vec4(mouse, -1.0f, 1.0f); glm::vec4 to = toWorld * glm::vec4(mouse, 1.0f, 1.0f); from /= from.w; to /= to.w; fromAABB = glm::vec3(from); toAABB = glm::normalize(glm::vec3(to - from)); checkForHits(); } void GLWidget::checkForHits() { for (int i = 0; i < myWin.myEtc->allObj.size(); ++i) //check for hits on each obj's bb { bool miss = 0; float tMin = 0.0f; float tMax = 100000.0f; glm::vec3 bbPos(myWin.myEtc->allObj[i]->raycastM[3].x, myWin.myEtc->allObj[i]->raycastM[3].y, myWin.myEtc->allObj[i]->raycastM[3].z); glm::vec3 delta = bbPos - fromAABB; for (int j = 0; j < 3; ++j) { glm::vec3 axis(myWin.myEtc->allObj[i]->raycastM[j].x, myWin.myEtc->allObj[i]->raycastM[j].y, myWin.myEtc->allObj[i]->raycastM[j].z); float e = glm::dot(axis, delta); float f = glm::dot(toAABB, axis); if (fabs(f) > 0.001f) { float t1 = (e + myWin.myEtc->allObj[i]->bbMin[j]) / f; float t2 = (e + myWin.myEtc->allObj[i]->bbMax[j]) / f; if (t1 > t2) { float w = t1; t1 = t2; t2 = w; } if (t2 < tMax) tMax = t2; if (t1 > tMin) tMin = t1; if (tMax < tMin) miss = 1; } else { if (-e + myWin.myEtc->allObj[i]->bbMin[j] > 0.0f || -e + myWin.myEtc->allObj[i]->bbMax[j] < 0.0f) miss = 1; } } if (miss == 0) { intersection_distance = tMin; myWin.myEtc->sel.push_back(myWin.myEtc->allObj[i]); myWin.myEtc->allObj[i]->highlight = myWin.myGLHelp->highlight; break; } } } void Object::render(glm::mat4 PV) { scaleM = glm::scale(glm::mat4(), s->val_3); r_quat = glm::quat(glm::radians(r->val_3)); rotationM = glm::toMat4(r_quat); translationM = glm::translate(glm::mat4(), t->val_3); transLocal1M = glm::translate(glm::mat4(), -rsPivot->val_3); transLocal2M = glm::translate(glm::mat4(), rsPivot->val_3); raycastM = translationM * transLocal2M * rotationM * scaleM * transLocal1M; // MVP = PV * translationM * transLocal2M * rotationM * scaleM * transLocal1M; }

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  • DAC pack up all your troubles

    - by Tony Davis
    Visual Studio 2010, or perhaps its apparently-forthcoming sister, "SQL Studio", is being geared up to become the natural way for developers to create databases. Central to this drive is the introduction of 'data-tier application components', or DACs. Applications are developed as normal but when it comes to deployment, instead of supplying the DBA with a bunch of scripts to create the required database objects, the developer creates a single DAC Package ("DAC Pack"); a zipped XML file containing all the database objects needed by the application, along with versioning information, policies for deployment, and so on. It's an intriguing prospect. Developers can work on their development database using their existing tools and source control, and then package up the changes into a single DACPAC for deployment and management. DBAs get an "application level view" of how their instances are being used and the ability to collectively, rather than individually, manage the objects. The DBA needing to manage a large number of relatively small databases can use "DAC snapshots" to get a quick overview of what has changed across all the databases they manage. The reason that DAC packs haven't caused more excitement is that they can only be pushed to SQL Server 2008 R2, and they must be developed or inspected using Visual Studio 2010. Furthermore, what we see right now in VS2010 is more of a 'work-in-progress' or 'vision of the future', with serious shortcomings and restrictions that render it unsuitable for anything but small 'non-critical' departmental databases. The first problem is that DAC packs support a limited set of schema objects (corresponding closely to the features available on 'Azure'). This means that Service Broker queues, CLR Objects, and perhaps most critically security (permissions, certificates etc.), are off-limits. Applications that require these objects will need to add them via a post-deployment TSQL script, rather defeating the whole idea. More worrying still is the process for altering a database with a DAC pack. The grand 'collective' philosophy, whereby a single XML file can be used for deploying and managing builds and changes, extends, unfortunately, to database upgrades. Any change to a database object will result in the creation of a new database, copying the data from the old version, nuking the previous one, and then renaming the new one. Simple eh? The problem is that even something as trivial as adding a comment to a stored procedure in a 5GB database will require the server to find at least twice as much space, as well sufficient elbow-room in the transaction log for copying the largest table. Of course, you'll need to take the database offline for the full course of the deployment, which is likely to take a long time if there is a lot of data. This upgrade/rename process breaks the log chain, makes any subsequent full restore operation highly complicated, and will also break log shipping. As with any grand vision, the devil is always in the detail. It's hard to fathom why Microsoft hasn't used a SQL Compare-style approach to the upgrade process, altering a database with a change script, and this will surely be adopted in the near future. Something had to be in place for VS2010, but right now DAC packs only make sense for Azure. For this, they're cute, but hardly compelling. Nevertheless, DBAs would do well to get familiar with VS 2010 and DAC packs. Like it or not, they're both coming. Cheers, Tony.

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  • [Silverlight] How to watermark a WriteableBitmap with a text

    - by Benjamin Roux
    Hello, In my current project, I needed to watermark a WriteableBitmap with a text. As I couldn’t find anything I decided to create a small extension method to do so. public static class WriteableBitmapEx { /// <summary> /// Creates a watermark on the specified image /// </summary> /// <param name="input">The image to create the watermark from</param> /// <param name="watermark">The text to watermark</param> /// <param name="color">The color - default is White</param> /// <param name="fontSize">The font size - default is 50</param> /// <param name="opacity">The opacity - default is 0.25</param> /// <param name="hasDropShadow">Specifies if a drop shadow effect must be added - default is true</param> /// <returns>The watermarked image</returns> public static WriteableBitmap Watermark(this WriteableBitmap input, string watermark, Color color = default(Color), double fontSize = 50, double opacity = 0.25, bool hasDropShadow = true) { var watermarked = GetTextBitmap(watermark, fontSize, color == default(Color) ? Colors.White : color, opacity, hasDropShadow); var width = watermarked.PixelWidth; var height = watermarked.PixelHeight; var result = input.Clone(); var position = new Rect(input.PixelWidth - width - 20 /* right margin */, input.PixelHeight - height, width, height); result.Blit(position, watermarked, new Rect(0, 0, width, height)); return result; } /// <summary> /// Creates a WriteableBitmap from a text /// </summary> /// <param name="text"></param> /// <param name="fontSize"></param> /// <param name="color"></param> /// <param name="opacity"></param> /// <param name="hasDropShadow"></param> /// <returns></returns> private static WriteableBitmap GetTextBitmap(string text, double fontSize, Color color, double opacity, bool hasDropShadow) { TextBlock txt = new TextBlock(); txt.Text = text; txt.FontSize = fontSize; txt.Foreground = new SolidColorBrush(color); txt.Opacity = opacity; if (hasDropShadow) txt.Effect = new DropShadowEffect(); WriteableBitmap bitmap = new WriteableBitmap((int)txt.ActualWidth, (int)txt.ActualHeight); bitmap.Render(txt, null); bitmap.Invalidate(); return bitmap; } } For this code to run, you need the WritableBitmapEx library. As you can see, it’s quite simple. You just need to call the Watermark method and pass it the text you want to add in your image. You can also pass optional parameters like the color, the opacity, the fontsize or if you want a drop shadow effect. I could have specify other parameters like the position or the the font family but you can change the code if you need to. Here’s what it can give Hope this helps.

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  • Lessons Building KeyRef (a .NET developer learning Rails)

    - by Liam McLennan
    Just because I like to build things, and I like to learn, I have been working on a keyboard shortcut reference site. I am using this as an opportunity to improve my ruby and rails skills. The first few days were frustrating. Perhaps the learning curve of all the fun new toys was a bit excessive. Finally tonight things have really started to come together. I still don’t understand the rails built-in testing support but I will get there. Interesting Things I Learned Tonight RubyMine IDE Tonight I switched to RubyMine instead of my usual Notepad++. I suspect RubyMine is a powerful tool if you know how to use it – but I don’t. At the moment it gives me errors about some gems not being activated. This is another one of those things that I will get to. I have also noticed that the editor functions significantly differently to the editors I am used to. For example, in visual studio and notepad++ if you place the cursor at the start of a line and press left arrow the cursor is sent to the end of the previous line. In RubyMine nothing happens. Haml Haml is my favourite view engine. For my .NET work I have been using its non-union Mexican CLR equivalent – nHaml. Multiple CSS Classes To define a div with more than one css class haml lets you chain them together with a ‘.’, such as: .span-6.search_result contents of the div go here Indent Consistency I also learnt tonight that both haml and nhaml complain if you are not consistent about indenting. As a consequence of the move from notepad++ to RubyMine my haml views ended up with some tab indenting and some space indenting. For the view to render all of the indents within a view must be consistent. Sorting Arrays I guessed that ruby would be able to sort an array alphabetically by a property of the elements so my first attempt was: Application.all.sort {|app| app.name} which does not work. You have to supply a comparer (much like .NET). The correct sort is: Application.all.sort {|a,b| a.name.downcase <=> b.name.downcase} MongoMapper Find by Id Since document databases are just fancy key-value stores it is essential to be able to easily search for a document by its id. This functionality is so intrinsic that it seems that the MongoMapper author did not bother to document it. To search by id simply pass the id to the find method: Application.find(‘4c19e8facfbfb01794000002’) Rails And CoffeeScript I am a big fan of CoffeeScript so integrating it into this application is high on my priorities. My first thought was to copy Dr Nic’s strategy. Unfortunately, I did not get past step 1. Install Node.js. I am doing my development on Windows and node is unix only. I looked around for a solution but eventually had to concede defeat… for now. Quicksearch The front page of the application I am building displays a list of applications. When the user types in the search box I want to reduce the list of applications to match their search. A quick googlebing turned up quicksearch, a jquery plugin. You simply tell quicksearch where to get its input (the search textbox) and the list of items to filter (the divs containing the names of applications) and it just works. Here is the code: $('#app_search').quicksearch('.search_result'); Summary I have had a productive evening. The app now displays a list of applications, allows them to be sorted and links through to an application page when an application is selected. Next on the list is to display the set of keyboard shortcuts for an application.

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  • Taking a screenshot from within a Silverlight #WP7 application

    - by Laurent Bugnion
    Often times, you want to take a screenshot of an application’s page. There can be multiple reasons. For instance, you can use this to provide an easy feedback method to beta testers. I find this super invaluable when working on integration of design in an app, and the user can take quick screenshots, attach them to an email and send them to me directly from the Windows Phone device. However, the same mechanism can also be used to provide screenshots are a feature of the app, for example if the user wants to save the current status of his application, etc. Caveats Note the following: The code requires an XNA library to save the picture to the media library. To have this, follow the steps: In your application (or class library), add a reference to Microsoft.Xna.Framework. In your code, add a “using” statement to Microsoft.Xna.Framework.Media. In the Properties folder, open WMAppManifest.xml and add the following capability: ID_CAP_MEDIALIB. The method call will fail with an exception if the device is connected to the Zune application on the PC. To avoid this, either disconnect the device when testing, or end the Zune application on the PC. While the method call will not fail on the emulator, there is no way to access the media library, so it is pretty much useless on this platform. This method only prints Silverlight elements to the output image. Other elements (such as a WebBrowser control’s content for instance) will output a black rectangle. The code public static void SaveToMediaLibrary( FrameworkElement element, string title) { try { var bmp = new WriteableBitmap(element, null); var ms = new MemoryStream(); bmp.SaveJpeg( ms, (int)element.ActualWidth, (int)element.ActualHeight, 0, 100); ms.Seek(0, SeekOrigin.Begin); var lib = new MediaLibrary(); var filePath = string.Format(title + ".jpg"); lib.SavePicture(filePath, ms); MessageBox.Show( "Saved in your media library!", "Done", MessageBoxButton.OK); } catch { MessageBox.Show( "There was an error. Please disconnect your phone from the computer before saving.", "Cannot save", MessageBoxButton.OK); } } This method can save any FrameworkElement. Typically I use it to save a whole page, but you can pass any other element to it. On line 7, we create a new WriteableBitmap. This excellent class can render a visual tree into a bitmap. Note that for even more features, you can use the great WriteableBitmapEx class library (which is open source). On lines 9 to 16, we save the WriteableBitmap to a MemoryStream. The only format supported by default is JPEG, however it is possible to convert to other formats with the ImageTools library (also open source). Lines 18 to 20 save the picture to the Windows Phone device’s media library. Using the image To retrieve the image, simply launch the Pictures library on the phone. The image will be in Saved Pictures. From here, you can share the image (by email, for instance), or synchronize it with the PC using the Zune software. Saving to other platforms It is of course possible to save to other platforms than the media library. For example, you can send the image to a web service, or save it to the isolated storage on the device. To do this, instead of using a MemoryStream, you can use any other stream (such as a web request stream, or a file stream) and save to that instead. Hopefully this code will be helpful to you! Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • SDL_image & OpenGL Problem

    - by Dylan
    i've been following tutorials online to load textures using SDL and display them on a opengl quad. but ive been getting weird results that no one else on the internet seems to be getting... so when i render the texture in opengl i get something like this. http://www.kiddiescissors.com/after.png when the original .bmp file is this: http://www.kiddiescissors.com/before.bmp ive tried other images too, so its not that this particular image is corrupt. it seems like my rgb channels are all jumbled or something. im pulling my hair out at this point. heres the relevant code from my init() function if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { return 1; } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50, (GLfloat)WINDOW_WIDTH/WINDOW_HEIGHT, 1, 50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); heres the code that is called when my main player object (the one with which this sprite is associated) is initialized texture = 0; SDL_Surface* surface = IMG_Load("i.bmp"); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_FreeSurface(surface); and then heres the relevant code from my display function glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(1, 1, 1, 1); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture); glTranslatef(getCenter().x, getCenter().y, 0); glRotatef(getAngle()*(180/M_PI), 0, 0, 1); glTranslatef(-getCenter().x, -getCenter().y, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(getTopLeft().x, getTopLeft().y, 0); glTexCoord2f(0, 1); glVertex3f(getTopLeft().x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 1); glVertex3f(getTopLeft().x + size.x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 0); glVertex3f(getTopLeft().x + size.x, getTopLeft().y, 0); glEnd(); glPopMatrix(); let me know if i left out anything important... or if you need more info from me. thanks a ton, -Dylan

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • Overriding the Pager rendering in Orchard

    - by Bertrand Le Roy
    The Pager shape that is used in Orchard to render pagination is one of those shapes that are built in code rather than in a Razor template. This can make it a little more confusing to override, but nothing is impossible. If we look at the Pager method in CoreShapes, here is what we see: [Shape] public IHtmlString Pager(dynamic Shape, dynamic Display) { Shape.Metadata.Alternates.Clear(); Shape.Metadata.Type = "Pager_Links"; return Display(Shape); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The Shape attribute signals a shape method. All it does is remove all alternates that may exist and replace the type of the shape with “Pager_Links”. In turn, this shape method is rather large and complicated, but it renders as a set of smaller shapes: a List with a “pager” class, and under that Pager_First, Pager_Previous, Pager_Gap, for each page a Pager_Link or a Pager_Current, then Pager_Gap, Pager_Next and Pager_Last. Each of these shapes can be displayed or not depending on the properties of the pager. Each can also be overridden with a Razor template. This can be done by dropping a file into the Views folder of your theme. For example, if you want the current page to appear between square braces, you could drop this Pager-CurrentPage.cshtml into your views folder: <span>[@Model.Value]</span> This overrides the original shape method, which was this: [Shape] public IHtmlString Pager_CurrentPage(HtmlHelper Html, dynamic Display, object Value) { var tagBuilder = new TagBuilder("span"); tagBuilder.InnerHtml = Html.Encode(Value is string ? (string)Value : Display(Value)); return MvcHtmlString.Create(tagBuilder.ToString()); } And here is what it would look like: Now what if we want to completely hide the pager if there is only one page? Well, the easiest way to do that is to override the Pager shape by dropping the following into the Views folder of your theme: @{ if (Model.TotalItemCount > Model.PageSize) { Model.Metadata.Alternates.Clear(); Model.Metadata.Type = "Pager_Links"; @Display(Model) } } And that’s it. The code in this template just adds a check for the number of items to display (in a template, Model is the shape) and only displays the Pager_Links shape if it knows that there’s going to be more than one page.

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • Barcodes and Bugs

    - by Tim Dexter
    A great mail from Mike at Browning last week. He has been through the ringer getting his BIP barcoding sorted out but he's now out of the woods. Here's the final result. By way of explanation, an excerpt from Mike's email:   This is an example of the GS1_128 carton shipping labels we are now producing with BIP in our web application for our vendors who drop ship products to our dealers. It produces 4 labels per printed page, in PDF format, on peel & stick label paper. Each label has a unique carton number, and a unique carton serial number in the SSCC-18 barcode. This example is for Cabelas (each customer has slightly different GS1-128 label format requirements – custom template for each - a pain!). I am using custom java encoders I wrote for the UPC and SSCC-18 barcodes, and a standard encoder (code128b) for the ShipTo zip barcode. Is there any way yet to get around that SUPER ANNOYING bug when opening the rtf template in MS Word, and it replaces my xsl code text in the barcode fields with gibberish??? Every time I open it I have to re-enter all the xsl code. Not only to be able to read & edit it, but also to get it to work in BIP (BIP doesn’t like the gibberish if I upload the template that has it). Mike's last point, regarding the annoying bug in the template builder, is one that I have experienced occasionally. The development team have looked at it and found it to be an issue with MSWord and not a plugin problem. That's all well and good but how can you get around it? Well, you can take advantage of the font mapping that BIP offers to get the barcodes into the PDF output. As many of you know, getting a barcode font to appear in the PDF output, you need employ the use of the xdo.cfg file in the template builder config directory.You would normally have an entry such as this:         <font family="Code 128" style="normal" weight="normal">        <truetype path="C:\windows\fonts\128R00.TTF" />       </font>to map a barcode font to get it to render in the PDF output when testing from the template builder plugin.   Mike's issue is only present when the formfield is highlighted with a barcode font. The other fields in the template are OK. What you can do to get around the issue is to bend the config entry to get around having to use the barcode font in the template at all. Changing the entry to something like:         <font family="Calibri" style="normal" weight="normal">        <truetype path="C:\windows\fonts\128R00.TTF" />       </font>   Note that we are mapping the Calibri; a humanly readable and non 'erroring' font in the template, to the code 128 barcode font. Where you used to highlight the field with the barcode in MSWord, you now use the Calibri font instead. At run time, BIP will go look for the Calibri font mapping and will drop in the Code128 font. Of course, Calibri is an example; you need to pick a font that you are not going to use any where else in the layout.

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  • Graphical driver 13.10 ATI RV630

    - by Michael Cephalus
    I started updating the distro from 13.04 to 13.10. Then I got my hands on a Radeon HD 2600. I installed the RV630 compatible Catalystdriver from the official webpage. Then xserver crashed everytime I opened a browser or vlc fx. I took notice that there was no driver listed in configuration underneath. michael@statubtunu:~$ lshw -c video WARNING: you should run this program as super-user. *-display UNCLAIMED description: VGA compatible controller product: RV630 PRO [Radeon HD 2600 PRO] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list configuration: latency=0 resources: memory:d0000000-dfffffff memory:e0500000-e050ffff ioport:1000(size=256) memory:e0000000-e001ffff i installed additional drivers from jockey and the ubuntu softwarecenter ati-driver. though that only made it to crash xserver completely and when i type: michael@statubtunu:~$ sudo startx X.Org X Server 1.14.3 Release Date: 2013-09-12 X Protocol Version 11, Revision 0 Build Operating System: Linux 3.2.0-37-generic i686 Ubuntu Current Operating System: Linux statubtunu 3.11.0-13-generic #20-Ubuntu SMP Wed Oct 23 17:26:33 UTC 2013 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.11.0-13-generic root=UUID=8fb2e395-0ea2-4f45-ac66-225696b7ce2c ro quiet splash vt.handoff=7 Build Date: 15 October 2013 09:23:29AM xorg-server 2:1.14.3-3ubuntu2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.30.2 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Tue Nov 12 18:50:02 2013 (==) Using system config directory "/usr/share/X11/xorg.conf.d" Initializing built-in extension Generic Event Extension Initializing built-in extension SHAPE Initializing built-in extension MIT-SHM Initializing built-in extension XInputExtension Initializing built-in extension XTEST Initializing built-in extension BIG-REQUESTS Initializing built-in extension SYNC Initializing built-in extension XKEYBOARD Initializing built-in extension XC-MISC Initializing built-in extension SECURITY Initializing built-in extension XINERAMA Initializing built-in extension XFIXES Initializing built-in extension RENDER Initializing built-in extension RANDR Initializing built-in extension COMPOSITE Initializing built-in extension DAMAGE Initializing built-in extension MIT-SCREEN-SAVER Initializing built-in extension DOUBLE-BUFFER Initializing built-in extension RECORD Initializing built-in extension DPMS Initializing built-in extension X-Resource Initializing built-in extension XVideo Initializing built-in extension XVideo-MotionCompensation Initializing built-in extension SELinux Initializing built-in extension XFree86-VidModeExtension Initializing built-in extension XFree86-DGA Initializing built-in extension XFree86-DRI Initializing built-in extension DRI2 Loading extension GLX ERROR: could not insert 'fglrx': No such device (II) [KMS] drm report modesetting isn't supported. (EE) (EE) Backtrace: (EE) 0: /usr/bin/X (xorg_backtrace+0x49) [0xb77780b9] (EE) 1: /usr/bin/X (0xb75d8000+0x1a3e24) [0xb777be24] (EE) 2: (vdso) (__kernel_rt_sigreturn+0x0) [0xb75b540c] (EE) 3: /usr/bin/X (xf86findOption+0x2a) [0xb7681daa] (EE) 4: /usr/bin/X (xf86findOptionValue+0x23) [0xb7681f43] (EE) 5: /usr/bin/X (0xb75d8000+0x7ebfd) [0xb7656bfd] (EE) 6: /usr/bin/X (xf86ProcessOptions+0x37) [0xb7657507] (EE) 7: /usr/lib/xorg/modules/libvbe.so (vbeDoEDID+0xe7) [0xb5eb8647] (EE) 8: /usr/lib/xorg/modules/drivers/vesa_drv.so (0xb5ee7000+0x287c) [0xb5ee987c] (EE) 9: /usr/bin/X (InitOutput+0xb23) [0xb7659c33] (EE) 10: /usr/bin/X (0xb75d8000+0x2a30b) [0xb760230b] (EE) 11: /lib/i386-linux-gnu/libc.so.6 (__libc_start_main+0xf5) [0xb71ba905] (EE) 12: /usr/bin/X (0xb75d8000+0x2a908) [0xb7602908] (EE) (EE) Segmentation fault at address 0x5 (EE) Fatal server error: (EE) Caught signal 11 (Segmentation fault). Server aborting (EE) (EE) Please consult the The X.Org Foundation support at for help. (EE) Please also check the log file at "/var/log/Xorg.0.log" for additional information. (EE) (EE) Server terminated with error (1). Closing log file. This is what comes, but no GUI. Is there any way to deal with this?

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • Going by the eBook

    - by Tony Davis
    The book and magazine publishing world is rapidly going digital, and the industry is faced with making drastic changes to their ways of doing business. The sudden take-up of digital readers by the book-buying public has surprised even the most technological-savvy of the industry. Printed books just aren't selling like they did. In contrast, eBooks are doing well. The ePub file format is the standard around which all publishers are converging. ePub is a standard for formatting book content, so that it can be reflowed for various devices, with their widely differing screen-sizes, and can be read offline. If you unzip an ePub file, you'll find familiar formats such as XML, XHTML and CSS. This is both a blessing and a curse. Whilst it is good to be able to use familiar technologies that have been developed to a level of considerable sophistication, it doesn't get us all the way to producing a viable publication. XHTML is a page-description language, not a book-description language, as we soon found out during our initial experiments, when trying to specify headers, footers, indexes and chaptering. As a result, it is difficult to predict how any particular eBook application will decide to render a book. There isn't even a consensus as to how the cover image is specified. All of this is awkward for the publisher. Each book must be created and revised in a form from which can be generated a whole range of 'printed media', from print books, to Mobi for kindles, ePub for most Tablets and SmartPhones, HTML for excerpted chapters on websites, and a plethora of other formats for other eBook readers, each with its own idiosyncrasies. In theory, if we can get our content into a clean, semantic XML form, such as DOCBOOKS, we can, from there, after every revision, perform a series of relatively simple XSLT transformations to output anything from a HTML article, to an ePub file for reading on an iPad, to an ICML file (an XML-based file format supported by the InDesign tool), ready for print publication. As always, however, the task looks bigger the closer you get to the detail. On the way to the utopian world of an XML-based book format that encompasses all the diverse requirements of the different publication media, ePub looks like a reasonable format to adopt. Its forthcoming support for HTML 5 and CSS 3, with ePub 3.0, means that features, such as widow-and-orphan controls, multi-column flow and multi-media graphics can be incorporated into eBooks. This starts to make it possible to build an "app-like" experience into the eBook and to free publishers to think of putting context before container; to think of what content is required, be it graphical, textual or audio, from the point of view of the user, rather than what's possible in a given, traditional book "Container". In the meantime, there is a gap between what publishers require and what current technology can provide and, of course building this app-like experience is far from plain sailing. Real portability between devices is still a big challenge, and achieving the sort of wizardry seen in the likes of Theodore Grey's "Elements" eBook will require some serious device-specific programming skills. Cheers, Tony.

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Access Control Service: Transitioning between Active and Passive Scenarios

    - by Your DisplayName here!
    As I mentioned in my last post, ACS features a number of ways to transition between protocol and token types. One not so widely known transition is between passive sign ins (browser) and active service consumers. Let’s see how this works. We all know the usual WS-Federation handshake via passive redirect. But ACS also allows driving the sign in process yourself via specially crafted WS-Federation query strings. So you can use the following URL to sign in using LiveID via ACS. ACS will then redirect back to the registered reply URL in your application: GET /login.srf?   wa=wsignin1.0&   wtrealm=https%3a%2f%2faccesscontrol.windows.net%2f&   wreply=https%3a%2f%2fleastprivilege.accesscontrol.windows.net%3a443%2fv2%2fwsfederation&   wp=MBI_FED_SSL&   wctx=pr%3dwsfederation%26rm%3dhttps%253a%252f%252froadie%252facs2rp%252frest%252f The wsfederation bit in the wctx parameter indicates, that the response to the token request will be transmitted back to the relying party via a POST. So far so good – but how can an active client receive that token now? ACS knows an alternative way to send the token request response. Instead of doing the redirect back to the RP, it emits a page that in turn echoes the token response using JavaScript’s window.external.notify. The URL would look like this: GET /login.srf?   wa=wsignin1.0&   wtrealm=https%3a%2f%2faccesscontrol.windows.net%2f&   wreply=https%3a%2f%2fleastprivilege.accesscontrol.windows.net%3a443%2fv2%2fwsfederation&   wp=MBI_FED_SSL&   wctx=pr%3djavascriptnotify%26rm%3dhttps%253a%252f%252froadie%252facs2rp%252frest%252f ACS would then render a page that contains the following script block: <script type="text/javascript">     try{         window.external.Notify('token_response');     }     catch(err){         alert("Error ACS50021: windows.external.Notify is not registered.");     } </script> Whereas token_response is a JSON encoded string with the following format: {   "appliesTo":"...",   "context":null,   "created":123,   "expires":123,   "securityToken":"...",   "tokenType":"..." } OK – so how does this all come together now? As an active client (Silverlight, WPF, WP7, WinForms etc). application, you would host a browser control and use the above URL to trigger the right series of redirects. All the browser controls support one way or the other to register a callback whenever the window.external.notify function is called. This way you get the JSON string from ACS back into the hosting application – and voila you have the security token. When you selected the SWT token format in ACS – you can use that token e.g. for REST services. When you have selected SAML, you can use the token e.g. for SOAP services. In the next post I will show how to retrieve these URLs from ACS and a practical example using WPF.

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • Is there a way to install i386 packages w/ it's i386 dependencies?

    - by foh1981
    I'm using Ubuntu 11.10 64-bit and I wish to install the CAD application DraftSight, which as of now only come in a 32-bit .deb file. I have installed this with some success before, but since 11.10 supports multiarch I would like to install the i386 versions of DraftSights dependencies. Ubuntu Software Center cannot handle the file, nor gdebi-gtk ('wrong architecture'). I can use dpkg with --force-architecture but there's A LOT of dependencies which I need to manually install afterward. Is there a way to automatically install these? Or semi-automatically with a script of some sort? (I'm thinking something along the lines of extracting the dependencies and adding :i386 and then feed that to apt-get or something...) Below is the output of dpkg-deb --info of the package in question. Package: dassault-systemes-draftsight Version: 2011.7.1198 Section: applications Priority: extra Architecture: i386 Pre-Depends: libexpat1 (>=2.0.1-4), libglib2.0-0 (>=2.22.3-0), libpcre3 (>=7.8-3), libselinux1 (>=2.0.85-2), zlib1g (>=1:1.2.3.3.dfsg-13), libc6 (>=2.10.1-0), libx11-6 (>=2:1.2.2-1), libxau6 (>=1:1.0.4-2), libxcomposite1 (>=1:0.4.0-4), libxcursor1 (>=1:1.1.9-1build1), libxdamage1 (>=1:1.1.1-4), libxdmcp6 (>=1:1.0.2-3), libxext6 (>=2:1.0.99.1-0), libxfixes3 (>=1:4.0.3-2build1), libxi6 (>=2:1.2.1-2), libxinerama1 (>=2:1.0.3-2), libxrandr2 (>=2:1.3.0-2), libxrender1 (>=1:0.9.4-2), libatk1.0-0 (>=1.28.0-0), libcairo2 (>=1.8.8-2), libdirectfb-extra (>=1.2.7-2), libfontconfig1 (>=2.6.0-1), libfreetype6 (>=2.3.9-5), libgtk2.0-0 (>=2.18.3-1), libpango1.0-0 (>=1.26.0-1), libpixman-1-0 (>=0.14.0-1), libpng12-0 (>=1.2.37-1), libxcb-render-util0 (>=0.3.6-1), libxcb-render0 (>=1.4-1), libxcb1 (>=1.4-1), debconf (>= 1.1) | debconf-2.0 Depends: libcomerr2 (>=1.41.9-1), libdbus-1-3 (>=1.2.16-0), libexpat1 (>=2.0.1-4), libgcc1 (>=1:4.4.1-4), libgcrypt11 (>=1.4.4-2), libglib2.0-0 (>=2.22.3-0), libgpg-error0 (>=1.6-1), libkeyutils1 (>=1.2-10), libpcre3 (>=7.8-3), libuuid1 (>=2.16-1), zlib1g (>=1:1.2.3.3.dfsg-13), libc6 (>=2.10.1-0), libgl1-mesa-glx (>=7.6.0-1), libglu1-mesa (>=7.6.0-1), libice6 (>=2:1.0.5-1), libsm6 (>=2:1.1.0-2), libx11-6 (>=2:1.2.2-1), libxau6 (>=1:1.0.4-2), libxdamage1 (>=1:1.1.1-4), libxdmcp6 (>=1:1.0.2-3), libxext6 (>=2:1.0.99.1-0), libxfixes3 (>=1:4.0.3-2build1), libxrender1 (>=1:0.9.4-2), libxt6 (>=1:1.0.5-3), libxxf86vm1 (>=1:1.0.2-1), libaudio2 (>=1.9.2-1), libavahi-client3 (>=0.6.25-1), libavahi-common3 (>=0.6.25-1), libcups2 (>=1.4.1-5), libdrm2 (>=2.4.14-1), libfontconfig1 (>=2.6.0-1), libgnutls26 (>=2.8.3-2), libgssapi-krb5-2 (>=1.7dfsg~beta3-1), libk5crypto3 (>=1.7dfsg~beta3-1), libkrb5-3 (>=1.7dfsg~beta3-1), libkrb5support0 (>=1.7dfsg~beta3-1), libstdc++6 (>=4.4.1-4), libtasn1-3 (>=2.2-1), libxcb1 (>=1.4-1), sendmail Installed-Size: 284948 Maintainer: Dassault Systemes <[email protected]> Homepage: www.3ds.com Description: With DraftSight, you can easily create professional CAD drawings. Supported file formats are DWT, DXF and DWG.

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