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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • String on a model

    - by alecnash
    I am trying to put a sting on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3d button) it looks like that: Is there a way to have the text centered only on one side?

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  • Porting from GAE to TomCat or another servlet server

    - by bach
    Hi guys, I'm unhappy from GAE because - One can't have a global variable and the 'synchronize' keyword. Instead one have to catch a basically DB transcational exception and retry in a while loop - which will eat all my free CPU time and will start costing me money as I reach the google's qouata. Is it safe to use synchronize inside a doPost() in tomcat? (i guess that it's ok as long as all the servlets are running on on 1 VM?). If not in all tomcat configurations, how do I configure tomcat to make it safe? How can I convert a GAE app to my own tomcat server? - How to install DataNucleus Access Platform on tomcat? Best regards

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  • Problem trying to achieve a join using the `comments` contrib in Django

    - by NiKo
    Hi, Django rookie here. I have this model, comments are managed with the django_comments contrib: class Fortune(models.Model): author = models.CharField(max_length=45, blank=False) title = models.CharField(max_length=200, blank=False) slug = models.SlugField(_('slug'), db_index=True, max_length=255, unique_for_date='pub_date') content = models.TextField(blank=False) pub_date = models.DateTimeField(_('published date'), db_index=True, default=datetime.now()) votes = models.IntegerField(default=0) comments = generic.GenericRelation( Comment, content_type_field='content_type', object_id_field='object_pk' ) I want to retrieve Fortune objects with a supplementary nb_comments value for each, counting their respectve number of comments ; I try this query: >>> Fortune.objects.annotate(nb_comments=models.Count('comments')) From the shell: >>> from django_fortunes.models import Fortune >>> from django.db.models import Count >>> Fortune.objects.annotate(nb_comments=Count('comments')) [<Fortune: My first fortune, from NiKo>, <Fortune: Another One, from Dude>, <Fortune: A funny one, from NiKo>] >>> from django.db import connection >>> connection.queries.pop() {'time': '0.000', 'sql': u'SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21'} Below is the properly formatted sql query: SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21 Can you spot the problem? Django won't LEFT JOIN the django_comments table with the content_type data (which contains a reference to the fortune one). This is the kind of query I'd like to be able to generate using the ORM: SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") LEFT OUTER JOIN "django_content_type" ON ("django_comments"."content_type_id" = "django_content_type"."id") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21 But I don't manage to do it, so help from Django veterans would be much appreciated :) Hint: I'm using Django 1.2-DEV Thanks in advance for your help.

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  • Best Design for a Facebook clone on GAE Java

    - by charming30
    My current App is written in Python on GAE which can do Contacts management, Genealogy, Social Networking, Photo sharing, Telecom Integration (SMS, iVRS, URL Billing), CRON and performs business logic operations for our Mobile Apps. Current Architecture indlues python, django, jquery, memcache and few telecom APIs. Now, It feels that an SOA Architecture on GAE using Java would be really ideal and scalable for this kind of App where we want to build new features like widgets that users can turn on or off and third party developers can also develop and deploy features. Please correct me or improve the following design decision: UI (Current plan is GWT) Sessions, Security and ACL (Spring MVC 2.x) Reusable Business Logic components (?) Implementation of Web Services (?) Your advice would really help.

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  • How to extend models of other applications in Django?

    - by culebrón
    I have a small app with Category model and want to make a required foreign key referencing it from Photologue Gallery model. What's the right approach? I can make many-to-many field in Category, but this way it will not be required in Gallery. Use "register" and modify the Gallery model? Inherit it in my app?

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  • FlashBuilder4 RIA on GAE

    - by user330195
    I've read/watched most of your blog/tuts and it seems you are the "beautiful front-ends for Java based back-ends" guru ;) That (sucking up ;) said, I want to build a highly scalable "facebook for business" and after much testing am pretty set on FlashBuilder4 (Flex) with Google App Engine (GAE). What are your thoughts on the need/advisability of also using Spring/Cairngorm/etc frameworks? Frankly I don't have extensive experience coding, however feel the "MVC utopia" universally aspired to becomes convoluting when duplicating between front and back ends as envisioned above (i.e. Flex/ActionScript and GAE/Java respectively).

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  • Does GAE/OpenID/OAuth support xmlhttp proxy?

    - by h2g2java
    Currently, my code would construct the GWT form, which user would submit directly to openId (or any authenticaiton service). Such a method works fine. However, what if I had the gwt page server access the OpenID provider, is there a way/strategy for the server to mediate authentication between its client and the auth provider? I wish to know the answers with respect to GAE as the proxy and, regardless if GAE or Tomcat is the intended proxy, answers wrt Google Accounts OpenID OAuth If so, it would be wonderful if someone could describe the installation strategy.

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  • continuous deployment with github pages and GAE python

    - by BPm
    I have a site hosted by google app engine. I've pushed all the html files to a github pages repo and what I want to do next is somehow make GAE listen to my github's changes. Like everytime i commit something new, GAE will deploy itself based on the changes. I've heared of drydrop but that was when github pages didn't exist yet. So what should i do next? I've set up a post-receive url , which is my appspot website, through the github's service hooks, added the CNAME file to my repo which contains my appspot url. Not sure if that's necessary. I've googled a lot on this but none really answers my question. or I just don't know the right search term for it. Thanks in advance

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

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  • Creating form using Generic_inlineformset_factory from the Model Form

    - by Prateek
    hello dear all, I wanted to create a edit form with the help of ModelForm. and my models contain a Generic relation b/w classes, so if any one could suggest me the view and a bit of template for the purpose I would be very thankful, as I am new to the language. My models look like:- class Employee(Person): nickname = models.CharField(_('nickname'), max_length=25, null=True, blank=True) blood_type = models.CharField(_('blood group'), max_length=3, null=True, blank=True, choices=BLOOD_TYPE_CHOICES) marital_status = models.CharField(_('marital status'), max_length=1, null=True, blank=True, choices=MARITAL_STATUS_CHOICES) nationality = CountryField(_('nationality'), default='IN', null=True, blank=True) about = models.TextField(_('about'), blank=True, null=True) dependent = models.ManyToManyField(Dependent, through='DependentRelationship') pan_card_number = models.CharField(_('PAN card number'), max_length=50, blank=True, null=True) policy_number = models.CharField(_('policy number'), max_length=50, null=True, blank=True) # code specific details user = models.OneToOneField(User, blank=True, null=True, verbose_name=_('user')) class Person(models.Model): """Person model""" title = models.CharField(_('title'), max_length=20, null=True, blank=True) first_name = models.CharField(_('first name'), max_length=100) middle_name = models.CharField(_('middle name'), max_length=100, null=True, blank=True) last_name = models.CharField(_('last name'), max_length=100, null=True, blank=True) suffix = models.CharField(_('suffix'), max_length=20, null=True, blank=True) slug = models.SlugField(_('slug'), max_length=50, unique=True) class PhoneNumber(models.Model) : phone_number = generic.GenericRelation('PhoneNumber') email_address = generic.GenericRelation('EmailAddress') address = generic.GenericRelation('Address') date_of_birth = models.DateField(_('date of birth'), null=True, blank=True) gender = models.CharField(_('gender'), max_length=1, null=True, blank=True, choices=GENDER_CHOICES) content_type = models.ForeignKey(ContentType, If anyone could suggest me a link or so. it would be a great help........

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  • Structure for Django methods that span different models

    - by Duncan
    I have two models (say A and B) which are independent and have independent methods. I want to add some methods that operate on both models though. for example, addX() will create an object from both models A and B. What's the best way to structure code in this situation, since it doesnt make sense to have the method belong to either of the models methods. Is the standard to write a service for the kind of 'abstract' model?

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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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  • 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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  • ProgrammingError when aggregating over an annotated & grouped Django ORM query

    - by ento
    I'm trying to construct a query to get the "average, maximum, minimum number of items purchased by a single user". The data source is this simple sales record table: class SalesRecord(models.Model): id = models.IntegerField(primary_key=True) user_id = models.IntegerField() product_code = models.CharField() price = models.IntegerField() created_at = models.DateTimeField() A new record is inserted into this table for every item purchased by a user. Here's my attempt at building the query: q = SalesRecord.objects.all() q = q.values('user_id').annotate( # group by user and count the # of records count=Count('id'), # (= # of items) ).order_by() result = q.aggregate(Max('count'), Min('count'), Avg('count')) When I try to execute the code, a ProgrammingError is raised at the last line: (1064, "You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'FROM (SELECT sales_records.user_id AS user_id, COUNT(sales_records.`' at line 1") Django's error screen shows that the SQL is SELECT FROM (SELECT `sales_records`.`player_id` AS `player_id`, COUNT(`sales_records`.`id`) AS `count` FROM `sales_records` WHERE (`sales_records`.`created_at` >= %s AND `sales_records`.`created_at` <= %s ) GROUP BY `sales_records`.`player_id` ORDER BY NULL) subquery It's not selecting anything! Can someone please show me the right way to do this? Hacking Django I've found that clearing the cache of selected fields in django.db.models.sql.BaseQuery.get_aggregation() seems to solve the problem. Though I'm not really sure this is a fix or a workaround. @@ -327,10 +327,13 @@ # Remove any aggregates marked for reduction from the subquery # and move them to the outer AggregateQuery. + self._aggregate_select_cache = None + self.aggregate_select_mask = None for alias, aggregate in self.aggregate_select.items(): if aggregate.is_summary: query.aggregate_select[alias] = aggregate - del obj.aggregate_select[alias] + if alias in obj.aggregate_select: + del obj.aggregate_select[alias] ... yields result: {'count__max': 267, 'count__avg': 26.2563, 'count__min': 1}

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  • Migration for creating and deleting model in South

    - by Almad
    I've created a model and created initial migration for it: db.create_table('tvguide_tvguide', ( ('id', models.AutoField(primary_key=True)), ('date', models.DateField(_('Date'), auto_now=True, db_index=True)), )) db.send_create_signal('tvguide', ['TVGuide']) models = { 'tvguide.tvguide': { 'channels': ('models.ManyToManyField', ["orm['tvguide.Channel']"], {'through': "'ChannelInTVGuide'"}), 'date': ('models.DateField', ["_('Date')"], {'auto_now': 'True', 'db_index': 'True'}), 'id': ('models.AutoField', [], {'primary_key': 'True'}) } } complete_apps = ['tvguide'] Now, I'd like to drop it: db.drop_table('tvguide_tvguide') However, I have also deleted corresponding model. South (at least 0.6.2) is however trying to access it: (venv)[almad@eva-03 project]$ ./manage.py migrate tvguide Running migrations for tvguide: - Migrating forwards to 0002_removemodels. > tvguide: 0001_initial Traceback (most recent call last): File "./manage.py", line 27, in <module> execute_from_command_line() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 353, in execute_from_command_line utility.execute() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 303, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 195, in run_from_argv self.execute(*args, **options.__dict__) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 222, in execute output = self.handle(*args, **options) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/management/commands/migrate.py", line 91, in handle skip = skip, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 581, in migrate_app result = run_forwards(mapp, [mname], fake=fake, db_dry_run=db_dry_run, verbosity=verbosity) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 388, in run_forwards verbosity = verbosity, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 287, in run_migrations orm = klass.orm File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 62, in __get__ self.orm = FakeORM(*self._args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 45, in FakeORM _orm_cache[args] = _FakeORM(*args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 106, in __init__ self.models[name] = self.make_model(app_name, model_name, data) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 307, in make_model tuple(map(ask_for_it_by_name, bases)), File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 23, in ask_for_it_by_name ask_for_it_by_name.cache[name] = _ask_for_it_by_name(name) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 17, in _ask_for_it_by_name return getattr(module, bits[-1]) AttributeError: 'module' object has no attribute 'TVGuide' Is there a way around?

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