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  • CodePlex Daily Summary for Thursday, June 27, 2013

    CodePlex Daily Summary for Thursday, June 27, 2013Popular ReleasesV8.NET: V8.NET Beta Release v1.2.23.5: 1. Fixed some minor bugs. 2. Added the ability to reuse existing V8NativeObject types. Simply set the "Handle" property of the objects to a new native object handle (just write to it directly). Example: "myV8NativeObject.Handle = {V8Engine}.GlobalObject.Handle;" 3. Supports .NET 4.0! (forgot to compile against .NET 4.0 instead of 4.5, which is now fixed)Stored Procedure Pager: LYB.NET.SPPager 1.10: check bugs: 1 the total page count of default stored procedure ".LYBPager" always takes error as this: page size: 10 total item count: 100 then total page count should be 10, but last version is 11. 2 update some comments with English forbidding messy code.StyleMVVM: 3.0.3: This is a minor feature and bug fix release Features: SingletonAttribute - Shared(Permanently=true) has been obsoleted in favor of SingletonAttribute StyleMVVMServiceLocator - releasing new nuget package that implements the ServiceLocator pattern Bug Fixes: Fixed problem with ModuleManager when used in not XAML application Fixed problem with nuget packages in MVC & WCF project templatesWinRT by Example Sample Applications: Chapters 1 - 10: Source code for chapters 1 - 9 with tech edits for chapters 1 - 5.Terminals: Version 3.0 - Release: Changes since version 2.0:Choose 100% portable or installed version Removed connection warning when running RDP 8 (Windows 8) client Fixed Active directory search Extended Active directory search by LDAP filters Fixed single instance mode when running on Windows Terminal server Merged usage of Tags and Groups Added columns sorting option in tables No UAC prompts on Windows 7 Completely new file persistence data layer New MS SQL persistence layer (Store data in SQL database)...NuGet: NuGet 2.6: Released June 26, 2013. Release notes: http://docs.nuget.org/docs/release-notes/nuget-2.6Python Tools for Visual Studio: 2.0 Beta: We’re pleased to announce the release of Python Tools for Visual Studio 2.0 Beta. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, and cross platform debugging support. For a quick overview of the general IDE experience, please watch this video: http://www.youtube.com/watch?v=TuewiStN...xFunc: xFunc 2.3: Improved the Simplify method; Rewrote the Differentiate method in the Derivative class; Changed API; Added project for .Net 2.0/3.0/3.5/4.5/Portable;Player Framework by Microsoft: Player Framework for Windows 8 and WP8 (v1.3 beta): Preview: New MPEG DASH adaptive streaming plugin for WAMS. Preview: New Ultraviolet CFF plugin. Preview: New WP7 version with WP8 compatibility. (source code only) Source code is now available via CodePlex Git Misc bug fixes and improvements: WP8 only: Added optional fullscreen and mute buttons to default xaml JS only: protecting currentTime from returning infinity. Some videos would cause currentTime to be infinity which could cause errors in plugins expecting only finite values. (...AssaultCube Reloaded: 2.5.8: SERVER OWNERS: note that the default maprot has changed once again. Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we continue to try to package for those OSes. Or better yet, try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compi...Compare .NET Objects: Version 1.7.2.0: If you like it, please rate it. :) Performance Improvements Fix for deleted row in a data table Added ability to ignore the collection order Fix for Ignoring by AttributesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.95: update parser to allow for CSS3 calc( function to nest. add recognition of -pponly (Preprocess-Only) switch in AjaxMinManifestTask build task. Fix crashing bug in EXE when processing a manifest file using the -xml switch and an error message needs to be displayed (like a missing input file). Create separate Clean and Bundle build tasks for working with manifest files (AjaxMinManifestCleanTask and AjaxMinBundleTask). Removed the IsCleanOperation from AjaxMinManifestTask -- use AjaxMinMan...VG-Ripper & PG-Ripper: VG-Ripper 2.9.44: changes NEW: Added Support for "ImgChili.net" links FIXED: Auto UpdaterDocument.Editor: 2013.25: What's new for Document.Editor 2013.25: Improved Spell Check support Improved User Interface Minor Bug Fix's, improvements and speed upsWPF Composites: Version 4.3.0: In this Beta release, I broke my code out into two separate projects. There is a core FasterWPF.dll with the minimal required functionality. This can run with only the Aero.dll and the Rx .dll's. Then, I have a FasterWPFExtras .dll that requires and supports the Extended WPF Toolkit™ Community Edition V 1.9.0 (including Xceed DataGrid) and the Thriple .dll. This is for developers who want more . . . Finally, you may notice the other OPTIONAL .dll's available in the download such as the Dyn...Channel9's Absolute Beginner Series: Windows Phone 8: Entire source code for the Channel 9 series, Windows Phone 8 Development for Absolute Beginners.Indent Guides for Visual Studio: Indent Guides v13: ImportantThis release does not support Visual Studio 2010. The latest stable release for VS 2010 is v12.1. Version History Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not appearing in newly opened files Fixed some potential crashes Fixed lines going through pragma statements Various updates for VS 2012 and VS 2013 Removed VS 2010 support Changed in v12.1: Fixed crash when unable to start...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite 2.1.0 - Prerelease d: Fluent Ribbon Control Suite 2.1.0 - Prerelease d(supports .NET 3.5, 4.0 and 4.5) Includes: Fluent.dll (with .pdb and .xml) Showcase Application Samples (not for .NET 3.5) Foundation (Tabs, Groups, Contextual Tabs, Quick Access Toolbar, Backstage) Resizing (ribbon reducing & enlarging principles) Galleries (Gallery in ContextMenu, InRibbonGallery) MVVM (shows how to use this library with Model-View-ViewModel pattern) KeyTips ScreenTips Toolbars ColorGallery *Walkthrough (do...Magick.NET: Magick.NET 6.8.5.1001: Magick.NET compiled against ImageMagick 6.8.5.10. Breaking changes: - MagickNET.Initialize has been made obsolete because the ImageMagick files in the directory are no longer necessary. - MagickGeometry is no longer IDisposable. - Renamed dll's so they include the platform name. - Image profiles can now only be accessed and modified with ImageProfile classes. - Renamed DrawableBase to Drawable. - Removed Args part of PathArc/PathCurvetoArgs/PathQuadraticCurvetoArgs classes. The...Three-Dimensional Maneuver Gear for Minecraft: TDMG 1.1.0.0 for 1.5.2: CodePlex???(????????) ?????????(???1/4) ??????????? ?????????? ???????????(??????????) ??????????????????????? ↑????、?????????????????????(???????) ???、??????????、?????????????????????、????????1.5?????????? Shift+W(????)??????????????????10°、?10°(?????????)???New ProjectsAriana - .NET Userkit: Ariana Userkit is a library which will allow a file to persist after being executed. It can allow manipulating processes, registry keys, directories etc.Baidu Map: Baidu MapBTC Trader: BTC Trader is a tool for the automated and manual trading on BTC exchanges.Cafe Software Management: This is software for SokulChangix.Sql: Very, very simple ORM framework =)Composite WPF Extensions: Extensions to Composite Client Application Library for WPFCross Site Collection Search Configurator: A solution for SharePoint to allow you to share your site collection based search configuration between site collections in the same web application.CSS Extractor: Attempts to extract inline css styles from a HTML file and put them into a separate CSS fileCSS600Summer2013: This is a project for students enrolled in CSS 600 at University of Washington, Bothell campus.Easy Backup Application: Easy Backup Application - application for easy scheduled backup local or network folders.Easy Backup Windows Service: Easy Backup Windows Service - application for easy scheduled backup local or network folders.fangxue: huijiaGamelight: Gamelight is a 2D game library for Silverlight. It features 2D graphics manipulation to make the creation of games that don't adhere to traditional UI (such as sprite-based games) much easier. It also streamlines sound and input management. General Method: General MethodICE - Interface Communications Engine: ICE is an engine which makes it easy to create .NET plugins for running on servers for the purpose of communication between systems.LogWriterReader using Named pipe: LogWriterReader using Named pipeLu 6.2 Viewer: Tool for analysing LU62 strings. Visualisation of node lists in tree structure, it offers the possability to compare two lu62 strings in seperate windows and visualise the differences between the two segments selected. Fw 2.0 developed by Riccardo di Nuzzo (http://www.dinuzzo.it)Math.Net PowerShell: PowerShell environment for Math.Net Numerics library, defines a few cmdlets that allow to create and manipulate matrices using a straightforward syntax.mycode: my codeNFC#: NFCSharp is a project aimed at building a native C# support for NFC tag manipulation.NJquery: jquery???????????????Page Pro Image Viewer and Twain: Low level image viewer Proyecto Ferreteria "CristoRey": FirstRobótica e Automação: Sistema desenvolvido por Alessandro José Segura de Oliveira - MERodolpho Brock Projects: A MVC 'like' start application for MSVS2010 - Microsoft Visual Studio 2010 UIL - User Interface Layer : <UIB - User Interface Base> - GUI: Graphic User Interface - WEB: ASP.NET MVC BLL - Business Logic Layer : <BLB - Business Logic Base> - Only one core!!! DAL - Data Access Layer : <DAB - Data Access Base> - SQL Server - PostgreSQL ORM - Object-Relational Mapping <Object-Relational Base> - ADO.NET Entity FrameworkSilverlight Layouts: Silverlight Layouts is a project for controls that behave as content placeholders with pre-defined GUI layout for some of common scenarios: - frozen headers, - frozen columns, - cyrcle layouts etc.Simple Logging Façade for C++: Port for Simple Logging Façade for C++, with a Java equivalent known as slf4j. SQL Server Data Compare: * Compare the *data* in two databases record by record. * Generate *html compare results* with interactive interface. * Generate *T-SQL synchronization scripts*UserVisitLogsHelp: UserVisitLogsHelp is Open-source the log access records HttpModule extension Components .The component is developed with C#,it's a custom HttpModule component.V5Soft: webcome v5softvcseVBA - version controlled software engineering in VBA: Simplify distributed application development for Visual Basic for Applications with this Excel AddinVersionizer: Versionizer is a configuration management command-line tool developed using C# .NET for editing AssemblyInfo files of Microsoft .NET projects.WebsiteFilter: WebsiteFilter is an open source asp.net web site to access IP address filtering httpmodule components. Wordion: Wordion is a tool for foreign language learners to memorize words.????????: ????????-?????????,??@???? ????。1、????????????,2、??????????????(????,???????,“?? ??”),3、?????>??>>????5???,4、??"@?/?"?Excel??????@??,5、??“??@",???????@ 。????QQ:6763745

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  • CodePlex Daily Summary for Saturday, December 01, 2012

    CodePlex Daily Summary for Saturday, December 01, 2012Popular ReleasesCleverBobCat: CleverBobCat 1.1.1: Fix for 1.1.1.0 - Energy usage on back drive -> fixed - Breaking energy recharge -> fixed - Not stopped when energy disabled -> fixed - Area transfer range -> fixeddcview: DCView 1.4.2: 1.4.0?? ??/??? ??11/29 ??? ??? ??? ?? ??? ??? ?? ???? ???? ?? ???? ?? ?? ?? ??? ?? ?? ??DirectQ: DirectQ II 2012-11-29: A (slightly) modernized port of Quake II to D3D9. You need SM3 or better hardware to run this - if you don't have it, then don't even bother. It should work on Windows Vista, 7 or 8; it may also work on XP but I haven't tested. Known bugs include: Some mods may not work. This is unfortunately due to the nature of Quake II's game DLLs; sometimes a recompile of the game DLL is all that's needed. In any event, ensure that the game DLL is compatible with the last release of Quake II first (...Magelia WebStore Open-source Ecommerce software: Magelia WebStore 2.2: new UI for the Administration console Bugs fixes and improvement version 2.2.215.3JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.5: What's new in JayData 1.2.5For detailed release notes check the release notes. Handlebars template engine supportImplement data manager applications with JayData using Handlebars.js for templating. Include JayDataModules/handlebars.js and begin typing the mustaches :) Blogpost: Handlebars templates in JayData Handlebars helpers and model driven commanding in JayData Easy JayStorm cloud data managementManage cloud data using the same syntax and data management concept just like any other data ...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.70: Highlight features & improvements: • Performance optimization. • Search engine optimization. ID-less URLs for products, categories, and manufacturers. • Added ACL support (access control list) on products and categories. • Minify and bundle JavaScript files. • Allow a store owner to decide which billing/shipping address fields are enabled/disabled/required (like it's already done for the registration page). • Moved to MVC 4 (.NET 4.5 is required). • Now Visual Studio 2012 is required to work ...SQL Server Partition Management: Partition Management Release 3.0: Release 3.0 adds support for SQL Server 2012 and is backward compatible with SQL Server 2008 and 2005. The release consists of: • A Readme file • The Executable • The source code (Visual Studio project) Enhancements include: -- Support for Columnstore indexes in SQL Server 2012 -- Ability to create TSQL scripts for staging table and index creation operations -- Full support for global date and time formats, locale independent -- Support for binary partitioning column types -- Fixes to is...Command Line Parser Library: 1.9.3.23 beta: Fixes an issue notified by github user sbambrick about parsing negative numbers.MCEBuddy 2.x: MCEBuddy 2.3.10: Critical Update to 2.3.9: Changelog for 2.3.10 (32bit and 64bit) 1. AsfBin executable missing from build 2. Removed extra references from build to avoid conflict 3. Showanalyzer installation now checked on remote engine machine Changelog for 2.3.9 (32bit and 64bit) 1. Added support for WTV output profile 2. Added support for minimizing MCEBuddy to the system tray 3. Added support for custom archive folder 4. Added support to disable subdirectory monitoring 5. Added support for better TS fil...DotNetNuke® Community Edition CMS: 07.00.00: Major Highlights Fixed issue that caused profiles of deleted users to be available Removed the postback after checkboxes are selected in Page Settings > Taxonomy Implemented the functionality required to edit security role names and social group names Fixed JavaScript error when using a ";" semicolon as a profile property Fixed issue when using DateTime properties in profiles Fixed viewstate error when using Facebook authentication in conjunction with "require valid profile fo...CODE Framework: 4.0.21128.0: See change notes in the documentation section for details on what's new.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.76: Fixed a typo in ObjectLiteralProperty.IsConstant that caused all object literals to be treated like they were constants, and possibly moved around in the code when they shouldn't be.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Distributed Publish/Subscribe (Pub/Sub) Event System: Distributed Pub Sub Event System Version 3.0: Important Wsp 3.0 is NOT backward compatible with Wsp 2.1. Prerequisites You need to install the Microsoft Visual C++ 2010 Redistributable Package. You can find it at: x64 http://www.microsoft.com/download/en/details.aspx?id=14632x86 http://www.microsoft.com/download/en/details.aspx?id=5555 Wsp now uses Rx (Reactive Extensions) and .Net 4.0 3.0 Enhancements I changed the topology from a hierarchy to peer-to-peer groups. This should provide much greater scalability and more fault-resi...datajs - JavaScript Library for data-centric web applications: datajs version 1.1.0: datajs is a cross-browser and UI agnostic JavaScript library that enables data-centric web applications with the following features: OData client that enables CRUD operations including batching and metadata support using both ATOM and JSON payloads. Single store abstraction that provides a common API on top of HTML5 local storage technologies. Data cache component that allows reading data ranges from a collection and storing them locally to reduce the number of network requests. Changes...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.New Projects4SQH: FourSQHackathon project repositoryASP4 Portscan: A online portscan deployed with ASP and PerlscriptAviSynth language service for Visual Studio: This project provides a Visual Studio language extension for the AviSynth scripting language. AviSynth is a scripted frameserver for video post-production and can be found at http://avisynth.orgBuildSlip: GUI interface application for creating slipsteam files (service pack and/or cumulative update) for SQL2008 installationC#apture the Flag AI: C#apture the Flag AI is a project designed to enable C# support for the excellent AI competition being held at http://aisandbox.com.Channel Performing (Windows Azure Media Service Example): Windows Azure Media Service solution example and portal + Tag + Comment + Search + Membership + Progress List + and other featuresCivilinsation: C# DLL C++ Wrapper Swig Civilization INSA de RENNES Département Informatique 4INFOClickOnceSxquer: awesome Combinator CoffeeScript Preprocessor: CoffeeScript preprocessor for the Combinator Orchard module (https://combinator.codeplex.com/).DineshTest: aDirectoryEnumeratorAsync: Proof of concept for using .NET 4.5 async/await for improving performance enumeration of of file system entries.Grahpic_Salon: It's a test web project.jQuery.gMenu: test projectLIve For Speed Statistics: UskoroMIDI.NET: MIDI.NET allows any .NET developer to access the power of MIDI without doing P/Invokes.Olympia Open College: AACS4134Peto: A college project for a claims submission application.QueuedSmtpClient: A C# library that provides an smtp client built on top of the standard SmtpClient class which is able to serialize email messages if no network connection is available. Serialized emails are sent later if a network connection is available.Simple Merge Sort: This is a simple implementation of Merge-Sort, using to sort an Array of Integers.Simple.Json: Easy to use framework for serializing to and from json. Supports typed dto objects, dynamic dto objects and immutable dto types like F# record types.Sosyal: Sosyal as.teamgujju: This Project is now in planing phase. It will be released shortlyTFS Branch Permission Removal Event Subscriber: When you create a branch in TFS, the explicit TFS source control permissions from the source branch are copied to the target branch. Let's change that...Wild Template: Simple template engine for .NETXNA in WPF: WPF Canvas component that allows hosting and presentation of an XNA window from within WPF applications. ZombieSurvival: Yo-ho-ho and the buttle og rum

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  • CodePlex Daily Summary for Tuesday, November 27, 2012

    CodePlex Daily Summary for Tuesday, November 27, 2012Popular ReleasesCodeGen Code Generator: CodeGen 4.2.6: IMPORTANT: If you are using CodeGen in conjunction with Symphony Framework then it is important that you do not upgrade to this version of CodeGen until you also upgrade to Symphony Framework V2.1.0.0. Changes in this release include: The CodeGen installation on Windows now supports upgrading from a previously installed version. We use Windows Installers "major upgrade" mechanism, which essentially performs an automatic uninstall of a previous version before installing the new version. The ea...SimpleRest Integrated Pipeline: Beta: Beta version of the integrated REST pipeline.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Facebook Windows 8 Sample: Facebook Windows 8 Sample: The current drop holds two versions of the sample: A basic version that uses a Facebook application to list the content of facebook page. A full version including the use of Bing Maps sdk for positioning the restaurant in a map, and showing how to get there. See Developing a Windows Store App to learn how to use the Bing Maps AJAX Control to add Bing Maps to your Windows Store app.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.75: Fix over-aggressive removal of local-variable assignments in return statements. Can't remove them if there are any inner-scope references. add settings properties/switches for V3 source map source root value, and a flag to indicate whether to add an XSSI-busting header to the map file.Distributed Publish/Subscribe (Pub/Sub) Event System: Distributed Pub Sub Event System Version 3.0: Important Wsp 3.0 is NOT backward compatible with Wsp 2.1. Prerequisites You need to install the Microsoft Visual C++ 2010 Redistributable Package. You can find it at: x64 http://www.microsoft.com/download/en/details.aspx?id=14632x86 http://www.microsoft.com/download/en/details.aspx?id=5555 Wsp now uses Rx (Reactive Extensions) and .Net 4.0 3.0 Enhancements I changed the topology from a hierarchy to peer-to-peer groups. This should provide much greater scalability and more fault-resi...sb0t v.5: sb0t 500 alpha 5: Keep those bug reports coming. :)Redmine Reports: Redmine Reports V 1.0.7: added new sample report added new DateRange feature for report generation (see issue Tracker ID 15372) updated to latest MySql (6.6.4.0)datajs - JavaScript Library for data-centric web applications: datajs version 1.1.0: datajs is a cross-browser and UI agnostic JavaScript library that enables data-centric web applications with the following features: OData client that enables CRUD operations including batching and metadata support using both ATOM and JSON payloads. Single store abstraction that provides a common API on top of HTML5 local storage technologies. Data cache component that allows reading data ranges from a collection and storing them locally to reduce the number of network requests. Changes...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesBlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????Liberty: v3.4.3.0 Release 23rd November 2012: Change Log -Added -H4 A dialog which gives further instructions when attempting to open a "Halo 4 Data" file -H4 Added a short note to the weapon editor stating that dropping your weapons will cap their ammo -Reach Edit the world's gravity -Reach Fine invincibility controls in the object editor -Reach Edit object velocity -Reach Change the teams of AI bipeds and vehicles -Reach Enable/disable fall damage on the biped editor screen -Reach Make AIs deaf and/or blind in the objec...Umbraco CMS: Umbraco 4.11.0: NugetNuGet BlogRead the release blog post for 4.11.0. Whats new50 bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesGetPropertyValue now returns an object, not a string (only affects upgrades from 4.10.x to 4.11.0) NoteIf you need Courier use the release candidate (as of build 26). The code editor has been greatly improved, but is sometimes problematic in Internet Explorer 9 and lower. Previously it was just disabled for IE and...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.3: Fixed supported files list on open dialog (added .pls and .m3u) Impulse Media Player splash message (can be disabled anyway)WiX Toolset: WiX v3.7 RC: WiX v3.7 RC (3.7.1119.0) provides feature complete Bundle update and reference tracking plus several bug fixes. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/11/20/WiX-v3.7-Release-Candidate-availableNew Projects20121126: ??????SVN????。AHMobe: Testing deployments to AppHarborArborium: A versatile, tree-based data structure to store or exchange data and metadata efficiently (in binary format). Written in pure C#.Ballenato: Mobile app salidas.Blend Assets Manager (Blasm): Blend Assets Manager (Blasm) is a simple application to allow users of Expression Blend adding custom and third-party controls to Blend Assets tab.Cornell Class Explorer: Cornell University Courses of Study Windows 8 AppCustom Cursor for Metro APP XAML Based: It's a porting program from Nielsen for win 8 Metro Style app XAML based. original: http://www.sharpgis.net/post/2011/05/09/Custom-Cursors-in-Silverlight.aspxDataAnalyzer: Application for analyzing protocols and other binary dataDebugWriterTextBox: This is modified TextBox which can catch up Debug.Write() and display log. Also it can write log data to file - all you need is to set up file name!Dewin: Solution th? nghi?m cho chuong trình Dewin, dùng d? th?c hi?n co b?n v? hu?ng d?i tu?ngEducação no Trânsito: Sistema para Educação para o Trânsito – Um Ambiente para o Aprendizado tem como principal função gerir conteúdos de educação no trânsitoEjemplos alabra: Ejemplos para el blog http://www.alejandrolabra.comEnterprise MVC Music Store: The Enterprise Music Store takes the MvcMusicStore sample from ASP.Net and adds Dependency Injection, Unit Tests and a more maintainable architecture. ERC - Easy Redirect Converter: Tool to convert websites using .htaccess to maintain redirects on sites that do not support it. Great for moving from Apache to IIS Facebook Windows 8 Sample: This sample shows a way to work with Facebook APIs by using the Open Graph API in a Windows Store App. Gruyas: Plataforma educativa online Os like.G's Syndication Pocket: G's Syndication Pocket is simple RSS Aggregate application. This is suitable for .NET Compact Framework. I checked it on Sharp's W-ZERO3.HTML to OpenXML (PHP Script): H2OXML : HTML to OpenXML Converter is a simple PHP script which take HTML code and transform it into OpenXML Code. (for Docx) Indexr: Indexr is an open source project, where I am trying to share how to build a web application with Strong Architecture, Manageable, High Performance, EffectivelyjQuery Expandable Menu for SharePoint 2010: Packaged as a site collection feature, this component transforms the SharePoint 2010 standard navigation menu into an expandable-collapsible menu, using jQuery.K-Vizinhos: K-VizinhosLa Ranisima: La Ranisima is an open source "Space Invaders" alike game totally written in DHTML (JavaScript, CSS and HTML) that uses keyboard. This cross-platform and cross-browser game was tested under BeOS, Linux, NetBSD, OpenBSD, FreeBSD, Windows and others.lambdaCommandBuilderData: ???????????????????,????????????,???????。 ??????test??,?????????。LeyRay: Quick view and merge Doc and Pdf filesMessegeBox RightToLeft Lib: This is really simple lib project for use RTL in MessegeBox class. This just for short code and default option for RTL.MineFlagger: MineFlagger is a mine clearing game modeled after Microsoft’s Minesweeper. In addition to standard play, MineFlagger incorporates an AI for fun and training.MineSweeperChallenge: C# programming exercise. Simulates a given number of minesweeper games using a given ISweeper implementation (or use the step by step mode to study how the ISweeper implementations work). Create your own implementation and see how it compares to other implementations.MVVM Light Plus: Multiplatform MVVM Framework.Nethouse MVP: Nethouse MVP is a framework incorporating MVP base presenters, views and interfaces. Neznayka: Static Ruleset for VS2010 Database Edition. Noctl Library: Noctl is a C# library which contains tools to improve production time. It supports .net 4.5, Windows Phone 8 and Windows Store applications.Oridea.Data.Fetching: Oridea.Data.Fetching is a class library that consists of a few wrappers over the LINQ's IQueryable interface narrowing its scope to fetching, ordering, and paging operations. It is designed for use in the implementations of the Repository pattern.p301: Old project.PluggEd: To be continuedProject13241127: papaProject13271127: papareading control for windows phone: reading control for windows phoneRSUtility: RS Utility is a C# application that interacts with a SQL Server Reporting Services (SSRS) web service to manage items on a report server.sadd.practical.approach: SADD workshop is a project testorage to demonstrate practical approach of sadd while Lessons Learned site was developing. ?????? ???? ?????????? ??????????? ??? ?? ???????? ?????????? SADD ??? ???????? ????? "????????? ??????", ??????????? ????????? ??????????????? ?????? ?????.SimpleRest Integrated Pipeline: Simple light weight integrated extensible REST pipeline that developers can use to very quickly and reliably create REST services. Influenced by WebApi 0..6.0.0Substitute - Variable Substitution Utility for Config Management: Variable Substitution Utility for Configuration Management (FinalBuilder etc)Synq Placement Management Console: A client-service system for dynamic application deployment which integrates directly into active directory. This is the management console.Task Manager Student Project: Task manager or tmanager is a student ASP.NET MVC 4.0 project for Software Engineering classes. It is a web site, where you can planning your tasks.Tempus Fugate: YAFA for tracking music ratings and statistics. End state of these tools, utilities, plug-ins, and services will be to allow merging of statistic data between the various services and repositories in which users store their musical preferences. Examples of musical preferences include rating information and play history. Examples of services include last.fm, Facebook, iLike, Windows Media Player, and iTunes. tysyjsj: afaprojectWASM: Simple ASP.MVC windows azure storage manager with SQL Azure query window.Weather Slice: Use the German weather sevice Wetter.com for a weather forecast gadget Wettervorhersage von Wetter.comwwtfly: 111YBOT_Field_Control_2013: YBOT 2013 Field Control Software. Used to control the Youth BOT game field. Score the games and track field actions. The field currently uses 1-wire.??_iwtfly: ??_iwtfly

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  • DirectX 10 Primitive is not displayed

    - by pypmannetjies
    I am trying to write my first DirectX 10 program that displays a triangle. Everything compiles fine, and the render function is called, since the background changes to black. However, the triangle I'm trying to draw with a triangle strip primitive is not displayed at all. The Initialization function: bool InitDirect3D(HWND hWnd, int width, int height) { //****** D3DDevice and SwapChain *****// DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = width; swapChainDesc.BufferDesc.Height = height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; if (FAILED(D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &pSwapChain, &pD3DDevice))) return fatalError(TEXT("Hardware does not support DirectX 10!")); //***** Shader *****// if (FAILED(D3DX10CreateEffectFromFile( TEXT("basicEffect.fx"), NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pD3DDevice, NULL, NULL, &pBasicEffect, NULL, NULL))) return fatalError(TEXT("Could not load effect file!")); pBasicTechnique = pBasicEffect->GetTechniqueByName("Render"); pViewMatrixEffectVariable = pBasicEffect->GetVariableByName( "View" )->AsMatrix(); pProjectionMatrixEffectVariable = pBasicEffect->GetVariableByName( "Projection" )->AsMatrix(); pWorldMatrixEffectVariable = pBasicEffect->GetVariableByName( "World" )->AsMatrix(); //***** Input Assembly Stage *****// D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = 2; D3D10_PASS_DESC PassDesc; pBasicTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); if (FAILED( pD3DDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout))) return fatalError(TEXT("Could not create Input Layout.")); pD3DDevice->IASetInputLayout( pVertexLayout ); //***** Vertex buffer *****// UINT numVertices = 100; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(vertex) * numVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; if (FAILED(pD3DDevice->CreateBuffer(&bd, NULL, &pVertexBuffer))) return fatalError(TEXT("Could not create vertex buffer!"));; UINT stride = sizeof(vertex); UINT offset = 0; pD3DDevice->IASetVertexBuffers( 0, 1, &pVertexBuffer, &stride, &offset ); //***** Rasterizer *****// // Set the viewport viewPort.Width = width; viewPort.Height = height; viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; pD3DDevice->RSSetViewports(1, &viewPort); D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D10_CULL_NONE; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; ID3D10RasterizerState* pRS; pD3DDevice->CreateRasterizerState(&rasterizerState, &pRS); pD3DDevice->RSSetState(pRS); //***** Output Merger *****// // Get the back buffer from the swapchain ID3D10Texture2D *pBackBuffer; if (FAILED(pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer))) return fatalError(TEXT("Could not get back buffer.")); // create the render target view if (FAILED(pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView))) return fatalError(TEXT("Could not create the render target view.")); // release the back buffer pBackBuffer->Release(); // set the render target pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL); return true; } The render function: void Render() { if (pD3DDevice != NULL) { pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f)); //create world matrix static float r; D3DXMATRIX w; D3DXMatrixIdentity(&w); D3DXMatrixRotationY(&w, r); r += 0.001f; //set effect matrices pWorldMatrixEffectVariable->SetMatrix(w); pViewMatrixEffectVariable->SetMatrix(viewMatrix); pProjectionMatrixEffectVariable->SetMatrix(projectionMatrix); //fill vertex buffer with vertices UINT numVertices = 3; vertex* v = NULL; //lock vertex buffer for CPU use pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v ); v[0] = vertex( D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1) ); v[1] = vertex( D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1) ); v[2] = vertex( D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1) ); pVertexBuffer->Unmap(); // Set primitive topology pD3DDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP ); //get technique desc D3D10_TECHNIQUE_DESC techDesc; pBasicTechnique->GetDesc(&techDesc); for(UINT p = 0; p < techDesc.Passes; ++p) { //apply technique pBasicTechnique->GetPassByIndex(p)->Apply(0); //draw pD3DDevice->Draw(numVertices, 0); } pSwapChain->Present(0,0); } }

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  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • C++ assignment operators dynamic arrays

    - by user2905445
    First off i know the multiplying part is wrong but i have some questions about the code. 1. When i am overloading my operator+ i print out the matrix using cout << *this then right after i return *this and when i do a+b on matix a and matix b it doesnt give me the same thing this is very confusing. 2. When i make matrix c down in my main i cant use my default constructor for some reason because when i go to set it = using my assignment operator overloaded function it gives me an error saying "expression must be a modifiable value. although using my constructor that sets the row and column numbers is the same as my default constructor using (0,0). 3. My assignment operator= function uses a copy constructor to make a new matrix using the values on the right hand side of the equal sign and when i print out c it doesn't give me anything Any help would be great this is my hw for a algorithm class which i still need to do the algorithm for the multiplying matrices but i need to solve these issues first and im having a lot of trouble please help. //Programmer: Eric Oudin //Date: 10/21/2013 //Description: Working with matricies #include <iostream> using namespace std; class matrixType { public: friend ostream& operator<<(ostream&, const matrixType&); const matrixType& operator*(const matrixType&); matrixType& operator+(const matrixType&); matrixType& operator-(const matrixType&); const matrixType& operator=(const matrixType&); void fillMatrix(); matrixType(); matrixType(int, int); matrixType(const matrixType&); ~matrixType(); private: int **matrix; int rowSize; int columnSize; }; ostream& operator<< (ostream& osObject, const matrixType& matrix) { osObject << endl; for (int i=0;i<matrix.rowSize;i++) { for (int j=0;j<matrix.columnSize;j++) { osObject << matrix.matrix[i][j] <<", "; } osObject << endl; } return osObject; } const matrixType& matrixType::operator=(const matrixType& matrixRight) { matrixType temp(matrixRight); cout << temp; return temp; } const matrixType& matrixType::operator*(const matrixType& matrixRight) { matrixType temp(rowSize*matrixRight.columnSize, columnSize*matrixRight.rowSize); if(rowSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { temp.matrix[i][j] = matrix[i][j] * matrixRight.matrix[i][j]; } } } else { cout << "Cannot multiply matricies that have different size rows from the others columns." << endl; } return temp; } matrixType& matrixType::operator+(const matrixType& matrixRight) { if(rowSize == matrixRight.rowSize && columnSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { matrix[i][j] += matrixRight.matrix[i][j]; } } } else { cout << "Cannot add matricies that are different sizes." << endl; } cout << *this; return *this; } matrixType& matrixType::operator-(const matrixType& matrixRight) { matrixType temp(rowSize, columnSize); if(rowSize == matrixRight.rowSize && columnSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { matrix[i][j] -= matrixRight.matrix[i][j]; } } } else { cout << "Cannot subtract matricies that are different sizes." << endl; } return *this; } void matrixType::fillMatrix() { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { cout << "Enter the matix number at (" << i << "," << j << "):"; cin >> matrix[i][j]; } } } matrixType::matrixType() { rowSize=0; columnSize=0; matrix = new int*[rowSize]; for (int i=0; i < rowSize; i++) { matrix[i] = new int[columnSize]; } } matrixType::matrixType(int setRows, int setColumns) { rowSize=setRows; columnSize=setColumns; matrix = new int*[rowSize]; for (int i=0; i < rowSize; i++) { matrix[i] = new int[columnSize]; } } matrixType::matrixType(const matrixType& otherMatrix) { rowSize=otherMatrix.rowSize; columnSize=otherMatrix.columnSize; matrix = new int*[rowSize]; for (int i = 0; i < rowSize; i++) { for (int j = 0; j < columnSize; j++) { matrix[i]=new int[columnSize]; matrix[i][j]=otherMatrix.matrix[i][j]; } } } matrixType::~matrixType() { delete [] matrix; } int main() { matrixType a(2,2); matrixType b(2,2); matrixType c(0,0); cout << "fill matrix a:"<< endl;; a.fillMatrix(); cout << "fill matrix b:"<< endl;; b.fillMatrix(); cout << a; cout << b; c = a+b; cout <<"matrix a + matrix b =" << c; system("PAUSE"); return 0; }

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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