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  • Alt Tab with xdotool and xkeybind

    - by Gary
    I'm trying to map alt tab behavior to a mouse button using xdotool in my .xbindkeysrc. What I want to do is map something like "xdotools keydown alt key Tab" release b:7 but by doing this the alt key gets stuck, and it prevents my other mappings from working until I press the alt key on the keyboard. Is there a way to do this without having to press the alt key to get things unstuck? Without keydown it just switches back and forth between two windows, with keydown it behaves like I want (displaying the alt-tab switcher) but the alt key is stuck. Is there a way to unstick the key after using the alt tab switcher using xdotools?

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  • Reverse proxy 502 bad gateway

    - by Brian Graham
    I have setup a subdomain to proxy my plesk panel, but when saving pages I am getting 502 Bad Gateway error instead of a completion message. I am running CentOS 6. Here is my vhost.conf configuration for http://plesk.domain.tld/: RewriteEngine On RewriteCond %{SERVER_PORT} ^80$ RewriteRule $ https://plesk.domain.tld/ [R,L] Here is my vhost_ssl.conf configuration for https://plesk.domain.tld/: SSLProxyEngine On <Location /> ProxyPass https://localhost:8443/ ProxyPassReverse https://localhost:8443/ </Location> I have more than enough (and I have even checked) RAM, CPU and HDD. There are no spikes. As well, the posted information does save, it just errors when trying to show me a "This information has been saved." green/red block. Here is the relevent error from /var/log/nginx/error.log (IP/Host Filtered): 2014/05/29 02:42:41 [error] 8046#0: *402 upstream prematurely closed connection while reading response header from upstream, client: 173.238.XX.XX, server: plesk.domain.tld, request: "POST /smb/web/edit HTTP/1.1", upstream: "https://198.100.XX.XX:7081/smb/web/edit", host: "plesk.domain.tld", referrer: "https://plesk.domain.tld/smb/web/edit"

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  • How to recover from terminal custom setup

    - by linq
    I installed ubuntu 12.04 and I added "Terminal" to the launcher bar, the default size of the terminal is a bit small, after some googling here is how I made the disaster change: At HUD menu, type "preference" and I see the option of Edit > preference, this is as I expected After I clicked the option, I forget the exact steps, but somehow I came to some configuration panel and there is a checkbox for terminal "custom" and I checked it now an input box is enabled and I type gnome-terminal --geometry 160x50 Now the problem comes, whenever I click the terminal button at the launcher bar, new terminal windows pops up endlessly from everywhere, I cannot do anything any more except logout or shutdown. The weird thing is, after I come back, I cannot get that Edit > preference any more when I type "preference" in HUD, I tried "Edit", "preference". To be clear, I still can use the computer as long as I do not click that terminal button, but I really want to use terminal to run commands. Help is appreciated greatly! Update - OK, figured out. Go to /home/jibin/.gconf/apps/gnome-terminal/profiles/Default and open that xml file, I can see the options I changed at the GUI, remove them and terminal runs good. The preference HUD is back also, it is actually Profile Preference and it is only available when terminal is open. Continue my ubuntu-ing...

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  • Automate configuration change on Outlook 2007

    - by Julien Vehent
    I am migrating a bunch of mailboxes to google apps. Each user owns several mailboxes each serving different domains (john has [email protected], [email protected], and so on...) Currently, those accounts are hosted on (edit:NOT an exchange server) an old SMTP/POP server we want to replace, and I need to edit their outlook 2007 configuration to change the pop, smtp and password parameters. The hard way to do it is to connect to each outlook session and edit the parameters manually. I want to avoid that. Because that represents over 700 accounts spread between 40 users... :'( How can I automate this configuration change ? In the active directory ? Using a PRF file ? note: I'm a linux sysadmin with very little knowledge of windows's black magic.

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  • Security issue on Linux with Netbeans

    - by WebDevHobo
    In order to edit some files in Netbeans, I had to do a chmod 777 on the parent-folder. Reason being that anything else would result in Netbeans not wanting to accept the folder, as it could not be written. Is there an other way to do this besides doing a chmod 777? I'm on Ubuntu 9.10, using Netbeans 6.7.1 And after that, I manually have to give each file the needed rights. There should be an easier way, I just don't know it. EDIT: I am running XAMPP and the files I'm trying to edit are in the htdocs folder. I'm running Netbeans as my local user account, which is how it starts if I have it run from the applications-menu.

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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  • Change a Foreign Action's Display Text

    - by Geertjan
    I want the display text on an Action on a Node to show something about the underlying object. But the Action is registered somewhere in the layer (i.e., in the registry), i.e., I have no control over it. How do I change the display text in this scenario? Here's how. Below I look in the Actions/Events folder, iterate through all the Actions registered there, look for an Action with display text starting with "Edit", change it to display something from the underlying object, wrap a new Action around that Action, build up a new list of Actions, and return those (together with all the other Actions in that folder) from "getActions" on my Node: @Override public Action[] getActions(boolean context) { List<Action> newEventActions = new ArrayList<Action>(); List<? extends Action> eventActions = Utilities.actionsForPath("Actions/Events"); for (final Action action : eventActions) { String value = action.getValue(Action.NAME).toString(); if (value.startsWith("Edit")) { Action editAction = new AbstractAction("Edit " + getLookup().lookup(Event.class).getPlace()) { @Override public void actionPerformed(ActionEvent e) { action.actionPerformed(e); } }; newEventActions.add(editAction); } else { newEventActions.add(action); } } return newEventActions.toArray(new Action[eventActions.size()]); } If someone knows of a better way, please let me know.

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  • How can I add a custom item to the Sound Indicator (and make it clickable more than once)?

    - by con-f-use
    The original question One of the strength of Unity are the various standardized indicators. I want to customize the sound indicator with an additional menu entry that runs a small shell script. I'm not afraid of a little Python code and I hope someone can point me to the right subroutine in the right file. I suspect that will be fairly easy but all the indicators are just so bloated that I can't look through their code in a reasonable time. Any help is appreciated. I know it is possible as the marvelous Skype-Wrapper does it. Edit 2 - Now a dirty DBus hack The one click problem from one edit before has now turned into a DBus problem. Basically we have to tell the sound indicator that our bogus player has terminated now. A dirty hack navigates around that problem: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" qdbus \ com.canonical.indicator.sound \ /org/ayatana/indicator/service \ org.ayatana.indicator.service.Shutdown exit 0 Help from the community is appreciated as I don't have experience any with DBus whatsoever. Edit 1 - Takkat found a solution but only clickable once? For some reason the solution proposed by Takkat has the drawback that the resulting entry in indicator sound can only be clicked once per session. If someone has a fix for, than please comment or answer, you will be upvoted. Here you can see the result: I strongly suspect the issue is related to the .desktop-file in /home/confus/.local/share/application/toggleSpeaker.desktop, which is this: [Desktop Entry] Type=Application Name=toggleSpeaker GenericName=Toggle Speaker Icon=gstreamer-properties Exec=/home/confus/bin/toggleSpeaker.sh Terminal=false And here is a minimal example of the script in /home/confus/bin/toggleSpeaker.sh for your consideration: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" exit 0

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  • Bing Maps Integrated With ASP.NET Pivot Grid v2010 vol 1

    Check out this slick demo which shows how sales data from the ASPxPivotGrid is plotted and displayed using the Bing.com maps service. The Bing Maps service provides you the capability to plot data geographically on a map. For example, this ASPxPivotGrid shows the quantity of products sold per country: We can plot this data on to a map because the Bing maps services provides developers with a JavaScript API to display maps, locate countries and businesses and create pushpin indicators! Now, we...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • Expanding existing DVCS Wiki

    - by A Lion
    A portion of my job is to maintain technical documentation for a rapidly expanding manufacturing company. Because it is only a portion of my job and the company's product line is expanding so quickly, I can't stay on top of the documentation. As a result, I've been yearning for an information management system with a handful of specific features. I've found many products that have a subset, but none that have all the features I'm looking for. I'm at the point of picking an existing product and expanding it to cover my desired feature set, however, this will be a pet project and I will be learning the underlying language as I go. So, the main question is which existing product will be the easiest to expand to cover the full feature set and has a relatively easy to learn language? Alternatively, have I missed another existing program that will cover the feature set or should be in my list of "close, but not quite there"? Feature Set web interface based on a distributed version control system (e.g., git) easy to edit by logged in novices (e.g. wiki, multimarkdown) outputs in more traditional formats (e.g., doc, odt, pdf) edits held in queue until editor/engineer/manager approves them (e.g., MS Word editing) [this is the really big elephant in list - suggestions on where to start appreciated] edits held in queue specifically for engineer approval [extra limb of the elephant in the list] well-supported in the open source community Closest, but not quite there ikiwiki - http://ikiwiki.info (php) lots of awesome functionality and extensions, including easy to edit and based on DVCS lacks a review/forward for review queue appears to be well-supported within the OSS community gitit - http://gitit.net/ (haskell) easy to edit and based on DVCS lots of outputs in traditional formats a great web-based gui diff interface lacks a review/forward for review queue appears to be primarily maintained by one individual

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • I have 20 Ubuntu 12.04 LTS machines Some are unable to network with other machines , they all have same workgroup viz. Ubuntu

    - by Gaurang Agrawal
    During installation I updated my workgroup to "Workgroup" , after installation I changed it to ubuntu as I was unable to access computers in network . What changes do I need to make in samba configuration ? I don't know if this is related , shared@shared:~$ testparm Load smb config files from /etc/samba/smb.conf rlimit_max: increasing rlimit_max (1024) to minimum Windows limit (16384) Processing section "[printers]" Processing section "[print$]" Loaded services file OK. Server role: ROLE_STANDALONE Press enter to see a dump of your service definitions [global] workgroup = UBUNTU server string = %h server (Samba, Ubuntu) encrypt passwords = No map to guest = Bad User obey pam restrictions = Yes pam password change = Yes passwd program = /usr/bin/passwd %u passwd chat = Enter\snew\s\spassword:* %n\n Retype\snew\s\spassword:* %n\n password\supdated\ssuccessfully . username map = /etc/samba/smbusers unix password sync = Yes syslog = 0 log file = /var/log/samba/log.%m max log size = 1000 name resolve order = bcast host dns proxy = No usershare allow guests = Yes panic action = /usr/share/samba/panic-action %d idmap config * : backend = tdb [printers] comment = All Printers path = /var/spool/samba create mask = 0700 printable = Yes print ok = Yes browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/printers smbclient -L 192.168.1.108 Enter shared's password: Connection to 192.168.1.108 failed (Error NT_STATUS_HOST_UNREACHABLE)

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  • Setting up dual monitors, Xorg.conf issues

    - by JTS
    I just got a new computer (W520, Graphics card nVidia GF106 [Quadro 2000]) and installed ubuntu on it using wubi. I have everything working, so I wanted to set it up to be able to use two monitors with an extended screen. I figured I had to edit Xorg.conf, but the file didnt exist. So I tried to create it by booting in recovery mode, and executing Xorg -configure but I am getting these errors: (EE) Failed to load module "vmwgfx" (module does not exist, 0) (EE) vmware: Please ignore the above warnings about not being able to load module/driver vmwgfx (++) Using config file: "/root/xorg.conf.new" (==) Using system config directory "/usr/share/X11/xorg.conf.d" (EE) [drm] No DRICreatedPCIBusID symbol Number of created screens does not match number of detected devices. Configuration failed. ddxSigGiveUp: Closing log Any idea how I can get Xorg -configure to work, so that I can have an xorg.conf file that I can edit to enable twinview? EDIT: Another way I could ask the same question to solve this problem is, why can't I boot with an xorg.conf file generated by nvidia-xconfig? Is there something in the generated xorg.conf file that might need editing?

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • Which file format to use for simple video editoring

    - by Craig HB
    I've just bought a Sanyo VPC-CG10 camcorder which saves clips as MPEG-4 (specifically, High-Definition 720p MPEG-4 AVC/H.246) I want a simple, cheap way to edit the clips and as, I'm using Windows Vista, I though Windows Movie Maker would be a good choice. But you can't import mp4 files into Windows Movie Maker. I've tried various codecs, but I'm not sure what is the best format to convert to, so that I can edit the files in Windows Movie Maker. AVI, MPG, WMI... I'm not sure what format is best. Should I try to keep the movie clips in MPEG-4 and edit them in that format (and then which editor do I use?) or is there a better format that I should convert to before editing (and what format is that?) ?

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • C++11 support for higher-order list functions

    - by Giorgio
    Most functional programming languages (e.g. Common Lisp, Scheme / Racket, Clojure, Haskell, Scala, Ocaml, SML) support some common higher-order functions on lists, such as map, filter, takeWhile, dropWhile, foldl, foldr (see e.g. Common Lisp, Scheme / Racket, Clojure side-by-side reference sheet, the Haskell, Scala, OCaml, and the SML documentation.) Does C++11 have equivalent standard methods or functions on lists? For example, consider the following Haskell snippet: let xs = [1, 2, 3, 4, 5] let ys = map (\x -> x * x) xs How can I express the second expression in modern standard C++? std::list<int> xs = ... // Initialize the list in some way. std::list<int> ys = ??? // How to translate the Haskell expression? What about the other higher-order functions mentioned above? Can they be directly expressed in C++?

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  • Media center consumes all available memory when attempting to play music off of a server

    - by RCIX
    I have Windows 7 Ultimate, and recently, when i try to play a song off of my Twonky Media Server/Windows Media Connect (based on an HP WHS with an Atom), it plays choppily. When i open Resource Monitor, it shows that after ordering the music to play, memory usage rapidly spikes to consume most, if not all, of the available memory on my system (excluding a couple hundred megabytes in standby). Why does it do this and is there anything i can do to stop it? Edit: it happens when I attempt to browse the server's music, not just when i play music. Edit 2: the "ehshell" process is what consumes the memory, appears to me something specific to media center. Moreover, the ehshell process doesn't die in this case. Edit 3: It only happens when browsing my Twonky library, and not my Windows Media Connect.

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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