Search Results

Search found 12437 results on 498 pages for 'normal mapping'.

Page 15/498 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • change custom mapping - sharp architecture/ fluent nhibernate

    - by csetzkorn
    I am using the sharp architecture which also deploys FNH. The db schema sql code is generated during the testing like this: [TestFixture] [Category("DB Tests")] public class MappingIntegrationTests { [SetUp] public virtual void SetUp() { string[] mappingAssemblies = RepositoryTestsHelper.GetMappingAssemblies(); configuration = NHibernateSession.Init( new SimpleSessionStorage(), mappingAssemblies, new AutoPersistenceModelGenerator().Generate(), "../../../../app/XXX.Web/NHibernate.config"); } [TearDown] public virtual void TearDown() { NHibernateSession.CloseAllSessions(); NHibernateSession.Reset(); } [Test] public void CanConfirmDatabaseMatchesMappings() { var allClassMetadata = NHibernateSession.GetDefaultSessionFactory().GetAllClassMetadata(); foreach (var entry in allClassMetadata) { NHibernateSession.Current.CreateCriteria(entry.Value.GetMappedClass(EntityMode.Poco)) .SetMaxResults(0).List(); } } /// <summary> /// Generates and outputs the database schema SQL to the console /// </summary> [Test] public void CanGenerateDatabaseSchema() { System.IO.TextWriter writeFile = new StreamWriter(@"d:/XXXSqlCreate.sql"); var session = NHibernateSession.GetDefaultSessionFactory().OpenSession(); new SchemaExport(configuration).Execute(true, false, false, session.Connection, writeFile); } private Configuration configuration; } I am trying to use: using FluentNHibernate.Automapping; using xxx.Core; using SharpArch.Data.NHibernate.FluentNHibernate; using FluentNHibernate.Automapping.Alterations; namespace xxx.Data.NHibernateMaps { public class x : IAutoMappingOverride<x> { public void Override(AutoMapping<Tx> mapping) { mapping.Map(x => x.text, "text").CustomSqlType("varchar(max)"); mapping.Map(x => x.url, "url").CustomSqlType("varchar(max)"); } } } To change the standard mapping of strings from NVARCHAR(255) to varchar(max). This is not picked up during the sql schema generation. I also tried: mapping.Map(x = x.text, "text").Length(100000); Any ideas? Thanks. Christian

    Read the article

  • Can't Compile Correct Mapping File

    - by NoOne
    Hello, Im now developping one application in C# with Remoting objects and NHibernate. So here is a image explaining how my projects are divided. Views Layer This layer will be responsible for the users interface. This layer will always use the Controls Layer to create and edit objects; Control Layer This is my persistence layer, here Ill have all the NHibernate configuration. This is my critic point, because ListSingleton Project will have only my RemoteObject. (Here I have the App.config file) Models Layer Entity layer. Here I only have the entities classes and their respective mapping. I’ve done a test solution with no remoting and only with the projects of the Control and Model Layers. It was all working ok. Now that I added the Views Layer and set the solution to start with projects Client and Server (Client calls the Control Layer and this would do a try to persist a object) I’m getting a error at : Configuration cfg = new Configuration(); cfg.AddXmlFile("mapping/User.hbm.xml"); InnerException: {"Could not compile the mapping document: mapping/User.hbm.xml"} InnerException.InnerException: {"Could not find the dialect in the configuration"} StackTrace in the InnerException.InnerException " em NHibernate.Dialect.Dialect.GetDialect(IDictionary`2 props)\r\n em NHibernate.Cfg.Configuration.AddValidatedDocument(NamedXmlDocument doc)" But I know that there is no error in the mapping file because I used in my test application.

    Read the article

  • Hibernate - Problem in parsing mapping file (.hbm.xml)

    - by Yatendra Goel
    I am new to Hibernate. I have an exception while running an Hibernate-based application. The exception is as follows: 16 [main] INFO org.hibernate.cfg.Environment - Hibernate 3.3.2.GA 16 [main] INFO org.hibernate.cfg.Environment - hibernate.properties not found 16 [main] INFO org.hibernate.cfg.Environment - Bytecode provider name : javassist 31 [main] INFO org.hibernate.cfg.Environment - using JDK 1.4 java.sql.Timestamp handling 94 [main] INFO org.hibernate.cfg.Configuration - configuring from resource: /hibernate.cfg.xml 94 [main] INFO org.hibernate.cfg.Configuration - Configuration resource: /hibernate.cfg.xml 219 [main] INFO org.hibernate.cfg.Configuration - Reading mappings from resource : app/data/City.hbm.xml 266 [main] ERROR org.hibernate.util.XMLHelper - Error parsing XML: XML InputStream(12) Attribute "coloumn" must be declared for element type "property". 266 [main] ERROR org.hibernate.util.XMLHelper - Error parsing XML: XML InputStream(13) Attribute "coloumn" must be declared for element type "property". 266 [main] ERROR org.hibernate.util.XMLHelper - Error parsing XML: XML InputStream(14) Attribute "coloumn" must be declared for element type "property". It seems that it is not finding coloumn attribute of the property element in the mappings file but my mappings file do have the coloumn attribute. Below is the mappings file (City.hbm.xml) <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping package="app.data"> <class name="City" table="CITY"> <id column="CITY_ID" name="cityId"> <generator class="native"/> </id> <property name="cityDisplyaName" coloumn="CITY_DISPLAY_NAME" /> <property coloumn="CITY_MEANINGFUL_NAME" name="cityMeaningFulName" /> <property coloumn="CITY_URL" name="cityURL" /> </class> </hibernate-mapping>

    Read the article

  • Use SQL query to populate property in nHibernate mapping file

    - by brainimus
    I have an object which contains a property that is the result of an SQL statement. How do I add the SQL statement to my nHibernate mapping file? Example Object: public class Library{ public int BookCount { get; set; } } Example Mapping File: <hibernate-mapping> <class name="Library" table="Libraries"> <property name="BookCount" type="int"> <- This is where I want the SQL query to populate the value. -> </class> </hibernate-mapping> Example SQL Query: SELECT COUNT(*) FROM BOOKS WHERE BOOKS.LIBRARY_ID = LIBRARIES.ID

    Read the article

  • DTOs Collections mapping Problem

    - by the_knight5000
    I'm working now on a multi-tier project which has layers as following : DAL BLL GUI Layer and Shared DTOs between BLL and GUI layers. I'm facing a problem in mapping the Objects from DAO To DTO, No problem in the simple objects. The problem is in the Objects who have child collections of another objects. ex: Author Category --Categories --Authors the execution goes in an infinite loop of mapping and it get more complex when I want model Self-join tables ex: Safe Safe --TransferSafe(Collection<Safe>) --TransferSafe(Collection<Safe>) the execution goes in an infinite loop of mapping any suggestions about a good solution or a practical mapping pattern?

    Read the article

  • Cannot login to Windows7 in normal mode but can in safe mode

    - by Guy
    I have a Windows 7 Ultimate computer (Shuttle) that I built myself and in it I put a Solid State Drive (SSD). It's been working well for a number of months but now when I start it there are problems. I have 2 users setup on the computer and when I try and sign in with either user it claims that the password is incorrect. I could understand the odd typo but I've had my wife try it as well and we've got the passwords correct. On top of that it will remain at the login screen for 1 minute and 20 seconds and then spontaneously reboot without shutting down. So I'm trying to work out if this is a hard disk problem or something else. Any ideas? (I have a nightly backup to a WHS so it will be easy to recover but I don't want to do that unless I have to and don't want to waste time putting in a new HD just to discover it's something else.) More info: If I start in Safe Mode I am able to login with the password and all appears as normal as it can in Safe Mode. However, normal boot continues with same problem.

    Read the article

  • Combination of Operating Mode and Commit Strategy

    - by Kevin Yang
    If you want to populate a source into multiple targets, you may also want to ensure that every row from the source affects all targets uniformly (or separately). Let’s consider the Example Mapping below. If a row from SOURCE causes different changes in multiple targets (TARGET_1, TARGET_2 and TARGET_3), for example, it can be successfully inserted into TARGET_1 and TARGET_3, but failed to be inserted into TARGET_2, and the current Mapping Property TLO (target load order) is “TARGET_1 -> TARGET_2 -> TARGET_3”. What should Oracle Warehouse Builder do, in order to commit the appropriate data to all affected targets at the same time? If it doesn’t behave as you intended, the data could become inaccurate and possibly unusable.                                               Example Mapping In OWB, we can use Mapping Configuration Commit Strategies and Operating Modes together to achieve this kind of requirements. Below we will explore the combination of these two features and how they affect the results in the target tables Before going to the example, let’s review some of the terms we will be using (Details can be found in white paper Oracle® Warehouse Builder Data Modeling, ETL, and Data Quality Guide11g Release 2): Operating Modes: Set-Based Mode: Warehouse Builder generates a single SQL statement that processes all data and performs all operations. Row-Based Mode: Warehouse Builder generates statements that process data row by row. The select statement is in a SQL cursor. All subsequent statements are PL/SQL. Row-Based (Target Only) Mode: Warehouse Builder generates a cursor select statement and attempts to include as many operations as possible in the cursor. For each target, Warehouse Builder inserts each row into the target separately. Commit Strategies: Automatic: Warehouse Builder loads and then automatically commits data based on the mapping design. If the mapping has multiple targets, Warehouse Builder commits and rolls back each target separately and independently of other targets. Use the automatic commit when the consequences of multiple targets being loaded unequally are not great or are irrelevant. Automatic correlated: It is a specialized type of automatic commit that applies to PL/SQL mappings with multiple targets only. Warehouse Builder considers all targets collectively and commits or rolls back data uniformly across all targets. Use the correlated commit when it is important to ensure that every row in the source affects all affected targets uniformly. Manual: select manual commit control for PL/SQL mappings when you want to interject complex business logic, perform validations, or run other mappings before committing data. Combination of the commit strategy and operating mode To understand the effects of each combination of operating mode and commit strategy, I’ll illustrate using the following example Mapping. Firstly we insert 100 rows into the SOURCE table and make sure that the 99th row and 100th row have the same ID value. And then we create a unique key constraint on ID column for TARGET_2 table. So while running the example mapping, OWB tries to load all 100 rows to each of the targets. But the mapping should fail to load the 100th row to TARGET_2, because it will violate the unique key constraint of table TARGET_2. With different combinations of Commit Strategy and Operating Mode, here are the results ¦ Set-based/ Correlated Commit: Configuration of Example mapping:                                                     Result:                                                      What’s happening: A single error anywhere in the mapping triggers the rollback of all data. OWB encounters the error inserting into Target_2, it reports an error for the table and does not load the row. OWB rolls back all the rows inserted into Target_1 and does not attempt to load rows to Target_3. No rows are added to any of the target tables. ¦ Row-based/ Correlated Commit: Configuration of Example mapping:                                                   Result:                                                  What’s happening: OWB evaluates each row separately and loads it to all three targets. Loading continues in this way until OWB encounters an error loading row 100th to Target_2. OWB reports the error and does not load the row. It rolls back the row 100th previously inserted into Target_1 and does not attempt to load row 100 to Target_3. Then, if there are remaining rows, OWB will continue loading them, resuming with loading rows to Target_1. The mapping completes with 99 rows inserted into each target. ¦ Set-based/ Automatic Commit: Configuration of Example mapping: Result: What’s happening: When OWB encounters the error inserting into Target_2, it does not load any rows and reports an error for the table. It does, however, continue to insert rows into Target_3 and does not roll back the rows previously inserted into Target_1. The mapping completes with one error message for Target_2, no rows inserted into Target_2, and 100 rows inserted into Target_1 and Target_3 separately. ¦ Row-based/Automatic Commit: Configuration of Example mapping: Result: What’s happening: OWB evaluates each row separately for loading into the targets. Loading continues in this way until OWB encounters an error loading row 100 to Target_2 and reports the error. OWB does not roll back row 100th from Target_1, does insert it into Target_3. If there are remaining rows, it will continue to load them. The mapping completes with 99 rows inserted into Target_2 and 100 rows inserted into each of the other targets. Note: Automatic Correlated commit is not applicable for row-based (target only). If you design a mapping with the row-based (target only) and correlated commit combination, OWB runs the mapping but does not perform the correlated commit. In set-based mode, correlated commit may impact the size of your rollback segments. Space for rollback segments may be a concern when you merge data (insert/update or update/insert). Correlated commit operates transparently with PL/SQL bulk processing code. The correlated commit strategy is not available for mappings run in any mode that are configured for Partition Exchange Loading or that include a Queue, Match Merge, or Table Function operator. If you want to practice in your own environment, you can follow the steps: 1. Import the MDL file: commit_operating_mode.mdl 2. Fix the location for oracle module ORCL and deploy all tables under it. 3. Insert sample records into SOURCE table, using below plsql code: begin     for i in 1..99     loop         insert into source values(i, 'col_'||i);     end loop;     insert into source values(99, 'col_99'); end; 4. Configure MAPPING_1 to any combinations of operating mode and commit strategy you want to test. And make sure feature TLO of mapping is open. 5. Deploy Mapping “MAPPING_1”. 6. Run the mapping and check the result.

    Read the article

  • Self-reference entity in Hibernate

    - by Marco
    Hi guys, I have an Action entity, that can have other Action objects as child in a bidirectional one-to-many relationship. The problem is that Hibernate outputs the following exception: "Repeated column in mapping for collection: DbAction.childs column: actionId" Below the code of the mapping: <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="DbAction" table="actions"> <id name="actionId" type="short" /> <property not-null="true" name="value" type="string" /> <set name="childs" table="action_action" cascade="all-delete-orphan"> <key column="actionId" /> <many-to-many column="actionId" unique="true" class="DbAction" /> </set> <join table="action_action" inverse="true" optional="false"> <key column="actionId" /> <many-to-one name="parentAction" column="actionId" not-null="true" class="DbAction" /> </join> </class> </hibernate-mapping>

    Read the article

  • How do I use texture-mapping in a simple ray tracer?

    - by fastrack20
    I am attempting to add features to a ray tracer in C++. Namely, I am trying to add texture mapping to the spheres. For simplicity, I am using an array to store the texture data. I obtained the texture data by using a hex editor and copying the correct byte values into an array in my code. This was just for my testing purposes. When the values of this array correspond to an image that is simply red, it appears to work close to what is expected except there is no shading. The bottom right of the image shows what a correct sphere should look like. This sphere's colour using one set colour, not a texture map. Another problem is that when the texture map is of something other than just one colour pixels, it turns white. My test image is a picture of water, and when it maps, it shows only one ring of bluish pixels surrounding the white colour. When this is done, it simply appears as this: Here are a few code snippets: Color getColor(const Object *object,const Ray *ray, float *t) { if (object->materialType == TEXTDIF || object->materialType == TEXTMATTE) { float distance = *t; Point pnt = ray->origin + ray->direction * distance; Point oc = object->center; Vector ve = Point(oc.x,oc.y,oc.z+1) - oc; Normalize(&ve); Vector vn = Point(oc.x,oc.y+1,oc.z) - oc; Normalize(&vn); Vector vp = pnt - oc; Normalize(&vp); double phi = acos(-vn.dot(vp)); float v = phi / M_PI; float u; float num1 = (float)acos(vp.dot(ve)); float num = (num1 /(float) sin(phi)); float theta = num /(float) (2 * M_PI); if (theta < 0 || theta == NAN) {theta = 0;} if (vn.cross(ve).dot(vp) > 0) { u = theta; } else { u = 1 - theta; } int x = (u * IMAGE_WIDTH) -1; int y = (v * IMAGE_WIDTH) -1; int p = (y * IMAGE_WIDTH + x)*3; return Color(TEXT_DATA[p+2],TEXT_DATA[p+1],TEXT_DATA[p]); } else { return object->color; } }; I call the colour code here in Trace: if (object->materialType == MATTE) return getColor(object, ray, &t); Ray shadowRay; int isInShadow = 0; shadowRay.origin.x = pHit.x + nHit.x * bias; shadowRay.origin.y = pHit.y + nHit.y * bias; shadowRay.origin.z = pHit.z + nHit.z * bias; shadowRay.direction = light->object->center - pHit; float len = shadowRay.direction.length(); Normalize(&shadowRay.direction); float LdotN = shadowRay.direction.dot(nHit); if (LdotN < 0) return 0; Color lightColor = light->object->color; for (int k = 0; k < numObjects; k++) { if (Intersect(objects[k], &shadowRay, &t) && !objects[k]->isLight) { if (objects[k]->materialType == GLASS) lightColor *= getColor(objects[k], &shadowRay, &t); // attenuate light color by glass color else isInShadow = 1; break; } } lightColor *= 1.f/(len*len); return (isInShadow) ? 0 : getColor(object, &shadowRay, &t) * lightColor * LdotN; } I left out the rest of the code as to not bog down the post, but it can be seen here. Any help is greatly appreciated. The only portion not included in the code, is where I define the texture data, which as I said, is simply taken straight from a bitmap file of the above image. Thanks.

    Read the article

  • Gnome-mount alternative in Ubuntu 10.04 or how to mount partition with normal user rights

    - by easyrider
    Hi, i was using gnome-mount to automount drives but in lucid it was removed. So is there any alternatives in lucid except editing fstab and programs that do so? Gnome-mount is a program which mounts disks using the same facilities as when mounting a disk as a normal user through Nautilus. There is no need to setup mountpoints or filesystems. This is particularly interesting if you want to use the automatically created mountpoints instead of manually specifying them for each disk.

    Read the article

  • Sharepoint: Multiple Alternate Access Mapping Collections for Single Web Application

    - by Russ Giddings
    Hi All, We have a SharePoint MOSS 2007 installation which has two different external hostnames. When inspecting the setup I've noticed that there are two Alternate Access Mapping Collections mapped to the same web application. Each AAM collection contains one url mapped to the default zone. I can't see how AAM collections are mapped to web apps or even how to create a new AAM collection. I've always thought that there was just a one to one mapping between web apps and AAM collections. Does anyone have any idea as to how you would create such a situation? Cheers Russell

    Read the article

  • How do I remove Xen kernel and put normal kernel on RHEL 5

    - by yan bellavance
    I have 3 identical machines (hardware wise) that all have RHEL 5.3 installed. 2 of those machines have the Xen kernel and one doesnt. I cannot install nvidia drivers on the ones that have the xen kernel and so I was wondering how I managed to do this and how to replace them with normal kernels. Could this of happened during install time when for example I was queried on certain components to install? (development,virtualization, webserver)

    Read the article

  • Normal check interval and re try check interval doesnot work in nagios

    - by chandra
    Hi Guys, I have configured nagios in my environment and i have used the following setting for a service which monitors the disk space for every 10 min , Normal check interval =10 min retry check interval = 1 min Maximum attempts =2 But accoring to this values i should recieve my first alert after 10 min and then from there for every 1 min. But in my case i am recieving my first alert and then next alert comes to me after 20 min. Can some one help me in fixing this.

    Read the article

  • Sending output to both bluetooth headset and normal speakers - Windows 7

    - by Christian Mann
    Hey, I have a bluetooth "headset" (it's more like a speaker with a microphone on it, but it registers as a headset) and I want to play music through it. I also want to play the same music through the "normal" speakers on the laptop. Is this possible? If so, is it possible to play two different streams on each speaker? Say if I wanted to DJ a party or something, I'd want to hear the upcoming song and mix it before sending it live.

    Read the article

  • Normal check interval and re try check interval doesnot work in nagios

    - by chandra
    I have configured nagios in my environment and i have used the following setting for a service which monitors the disk space for every 10 min , Normal check interval =10 min retry check interval = 1 min Maximum attempts =2 But accoring to this values i should recieve my first alert after 10 min and then from there for every 1 min. But in my case i am recieving my first alert and then next alert comes to me after 20 min. Can some one help me in fixing this.

    Read the article

  • ec2 ami device mapping

    - by hortitude
    I have large ec2 Ubuntu image and I'm just looking through the devices. I noticed from the metadata that % curl http://169.254.169.254/latest/meta-data/block-device-mapping/ami sda1 % curl http://169.254.169.254/latest/meta-data/block-device-mapping/ephemeral0 sdb However when I look what is actually mounted there is /dev/xvda1 and /dev/xvdb (and there is no /dev/sd* ) I know that both names look somewhat valid from the AWS documentation, but it looks to me from this like there is a mismatch in the instance metadata and what is actually on the machine. Why don't they match?

    Read the article

  • Vim quit insert mode when navigate with mapping keys

    - by zdd
    In order to move the cursor in insert mode, I add the following key maps in my .vimrc(I use vim 7.3 on Sun OS) inoremap <Alt-h> <Left> inoremap <Alt-j> <Down> inoremap <Alt-k> <Up> inoremap <Alt-l> <Right> When I press the mapping keys, the cursor moves correct, but vim will quit insert mode and switch to normal mode, what's wrong with my vim? I also tried this with my gvim on Windows, it works well. Did I lost any options for the mapping keys?

    Read the article

  • Going For Gold: AngloGold Ashanti and Oracle Spatial 11g

    - by stephen.garth
    Save The Date: May 6 at 11:00am Pacific time Attend this free Directions Media live webinar to find out how AngloGold Ashanti is using Oracle Database 11g with a unique geospatial infrastructure based on Oracle Spatial 11g to support worldwide gold exploration and mining operations. Terence Harbort, Exploration Systems Architect at AngloGold Ashanti, will discuss how the company is addressing challenges including management of large volumes of highly varied mapping and image data, 3D visualization, and geospatial analysis. Viewers can paricipate in a live Q&A session at the end of the webinar. Date: May 6, 2010 Time: 11:00am PDT Register here

    Read the article

  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

    Read the article

  • Is this normal? Multiple httpd process

    - by ilcreatore
    I'm testing a new Server. This isnt really a peak time for my server (2pm), but still its running a bit slow, I was checking the ESTABLISHED connections using the following command: # netstat -ntu | grep :80 | awk '{print $5}' | cut -d: -f1 | sort | uniq -c | sort -n http://i.stack.imgur.com/cZuvP.jpg My MaxClients are set to 50. So as you can see on the picture, only 10 people are eating most of my ram. I got a server with 4GB Ram (2.7GB free for apache) but each apache process is eating 53MB each, wich mean im only allowed to accept 50 process. The KeepAlive = Off, but I notice those connections arent closing fast enough, is that normal?

    Read the article

  • MS Word - Keeps requesting user to save Normal template

    - by MikeT505
    We have Small Business Server 2008 setup on a couple of our clients networks and we have the following issue. Whenever they logon, Microsoft word automatically opens and requests them to save their changes to the template 'Normal'. It constantly happens, we have a mixture of Win 2000 and XP machines and it seems to happen more often on XP than 2000. Any idea why this might be happening and how we can resolve it, it's just frustrating for the end users. PS: This is happening on Office 2000 and Office 2003.

    Read the article

  • Keyboard with normal layout just without numpad?

    - by Pla
    Do you know any keyboard that does not have a numpad and, at the same time, is not a compact keyboard? I type a lot and I enjoy using standard full sized keyboards. I am annoyed by the presence of the numpad. I've never used it; it just wastes desktop space! All I could find are (even more annoying) compact keyboards. Sadly those keyboards are so compact that cram the arrow keys and the page up/down keys in a very little space. So, does anyone know a keyboard with a normal layout but without the numpad?

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >