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  • MVC 2 Breaks my Charts?

    - by GeekAgilistMercenary
    I wonder if anyone has had issues with running MSCharts with MVC 2?  I have tried a couple of different issues, but still have not got them to render correctly.  In the end I always end up with broken image links.  Has anyone seen this? I have no errors displaying in my MVC 2 Application build or anything, nothing specific that leads me to any explanation.  If anyone has any ideas, please leave a comment or shoot me an e-mail; adronhall at gmail dot com.  I would greatly appreciate any insight you MSChart Elite may have.  : )

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  • Looking for the better way to combine deep architecture refactoring with feature based development

    - by voroninp
    Problem statement: Given: TFS as Source Control Heavy desktop client application with tons of legacy code with bad or almost absent architecture design. Clients constantly requiring new features with sound quality, fast delivery and constantly complaining on user unfriendly UI. Problem: Application undoubtedly requires deep refactoring. This process inevitably makes application unstable and dedicated stabilization phase is needed. We've tried: Refactoring in master with periodical merges from master (MB) to feature branch (FB). (my mistake) Result: Many unstable branches. What we are advised: Create additional branch for refactoring (RB) periodically synchronizing it with MB via merge from MB to RB. After RB is stabilized we substitute master with RB and create new branch for further refactoring. This is the plan. But here I expect the real hell of merging MB to RB after merging any FB to MB. The main advantage: Stable master most of the time. Are there any better alternatives to the procees?

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Play videos with libwebkit in Ubuntu 11.10 server

    - by Luis Fagundes
    I'm using libwebkit (with python-webkit) to render a page that plays a video. This application works fine in a Ubuntu 11.04 Desktop, Nvidia card and lots of libraries and software installed, but in a fresh Ubuntu 11.10 Server with intel 82945G/GZ card the video does not play. I guess either some codec package is missing or it's a driver problem. What could be missing for this to play? I'm trying with this video: http://video.eustasy.co.uk/480/ EDIT: doesn't look like a driver problem. With chromium I can play the video, but with libwebkit + python-webkit the video just shows the first frame and doesn't play. Any hints on what package could be missing? SOLVED: apparently it had to do with lack of audio. While chrome would play the video with no sound, libwebkit wouldn't start video. Adding user to audio and video groups solved the problem.

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  • Am I getting paid a reasonable wage for web engineering?

    - by sailtheworld
    I've been doing some research and it looks like most people in my line of work - WEB ENGINEERING/WEB APPLICATION DEVELOPMENT - that get paid hourly, make anywhere from $30-80 an hour for their work. With that said, I have SEVEN years of experience with web development including OOP-PHP, MySQL, jQuery, OOP-JS, interface design, ajax, database architecture, etc. I am also very strong with visual design and workflow - thus, I've made some really high quality interactive interfaces. I also have a lot of experience with Zend Framework, Symfony, Wordpress, Drupal, etc and a really strong portfolio to show for it. Here's the catch: I'm 20 years old, haven't graduated from college yet (I'm doing part time school and ~30 hours a week of web development.) But I've literally been doing web apps since I was 13 years old. So my question is: is $14 an hour a reasonable starting wage for working at a company part time?

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  • PPC Affiliate networks for web-applications [on hold]

    - by machete
    I want to run a browser-based social media (Twitter, Instagram,...) account management tool (justunfollow.com) which monetizes through ads. But many affiliate networks like Google AdSense or media.net require your website to have "high quality content". AdSense explicitly states: "Google ads, search boxes or search results may not be: * Integrated into a software application (does not apply to AdMob) of any kind, including toolbars. * Placed on any non-content-based page. (Does not apply to AdSense for search, mobile AdSense for search, or AdMob.)" Are there serious & trustworthy affiliate networks which allow ads to be published on a web application?

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  • How to choose a language, when taking in account the community it includes?

    - by Rick Rhodes
    I was reading the following article: Great Hackers The following part grabbed my attention: "When you choose a language, you're also choosing a community. The programmers you'll be able to hire to work on a Java project won't be as smart as the ones you could get to work on a project written in Python. And the quality of your hackers probably matters more than the language you choose. Though, frankly, the fact that good hackers prefer Python to Java should tell you something about the relative merits of those languages." I would like to apply his advice on a commercial web application I am building (I am a strong believer in culture and community), yet this article was written in 2004, and python has increased in popularity in the recent years. How can I decided a language when taking in consideration its community, rather than the popularity? Any recommendations? Is there any language community that show dedication and passion for developing, rather than learning a language to get a Job and a paycheck?

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  • What issues carry the highest risk in a software project?

    - by Mehrdad
    Clearly, software projects are different from other industries in terms of many things like for instance, quality assurance, project progress measurement, and many other things. Unique characteristics of software projects also makes the risk management process unique. Lots of issues in a project might lead it to unacceptable delay or failure to deliver business value. They might even make a complete disaster in the project. What are the deadliest risk factors in a software project? How to analyze, prevent and handle them? Particularly, I'm interested in the issues that you can detect from the beginning and you should keep an eye on (for example, you might be told about a third-party API that the current application uses and lacks documentation). Please share your experiences if they are relevant.

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • Installling a brother printer in Ubuntu 12.04 (MFCJ6510DW)

    - by Gelterfinger
    I am trying to install a Brother MfCJ6510DW printer on Ubuntu 12.04. I have tried various ways, but nothing woks for me. I have downloaded the drivers from the solutions brother.com I tried to install from the "System setting- printing" on the pull-down menu. There I get the message "failed to read PPL file - it says something about a missing Asterisk in colum1 Line 1 In the terminal I get the message cannot find file or directory. Under localhost:631/printer, I get the message " no such file or directory" I tried to install the file I downloaded from the Brothers Solution Center on the Ubuntu Software Centre, there I get the message " The package is of bad quality" Help I downloaded Mfcj6510dwlpr-3.0.0-1.i386.deb and mfcj6510dwcupswrapper-3.0.0-1.i386 I also downloaded linux-bprinter-installer-1.0.0-1.gz, but this does not help either.

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  • KDE fonts not rendering bold in Ubuntu 12.04

    - by Doran
    I'm using Ubuntu 12.04 with some KDE programs: kate and yakuake. Neither of these programs will render bold font. Instead, the font appears as "Regular". How can I fix this? The image below shows an example of Kate rendering python with the stock python highlighting (the colors are inverted using CompizConfig Settings Manager's Negative option). The following words should have appeared bold: class def __init__ lambda + print Similarly Yakuake (or perhaps, the underlying Konsole) is not rendering bold. My LS_COLORS includes: di=01;34 (bold blue) Below is my gnome-terminal rendering bold fonts just fine.

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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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  • How to fix slow wireless with Intel 4965 AGN? [closed]

    - by mikewhatever
    Possible Duplicate: Slow wireless with an Intel 4965 We run Ubuntu 12.04, 32bit, with the current kernel 3.2.27-generic on an MSI EX700. I've already added the 11n_disable=1 tweek, without whcih, wireless has been unusable. Now, it works OK, but speedtest shows: Windows XP - down 11.68mbps, up 2.07mbps Ubuntu 12.04 - down 2.06mbps up 2.0mbps We've disabled ipv6, tried static and dinamic IPs, tried both swcrypto=0 and swcrypto=1 options, none of whcih made any difference. The problem may be the symptom of high packet loss. For example, here's the output of iwconfig after booting and testing the speeds: wlan0 IEEE 802.11abg ESSID:"amu" Mode:Managed Frequency:2.462 GHz Access Point: 00:78:9E:FA:32:C8 Bit Rate=54 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=58/70 Signal level=-52 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:11 Invalid misc:3627 Missed beacon:0 I've posted a help request before with lots of technical info and outputs.

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  • Review before or after code commit, which is better?

    - by fifth
    Traditionally we performed code review before commit, I had an argument with my colleague today, who preferred code review after commit. First, here's some background, we got some experienced developers and we also got new hires with almost zero programming practice. we'd like to perform fast and short iterations to release our product. we all team members locate at same site. The advantages of code review before commit I've learned, mentor new hires try to prevent errors, failures, bad designs in early developing cycle learn from others knowledge backup if someone quits But I also got some bad experience, like low efficiency, some changes may be reviewed over days hard to balance speed and quality, especially for newbies some guy felt distrust As to post-review, I just knew little about this, but the most thing I worried about is the risk of losing control, people never review. Any opinions?

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  • Good practices in screen states management?

    - by DevilWithin
    I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current screen. Then, under certain events a StateManager is able to activate another Screen State, and the game screen changes as only the current State is rendered. On the activation of a new screen, effects like fading could be added, and also the same goes for its deactivation. This way a flow of screen could be made. By saying when A ends, B starts, allowing for complex animations etc. Toughts?

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  • The Challenges of Corporate Financial Reporting

    - by Di Seghposs
    Many finance professionals face serious challenges in managing and reporting their company’s financial data, despite recent investments in financial reporting systems. Oracle and Accenture launched this research report to help finance professionals better understand the state of corporate financial reporting today, and why recent investments may have fallen short. The study reveals a key central issue: Organizations have been taking a piecemeal—rather than holistic—approach to investing. Without a vision and strategy that addresses process improvement, data integrity, and user adoption software, investments alone will not meet the needs or expectations of most organizations. The research found that the majority of finance teams in 12 countries—including the U.K., USA, France, Germany, Russia, and Spain—have made substantial investments in corporate financial management processes and systems over the last three years. However, many of these solutions, which were expected to improve close, reporting, and filing processes, are ineffective, resulting in a lack of visibility, quality, and confidence in financial data. Download the full report. 

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  • What animation technique is used in 'Dont Starve'?

    - by Bugster
    While playing a few games in my personal time off development I've stumbled across a survival 2D/3D survival game. The game was apparently made in SDL and GLUT (Dont starve) but what really amazed me was the animations in the game. The animations are extremely smooth and fluent. There is no distortion while animating, what usually happens in hand-made animations is that pixels get removed, animations are jaggy and they simply aren't as smooth. That got me thinking on how they managed to accomplish such a quality of animations. Were they really handmade (If they were, then it must've taken a very talented artist), is it bone animation or are they using another technique?

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  • Rendering only a part of the screen in high detail

    - by Bart van Heukelom
    If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for regular sized screens as well.) Combined with a way to track the viewer's eyes, you could theoretically exploit this and render the graphics away from the viewer's focus with progressively less details and resolution, gaining performance, without losing perceived quality. Are there any techniques for this available or under development today?

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  • In PHP, what are the different design patterns to implement OO controllers as opposed to procedural controllers?

    - by Ryan
    For example, it's very straightforward to have an index.php controller be a procedural script like so: <?php //include classes and functions //get some data from the database //and/or process a form submission //render HTML using your template system ?> Then I can just navigate to http://mysite.com/index.php and the above procedural script is essentially acting as a simple controller. Here the controller mechanism is a basic procedural script. How then do you make controllers classes instead of procedural scripts? Must the controller class always be tied to the routing mechanism?

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  • Content Optimization only?

    - by danie7L T
    There are tons of discussions around tips&tricks to improve Search Engines "ranking" and SEOs. What if the focus of the webmaster/client is 100% set on the quality of the content with precise keywords in meta tags, clean design, regular articles updates, clean URLs and highly filtered external links leading to pages on websites dealing on the same,or related subjects; isn't it the job of a good search engine like Google to catch this website and show it in its front-page ? Or does Search Engines count on us to help them find us, and webmasters will always have to be up-to-date regarding SEO tools and rules updates on top of websites' design, browsers customization, progressive enhancement etc ?

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  • Avoiding null in a controller

    - by Kevin Burke
    I'm trying to work through how to write this code. def get(params): """ Fetch a user's details, or 404 """ user = User.fetch_by_id(params['id']) if not user: abort(404) # Render some template for the user... What's the best way to handle the case where the lookup fails? One principle says you should avoid returning null values from functions. These lead to mistakes and AttributeErrors etc. later on in the file. Another idea is to have fetch_by_id raise a ValueError or similar if no user exists with that id. However there's a general principle that you shouldn't use exceptions for control flow, either, which doesn't help much. What could be done better in this case?

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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