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  • ASP.NET Dashboard / Widgets

    - by davemackey
    I'd like to build a dashboard interface for an application I am working on. I want users to logon and get a birds eye view of the status of applications, outstanding issues, etc. I'm wondering if there are some good, pre-made controls rather than writing these from the ground up?

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  • Please help with choosing CI build tool

    - by alexeypro
    Hello, I need to choose the right CI build tool which will: 1. Support groups of build configurations so we can use the standardized build process for all our projects 2. Support dashboard with "pretty" (for executive/director "eye" :-) reports. 3. Support Java, Maven, Ant, and be somewhat customizable for build process itself (though this is optional, as I can "fix" it with scripts) I'd prefer free and open source tool, but paid version is fine too. Please help :-)

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  • Exciting new Evented I/O technologies

    - by Saif Bechan
    Lately I have been having my eye on evented I/O to tackle some of my web application problems. I have been looking at things as Python's Twisted, Ruby's Eventmachine, and Node.js. Are there any other alternatives to these three, maybe in other languages as PHP ?

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  • How to access Hudson CI from a mobile device like the iPhone or iPad ?

    - by user323771
    Hi Everybody, I really like Hudson CI and I do think it is the most useful and effective piece of software ever made for the Agile Application Lifecycle :-) Anyway if the CI become unstable, the development is going to be really compromised, so keeping an eye on it is CRUCIAL ! Does anybody know about an effective solution for always monitoring it while you are "on the road" ? (maybe using your iPhone or iPod)

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  • Hashing (hidding) strings in Python

    - by Lucas
    What I need is to hash a string. It doesn't really have to be secure because its just going to be a hidden pharse in the text file (simply it doesn't have to be recognizable for a human-eye). It should not be just a random string because when user will be typing the string I would like to hash it and compare it with already hashed one (in the text file). What would be the best for this purpose? Can it be done with the own class?

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  • Pre-release checklist

    - by bogdansrp
    I built an 10.6+ only app, I tested it in 32-bit and 64-bit mode and everything works (or at least I couldn't find anything wrong). I need help with the actual release build of the app. What settings should I keep an eye out for? Thanks!

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  • So, how is the Oracle HCM Cloud User Experience? In a word, smokin’!

    - by Edith Mireles-Oracle
    By Misha Vaughan, Oracle Applications User Experience Oracle unveiled its game-changing cloud user experience strategy at Oracle OpenWorld 2013 (remember that?) with a new simplified user interface (UI) paradigm.  The Oracle HCM cloud user experience is about light-weight interaction, tailored to the task you are trying to accomplish, on the device you are comfortable working with. A key theme for the Oracle user experience is being able to move from smartphone to tablet to desktop, with all of your data in the cloud. The Oracle HCM Cloud user experience provides designs for better productivity, no matter when and how your employees need to work. Release 8  Oracle recently demonstrated how fast it is moving development forward for our cloud applications, with the availability of release 8.  In release 8, users will see expanded simplicity in the HCM cloud user experience, such as filling out a time card and succession planning. Oracle has also expanded its mobile capabilities with task flows for payslips, managing absences, and advanced analytics. In addition, users will see expanded extensibility with the new structures editor for simplified pages, and the with the user interface text editor, which allows you to update language throughout the UI from one place. If you don’t like calling people who work for you “employees,” you can use this tool to create a term that is suited to your business.  Take a look yourself at what’s available now. What are people saying?Debra Lilley (@debralilley), an Oracle ACE Director who has a long history with Oracle Applications, recently gave her perspective on release 8: “Having had the privilege of seeing a preview of release 8, I am again impressed with the enhancements around simplified UI. Even more so, at a user group event in London this week, an existing Cloud HCM customer speaking publically about his implementation said he was very excited about release 8 as the absence functionality was so superior and simple to use.”  In an interview with Lilley for a blog post by Dennis Howlett  (@dahowlett), we probably couldn’t have asked for a more even-handed look at the Oracle Applications Cloud and the impact of user experience. Take the time to watch all three videos and get the full picture.  In closing, Howlett’s said: “There is always the caveat that getting from the past to Fusion [from the editor: Fusion is now called the Oracle Applications Cloud] is not quite as simple as may be painted, but the outcomes are much better than anticipated in large measure because the user experience is so much better than what went before.” Herman Slange, Technical Manager with Oracle Applications partner Profource, agrees with that comment. “We use on-premise Financials & HCM for internal use. Having a simple user interface that works on a desktop as well as a tablet for (very) non-technical users is a big relief. Coming from E-Business Suite, there is less training (none) required to access HCM content.  From a technical point of view, having the abilities to tailor the simplified UI very easy makes it very efficient for us to adjust to specific customer needs.  When we have a conversation about simplified UI, we just hand over a tablet and ask the customer to just use it. No training and no explanation required.” Finally, in a story by Computer Weekly  about Oracle customer BG Group, a natural gas exploration and production company based in the UK and with a presence in 20 countries, the author states: “The new HR platform has proved to be easier and more intuitive for HR staff to use than the previous SAP-based technology.” What’s Next for Oracle’s Applications Cloud User Experiences? This is the question that Steve Miranda, Oracle Executive Vice President, Applications Development, asks the Applications User Experience team, and we’ve been hard at work for some time now on “what’s next.”  I can’t say too much about it, but I can tell you that we’ve started talking to customers and partners, under non-disclosure agreements, about user experience concepts that we are working on in order to get their feedback. We recently had a chance to talk about possibilities for the Oracle HCM Cloud user experience at an Oracle HCM Southern California Customer Success Summit. This was a fantastic event, hosted by Shane Bliss and Vance Morossi of the Oracle Client Success Team. We got to use the uber-slick facilities of Allergan, our hosts (of Botox fame), headquartered in Irvine, Calif., with a presence in more than 100 countries. Photo by Misha Vaughan, Oracle Applications User Experience Vance Morossi, left, and Shane Bliss, of the Oracle Client Success Team, at an Oracle HCM Southern California Customer Success Summit.  We were treated to a few really excellent talks around human resources (HR). Alice White, VP Human Resources, discussed Allergan's process for global talent acquisition -- how Allergan has designed and deployed a global process, and global tools, along with Oracle and Cognizant, and are now at the end of a global implementation. She shared a couple of insights about the journey for Allergan: “One of the major areas for improvement was on role clarification within the company.” She said the company is “empowering managers and deputizing them as recruiters. Now it is a global process that is nimble and efficient."  Deepak Rammohan, VP Product Management, HCM Cloud, Oracle, also took the stage to talk about pioneering modern HR. He reflected modern HR problems of getting the right data about the workforce, the importance of getting the right talent as a key strategic initiative, and other workforce insights. "How do we design systems to deal with all of this?” he asked. “Make sure the systems are talent-centric. The next piece is collaborative, engaging, and mobile. A lot of this is influenced by what users see today. The last thing is around insight; insight at the point of decision-making." Rammohan showed off some killer HCM Cloud talent demos focused on simplicity and mobility that his team has been cooking up, and closed with a great line about the nature of modern recruiting: "Recruiting is a team sport." Deepak Rammohan, left, and Jake Kuramoto, both of Oracle, debate the merits of a Google Glass concept demo for recruiters on-the-go. Later, in an expo-style format, the Apps UX team showed several concepts for next-generation HCM Cloud user experiences, including demos shown by Jake Kuramoto (@jkuramoto) of The AppsLab, and Aylin Uysal (@aylinuysal), Director, HCM Cloud user experience. We even hauled out our eye-tracker, a research tool used to show where the eye is looking at a particular screen, thanks to teammate Michael LaDuke. Dionne Healy, HCM Client Executive, and Aylin Uysal, Director, HCM Cloud user experiences, Oracle, take a look at new HCM Cloud UX concepts. We closed the day with Jeremy Ashley (@jrwashley), VP, Applications User Experience, who brought it all back together by talking about the big picture for applications cloud user experiences. He covered the trends we are paying attention to now, what users will be expecting of their modern enterprise apps, and what Oracle’s design strategy is around these ideas.   We closed with an excellent reception hosted by ADP Payroll services at Bistango. Want to read more?Want to see where our cloud user experience is going next? Read more on the UsableApps web site about our latest design initiative: “Glance, Scan, Commit.” Or catch up on the back story by looking over our Applications Cloud user experience content on the UsableApps web site.  You can also find out where we’ll be next at the Events page on UsableApps.

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • How does gluLookAt work?

    - by Chan
    From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int Rx = 0; static const int Ry = 1; static const int Rz = 2; static const int Ux = 4; static const int Uy = 5; static const int Uz = 6; static const int Ax = 8; static const int Ay = 9; static const int Az = 10; static const int Tx = 12; static const int Ty = 13; static const int Tz = 14; void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lmodel_ambient[] = { 0.8, 0.0, 0.0, 0.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void displayModelviewMatrix(float MV[16]) { int SPACING = 12; cout << left; cout << "\tMODELVIEW MATRIX\n"; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << "R" << setw(SPACING) << "U" << setw(SPACING) << "A" << setw(SPACING) << "T" << endl; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << MV[Rx] << setw(SPACING) << MV[Ux] << setw(SPACING) << MV[Ax] << setw(SPACING) << MV[Tx] << endl; cout << setw(SPACING) << MV[Ry] << setw(SPACING) << MV[Uy] << setw(SPACING) << MV[Ay] << setw(SPACING) << MV[Ty] << endl; cout << setw(SPACING) << MV[Rz] << setw(SPACING) << MV[Uz] << setw(SPACING) << MV[Az] << setw(SPACING) << MV[Tz] << endl; cout << setw(SPACING) << MV[3] << setw(SPACING) << MV[7] << setw(SPACING) << MV[11] << setw(SPACING) << MV[15] << endl; cout << "--------------------------------------------------" << endl; cout << endl; } void reshape(int w, int h) { float ratio = static_cast<float>(w)/h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, ratio, 1.0, 425.0); } void draw() { float m[16]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv(GL_MODELVIEW_MATRIX, m); gluLookAt( 300.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f ); glColor3f(1.0, 0.0, 0.0); glutSolidCube(100.0); glGetFloatv(GL_MODELVIEW_MATRIX, m); displayModelviewMatrix(m); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); glutInitWindowPosition(100, 100); glutCreateWindow("Demo"); glutReshapeFunc(reshape); glutDisplayFunc(draw); init(); glutMainLoop(); return 0; } No matter what value I use for the eye vector: 300, 0, 0 or 0, 300, 0 or 0, 0, 300 the translation vector is the same, which doesn't make any sense because the order of code is in backward order so glTranslatef should run first, then the 2 rotations. Plus, the rotation matrix, is completely independent of the translation column (in the ModelView matrix), then what would cause this weird behavior? Here is the output with the eye vector is (0.0f, 300.0f, 0.0f) MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 0 0 0 0 0 0 0 0 0 1 0 -300 0 0 0 1 -------------------------------------------------- I would expect the T column to be (0, -300, 0)! So could anyone help me explain this? The implementation of gluLookAt from http://www.mesa3d.org void GLAPIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz) { float forward[3], side[3], up[3]; GLfloat m[4][4]; forward[0] = centerx - eyex; forward[1] = centery - eyey; forward[2] = centerz - eyez; up[0] = upx; up[1] = upy; up[2] = upz; normalize(forward); /* Side = forward x up */ cross(forward, up, side); normalize(side); /* Recompute up as: up = side x forward */ cross(side, forward, up); __gluMakeIdentityf(&m[0][0]); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[0][1] = up[0]; m[1][1] = up[1]; m[2][1] = up[2]; m[0][2] = -forward[0]; m[1][2] = -forward[1]; m[2][2] = -forward[2]; glMultMatrixf(&m[0][0]); glTranslated(-eyex, -eyey, -eyez); }

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • HTTP response time profiling

    - by Sparsh Gupta
    Hello I have a nginx reverse proxy. The server is close to serving 600-700 requests per second. I have a Munin HTTP load time plugin which is outputting this: http://monitor.wingify.com/munin/visualwebsiteoptimizer.com/lb1.visualwebsiteoptimizer.com-http_loadtime.html Now, the problem is I am seeing some spikes in the graph. Expected response times should always be under 200ms. I am keeping an eye on syslog and messages but I am unable to figure out the actual cause of this. I was wondering if there is any good HTTP response time profiling system which I can install / embed with this nginx server and get a detailed reports / logs on the breakup of time taken by different things and what exactly is the cause of the spikes. The profiling system would also help me understand bottlenecks and how can I further optimize the latency. Most important right now is to investigate the cause of the spikes in the HTTP load time graphs (similar pattern is reported by external monitors - Pingdom) and to fix it to get consistent response times Thanks

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  • Win7 glass-like Aero feature - unable to enable

    - by user24752
    I have a 4 months old PC with Win7 Home Premium x64. Windows Experience Index is 5.4. Intel i5 processor 6GB memory nVidia GT220 video card. During games, Windows reported shortage of system resources, so switched the desktop back to "Windows 7 Basic" desktop theme. After game-over, I could switch back to the normal theme and enjoy all Aero eye-candies. However, lately the glass-like window transparency feature got disabled, and I found no ways to enable it again. There is a Troubleshouting option in Control Panel saying: "Find and fix problems with transparency and other visual effects". If I launch that, it does not find anything. Event viewer is full with the following warnings: The Desktop Window Manager is experiencing heavy resource contention. Scenario : The Desktop Window Manager responsiveness has degraded. Taskbar, window borders, etc, none of the other transparent features work, and I cannot turn them on. Any thoughts?

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  • What is causing a vm to exhibit packet loss?

    - by d03boy
    We have a pretty nice piece of hardware set up to run multiple virtual machines in vmware and one of the vm's is an instance of Windows Server 2003 running SQL Server 2005. For some reason we occasionally see 10-20 seconds of straight packet loss to this machine from remote machines (my workstation) as well as other vm's on the same physical hardware. I am using PingPlotter to keep a close eye on the packet loss. So far we've turned off flow control on the NIC but we are already running out of other things to try. What might be causing this and how can I identify the problem? Note: We also have another server with a very similar configuration with the same type of problem to a lesser extent (because its not used as heavily?)

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  • Does Ubuntu 11.10 include MySQL 5.5?

    - by Jiho Kang
    I was told that Ubuntu 11.10 comes with MySQL 5.5 but it doesn't show up in the cache search. Did it not make it in to the latest release? root@ubuntu:/etc# cat lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=11.10 DISTRIB_CODENAME=oneiric DISTRIB_DESCRIPTION="Ubuntu 11.10" root@ubuntu:/etc# apt-cache search mysql-server mysql-server - MySQL database server (metapackage depending on the latest version) mysql-server-5.1 - MySQL database server binaries and system database setup mysql-server-core-5.1 - MySQL database server binaries auth2db - Powerful and eye-candy IDS logger, log viewer and alert generator cacti - Frontend to rrdtool for monitoring systems and services mysql-cluster-server - MySQL database server (metapackage depending on the latest version) mysql-cluster-server-5.1 - MySQL database server binaries torrentflux - web based, feature-rich BitTorrent download manager

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  • Using watch to run a shell script - but the script goes defunct

    - by PHP-Steven
    So I want to keep an eye on my network connectivity so I can make a report for my ISP. (seems like the modem goes out for about 30-60 seconds about once a day) So I copied this handy little script http://www.cyberciti.biz/tips/simple-linux-and-unix-system-monitoring-with-ping-command-and-scripts.html And an running it with watch -n 15 ./ping-test.sh I have been testing it by pulling the plug on my modem. The first time watch runs the script after the network goes out it runs fine (sends some email) and then goes defunct. Once networking is restored the script "finishes" and then watch runs it again. So I'm getting mail for when the network goes down, but not how long it was down for. If I run the script straight from the command line it runs (emails) and then exits. Any ideas why? How can I get the script to keep running once the network is down?

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  • Feed Reader's - Looking for some suggestions

    - by bryan_ruiz
    I am doing my best to make it a point to keep an eye on some blogs of people in my industry, and am looking for a good feed reader. I use chrome. I live in chrome, and if I am not in Chrome, I am using xterm. Yet, I do get my tweets in Pidgin and do all my talking discussion from that. Maybe it makes sense to integrate something in that? I see web feed readers as a bit too distant to make good use of it (eg, have to open a page, and less 'in your face'). Although, I am a big fan of google stuff and use google apps and google voice and google cals and google docs, etc.. So how is feedburner? I like to preserver time. It'd be interesting if I could read my feeds offline on my laptop or ChromeOS CR-48 with offline websites? Well, would love to hear what you guys are doing and suggest.

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  • CPU installation

    - by David Oneill
    I'm in the midst of building a computer (this is my first time). When I first put the heatsink on the CPU, I was a little off center. Some of the thermal compound came off, so when I re-centered it, it isn't completely evenly distributed. So here's my question: how picky are CPUs in terms of how evenly the thermal compound is? Should I take it apart, clean it, and apply a new layer of compound? Or can I just keep an eye on the CPU temperature? (I'm not overclocking or anything, if that matters)

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  • Monitor blinks frequently

    - by Eric J.
    I recently resolved an issue that was causing one monitor not to be recognized by Windows by running a tool called Driver Sweeper to remove all old driver remnants, then updating to the latest nVidia drivers. Prior to that procedure the main monitor worked fine. After that procedure (now with the second monitor recognized), the main monitor blinks frequently. About once every 15-30 seconds, the monitor goes dark for the blink of an eye. Sometimes it only appears to happen in the bottom portion of the monitor, but other times it seems to affect the whole screen. Can this be caused by the particular driver? Could it just be an unlucky coincidence and the main monitor is starting to fail? I hesitate to experiment with new driver versions after having just restored the second monitor to a working state, so hope for some feedback before heading down that road.

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  • Which Linux book for aspiring sysadmin?

    - by Ramy
    I have a co-worker who insists that he will never buy a book unless it is considered "THE" book. So, in this vein, I thought I'd ask what the ultimate Linux book is. I wouldn't quite call myself a complete beginner since I can get around in Linux in general pretty well. But, beyond that, I'm also looking for a book with an eye towards becoming a Sys Admin someday. I saw a Junior Sys Admin position open up recently but with the requisite 2-3 years experience, I may have to wait a little while longer before I'm ready to apply for such a position. Having said all that, I'll summarize my question: What is the ultimate Linux book for someone who is ok with the basic tasks of getting around in Linux but also wants to aim towards full Sys Admin status someday? A few examples of the books I'm considering: Linux-Administration-Beginners-Guide-Fifth Linux-System-Administration Linux-System-Administration EDIT: Before you close this question as a dup, I'd like to say that I'm looking for something that goes deeper than this: Book for linux newbies I already have "Linux in a nutshell"

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  • I've inherited a rat's nest of cabling. What now?

    - by hydroparadise
    You know, you see pictures like below and sort of chuckle until you actually have to deal with it. I have just inherited something that looks like the picture below. The culture of the organization does not tolerate down time very well, yet I have been tasked to 'clean it up'. The network functions as it is, and there doesn't seem to be rush to get it done, but I will have to tackle the bear at some point. I get the ugly eye when I mention anything about weekends. So my question goes, is there sort of a structured approach to this problem? My Ideas thus far: Label, Label, Label Make up my patch cables of desired length ahead of time Do each subnet at a time (appears that each subnet are for different physical locations) Replace one cable at a time for each subnet It's easier to get forgiveness than permision?

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  • Can't find netbooted for Kerrighed pxe boot with Ubuntu Lucid Server

    - by Pengin
    I'm following installation guides for pxe booting and kerrighed. I can't find the package nfsbooted for Ubuntu 10.04. Where did it go? Context: At work I have access to 8 mini-ITX PCs and am trying to build a cluster. My plans include trying Condor, GridGain, Hadoop, and recently Kerrighed has caught my eye. (I reaslise these are all for different kinds of things, I'm just evaluating). Ideally, I'd like to have all the nodes network boot from a single server, since that seems so much easier to manage, plus I can 'borrow' additional PCs for a while without touching their HD. I've been getting on great with Ubuntu Lucid Server (10.04), trying to follow the only guides I can find to get pxe booting (and ultimately kerrighed) to work. This guide is for Ubuntu 8.04 and this one is for Debian. They both refer to a package I can't seem to find, nfsbooted. Has this package been replaced? Am I doing something daft?

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  • Is there a command line (or autohotkey) way of dismounting a USB drive?

    - by justintime
    I find dismounting a USB drive takes far too many mouse clicks for my liking. Is there are command line way of doing it (XP and Vista)? Addition I have an eye condition that makes hand mouse coordination difficult so any suggestion that there aren't too many clicks will be downvoted as not answering my question. However I use AutoHotkey a lot and one use case would be to call it from an AHK script. So if there is a way to code it in AHK that will do. Added this to the tags. Further question - is it safe to remove a disk when the computer is a. on Standby or b. Hibernated. I recall that W2000 got uspet if you pulled a disk from a hibernated machine. Or is it better to explicitly dismount or sync before you hibernate or standby - prabably in a script.

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