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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Index independent character comparison within text blocks

    - by Michael IV
    I have the following task: developing a program where there is a block of sample text which should be typed by user. Any typos the user does during the test are registered. Basically, I can compare each typed char with the sample char based on caret index position of the input, but there is one significant flaw in such a "naive" approach. If the user typed mistakenly more letters than a whole string has, or inserted more white spaces between the string than should be, then the rest of the comparisons will be wrong because of the index offsets added by the additional wrong insertions. I have thought of designing some kind of parser where each string (or even a char ) is tokenized and the comparisons are made "char-wise" and not "index-wise," but that seems to me like an overkill for such a task. I would like to get a reference to possibly existing algorithms which can be helpful in solving this kind of problem.

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  • Can't center dialog window above main window when using Glade (Quickly)

    - by Niklas
    I have a dialog opening when I press a button in my application and I want it to center above the application's main window, but I can't find a way to do this. I'm using Quickly (Python) and Glade. In Glade I've tried the following settings: Window Type = Popup Modal = Yes Window Position = Center on Parent But I simply can't get the behaviour I'm after. When using the "Window Type" option "Top level" the dialog opens in the center of the screen. When I use "Window Type" = "Popup" it opens in the very top left corner, with the window controls unaccessible. I know this must be a very basic setting but I've just started developing with GTK and Python so I obviously managed to miss this. Thanks for any advice! :)

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  • # id - urls with id first display full page, then move to #id

    - by guisasso
    I've noticed this in the new version of chrome, and ie9 and 10. Some urls in a photo gallery have a #id tag as they are supposed to display a full view of a picture. Basically, a div in a lower position on the page has that #id that i call via a.com/1.html#id. This has never been an issue until lately, when i noticed a bit of a lag. The issue: The website loads normally, then the view moves to the #id as supposed, but with some lag sometimes, perhaps because of the high resolution of the picture, which is somewhat noticeable. Anyway to avoid this, or make it so the page would move to the correct #id even before fully loaded?

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  • Can't get LWJGL lighting to work

    - by Zarkonnen
    I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. All faces are lit up by the same amount, which changes as the pyramid rotates. Concrete example (apologies for the length): Note how all panels are always the same brightness, but the brightness varies with the pyramid's rotation. This is using lwjgl 2.8.3 on Mac OS X. package com; import com.zarkonnen.lwjgltest.Main; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.lwjgl.util.glu.*; import org.lwjgl.input.Keyboard; import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; /** * * @author penguin */ public class main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("3D Pyramid"); Display.create(); } catch (Exception e) { } initGL(); float rtri = 0.0f; Texture texture = null; try { texture = TextureLoader.getTexture("png", Main.class.getResourceAsStream("tex.png")); } catch (Exception ex) { ex.printStackTrace(); } while (!Display.isCloseRequested()) { // Draw a Triangle :D GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glRotatef(rtri, 0.0f, 1.0f, 0.0f); texture.bind(); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); Display.update(); rtri += 0.05f; // Exit-Key = ESC boolean exitPressed = Keyboard.isKeyDown(Keyboard.KEY_ESCAPE); if (exitPressed) { System.out.println("Escape was pressed!"); Display.destroy(); } } Display.destroy(); } private static void initGL() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, ((float) 800) / ((float) 600), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); float lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Ambient Light Values float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse Light Values float lightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Light Position ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One } }

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  • How can I make the camera return to the beginning of the terrain when it reaches the end?

    - by wbaccari
    How can I make the camera return to the beginning of the terrain when it reaches the end? I tried using the ICameraSceneNode*-setPosition(). if (camera->getPosition().X>1200.f) camera->setPosition(vector3df(1.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().X<0.f) camera->setPosition(vector3df(1199.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().Z>1200.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1.f)); if (camera->getPosition().Z<0.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1199.f)); It seems to work fine with a flat terrain (one shade of grey in heightmap) but it starts to produce a strange behavior as soon as i try to add some hills. Edit: The setPosition() call seems to perform a translation of the camera toward the new position, therefore the camera stops at the first obstacle it encounters on its way.

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  • Is porting a Windows application to Mac worth it ?

    - by mikel
    I have a C# Windows application that sells for $35, and fairly regularly receive requests for a version for OS X too. I don't have any experience with Mac so far though, and so am not sure exactly how much work that would involve and if it would be worth it. If anyone's been in a similar position, it'd be very helpful to know: Roughly how many more (%) sales can you expect by porting to Mac ? Would you say it's worth the investment of a new Macbook Pro and the time of learning and porting to Objective-C ? Thanks in advance.

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  • How to evaluate SEO/prominence improvement [on hold]

    - by Rober
    I will work on a website SEO and before starting with it I would like to "take a snapshot" of the present status so that I will be able to compare it with the new situation in a few months and evaluate my work and the real improvement. I don't mean whether the website is well implemented or not, but how well it is seen by Google and others. What prominence it has. I am taking some variables from Google Analytics (average day visits...), from Google Webmaster Tools (Search traffic and average position...) and some other indicators, like automatic SEO audit figures (website estimated worth, real pagerank...). What would you look at before starting SEO improvement?

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  • Align tetrahedrons

    - by thedeadlybutter
    I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on implementing a tetra hedron grid. I tried playing around with the vertices until I realized I need to adjust position & rotation. Any ideas? EDIT: To be clear, the second image was manually placed objects in the Unity Editor. I'm looking to make an algorithm that places the meshes correctly.

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  • How can a computer render a CLI/console along with a GUI?

    - by Nathaniel Bennett
    I'm confused when looking into graphics - specifically with operating systems. I mean, how can a computer render a CLI/console along with a GUI? GUI's are completely different from text. And how can we have GUI windows that display text interfaces, ie how can we have CLI in modern Graphics Operating system - that's what I'm mainly trying to grip on to. How does graphics get rendered to display? Is there some sort of memory address that a GPU access which holds all pixel data, and there system's within OS's that gather the pixel position of windows and widgets, along with the Z Index and rasterize them to that memory address, which then the GPU loads to the screen? How about the CLI's integrated with Graphics? How does the OS tell the GPU that a certain part of the screen wants to display text while the rest wants to display pixel data?

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  • The cost of longer delay between development and QA

    - by Neil N
    At my current position, QA has become a bottleneck. We have had the unfortunate occurence of features being held out of the current build so that QA could finish testing. This means features that are done being developed may not get tested for 2-3 weeks after the developer has already moved on. With dev moving faster thean QA, this time gap is only going to get bigger. I keep flipping through my copy of Code Compelte, looking for a "Hard Data" snippet that shows the cost of fixing defects grows exponentially the longer it exists. Can someone point me to some studies that back up this concept? I am trying to convince the powers that be that the QA bottleneck is a lot more costly than they think.

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  • How Did we get from CLI to Graphics?

    - by Nathaniel Bennett
    I'm confused when looking into graphics - specifically with operating systems. I mean, how can a computer render a CLI/console along with a GUI. GUI's are completely different from Text. and How Can we have GUI windows that Display Text interfaces, ie how can we have CLI in modern Graphics Operating system - that's what I'm mainly trying to grip on to. How Do Graphic's get rendered to display? is there some sort of memory address that a GPU access which holds all pixel data, and there system's within OS's that Gather the pixel position of Windows and Widgets, along with the Z Index and rasterize them to that memory address, which then the GPU loads to the screen? How About the CLI's integrated with Graphics? how does the OS Tell the GPU that a certain part of the screen wants to display text while the rest, whats to display pixel data? it's all very confusing. Shed some light in it, will ya?

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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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  • OpenGL fovx question

    - by Nick
    To boil my question down to the simplest form, I fear I am oversimplifying how mat4 perspective works. I am using mat4.perspective(45, 2, 0.1, 1000.0) (the binding is WebGL fwiw). With a fovy of 45, and an aspect ratio of 2, I expect to have a fovx of 90. Thus, if I position my camera at (0, 0, 50), looking towards the origin, I expect to see a cube positioned at (50, 0, 0) (45 degrees) right at the very periphery of my screen, half on, half off,. Instead, a cube at (50, 0, 0) is totally off screen, and my actually periphery occurs at about (41.1, 0, 0). What am I missing here? Thanks, nick

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  • [Dear Recruiter] Do you have any disabilities?

    - by refuctored
    Recruiter letter for a technical position: ... Do you have any disabilities that prevent you from successfully performing the essential functions of this job with or without accommodations? ... My response: Robin -- The only qualification I can see as a hiderence to my ability to perform is my lack of fingers.  I find that if I mash the keyboard enough with my stubs, I eventually can get the code to compile correctly. Will this be a problem?   Thank you,George Her response: [None] So much for being an equal opportunity employer, eh?

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  • fix a broken ubuntu installation from pendrive

    - by interstar
    Something went wrong in the upgrade of my Ubuntu 13.04 to 13.10 The upgrade basically crashed halfway through. On booting I was thrown into a maintainence screen. I found some online instructions for fixing with the package manager ... Which seemed to do a lot of setting up. But then crashed saying package is in a bad inconsistent state. Now I'm in a position where Ubuntu starts again, but goes into a low-res screen and there's no WiFi. I have no Ethernet cable connection but I did download the 13.10 iso on another machine and put it on a pen drive. So I'd like to know there's a way of asking the machine from inside Ubuntu to redo its upgrade from the data on the pendrive rather than WiFi. Is this possible? Cheers Phil

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  • How can I approach creating an efficient algorithm for maximizing value with these specific constraints?

    - by sway
    I'm having trouble coming up with an approach that isn't n^2 for this problem. Here's a contrived, simplified version I've come up with: Let's say you're a company that needs 4 employees to launch in a new city, a manager, two salespeople, and a customer support rep, and you magically know how much impact every candidate will have and how much salary they require to take the job. Your table of potential employees looks something like this: Name Position Salary Impact Adam Smith Manager 60,000 11 Allison Brown Salesperson 40,000 9 Brad Stewart Manager 55,000 9 ...etc (thousands of records) What algorithmic approach can be taken to find the maximum "impact" while still filling all the positions and remaining under, say, a 200,000 budget? Thanks!

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Mobiles : Windows Mobile chute, Android progresse fortement, 100.000 téléphones sous Android seraien

    Mise à jour du 21.05.2010 par Katleen Mobiles : Windows Mobile chute, Android progresse fortement, 100.000 téléphones sous Android seraient vendus chaque jour L'institut Gartner vient de publier les chiffres des ventes de téléphones portables de par le monde, pour le premier trimestre 2010. Les mastodontes du marché que sont Motorola et Sony Ericsson connaissent de mauvais résultats, alors que le canadien RIM (BlackBerry) récolte les fruits d'une croissance positive qui le place en quatrième position derrière les leaders Nokia, Samsung et LG. Du haut de sa première place, Nokia domine toujours largement le marché, même si l'entreprise a subit un léger recul. A sa suite, Samsung gagne e...

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  • Analog sticks not working, qtsixa+PCSX combination

    - by Otto Boström
    A few days ago I finally got my PS3 controller to work with QtSixA, and then in PCSX after some tweaking with the controls. But, I haven't figured out how on earth I will be able to get the analog sticks working. I've been triyng to add them in the controls for all angles in PCSX, where you move the analog stick the way it's supposed to be and then clicking a button to change the setting. I've enabled joysticks in the options for the controller, and my options in my controller are: [x] Enable buttons [x] Enable sensitive buttons [x] Enable Axis [ ] Enable accellerometers [ ] Enable Acceleration [ ] Enable Speed [ ] Enable position The controller is a standard PS3 controller, Dualshock 3. Plugged in with USB cable. Thanks in forehand!

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  • How to specify which keys CapsLock affects?

    - by Seattle Jörg
    Using Maverick, I am not able to get the CapsLock behaviour I want: I would like it to affect essentially the alphabetical, numerical, and punctuation keys, i.e. all the keys that print something (as opposed to, say, the error keys), but only them. To illuminate this with an example: when writing code that uses % as the symbol for a comment, I want to be able to position the cursor at the start of a range of lines I want to comment out, then hit CapsLock, then iteratively hit the 5 key (using QWERTZ, Shift+5 gives %) and the arrow down key, so that I can quickly place a % at the start of the lines. Ubuntu in default configuration takes CapsLock literally, so that it affects only alphabetic keys. Under Preferences/Keyboard/Layout/Options I can make it act as a pressed Shift, but then the action of the arrow keys is to select text. All the other options available are equivalent to one of these two in my case. Is it possible to somehow get this behaviour? This is standard in Windows.

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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication. Thanks for any and all input!

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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