Search Results

Search found 15700 results on 628 pages for 'vertex array'.

Page 15/628 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Draw a position from a 2d Array on respected canvas location

    - by Anon
    Background: I have two 2d arrays. Each index within each 2d array represents a tile which is drawn on a square canvas suitable for 8 x 8 tiles. The first 2d array represents the ground tiles and is looped and drawn on the canvas using the following code: //Draw the map from the land 2d array map = new Canvas(mainFrame, 20, 260, 281, 281); for(int i=0; i < world.length; i++){ for(int j=0; j < world[i].length; j++){ for(int x=0; x < 280; x=x+35){ for(int y=0; y < 280; y=y+35){ Point p = new Point(x,y); map.add(new RectangleObject(p,35,35,Colour.green)); } } } } This creates a grid of green tiles 8 x 8 across as intended. The second 2d array represents the position on the ground. This 2d array has everyone of its indexes as null apart from one which is comprised of a Person class. Problem I am unsure of how I can draw the position on the grid. I was thinking of a similar loop, so it draws over the previous 2d array another set of 64 tiles. Only this time they are all transparent but the one tile which isn't null. In other words, the tile where Person is located. I wanted to use a search throughout the loop using a comparative if statement along the lines of if(!(world[] == null)){ map.add(new RectangleObject(p,35,35,Colour.red));} However my knowledge is limited and I am confused on how to implement it.

    Read the article

  • filter by value in object of array

    - by zahir hussain
    hi i want to know how to filter the value in object of array... i just display the below is one data of my object array Object ( [_fields:private] => Array ( [a] => c7b920f57e553df2bb68272f61570210 [index_date] => 2010/05/11 12:00:58 [b] => i am zahir [c] => google.com [d] => 23c4a1f90fb577a006bdef4c718f5cc2 ) ) Object ( [_fields:private] => Array ( [a] => c7b920f57e553df2bb68272f61570210 [index_date] => 2010/05/11 12:00:58 [b] => i am zahir [c] => yahoo.com [d] => 23c4a1f90fb577a006bdef4c718f5cc2 ) ) Object ( [_fields:private] => Array ( [a] => c7b920f57e553df2bb68272f61570210 [index_date] => 2010/05/11 12:00:58 [b] => i am beni [c] => google.com [d] => 23c4a1f90fb577a006bdef4c718f5cc2 ) ) . . . Object ( [_fields:private] => Array ( [a] => c7b920f57e553df2bb68272f61570210 [index_date] => 2010/05/11 12:00:58 [b] => i am sani [c] => yahoo.com [d] => 23c4a1f90fb577a006bdef4c718f5cc2 ) ) i have to filter the [c] value... thanks and advance

    Read the article

  • Problem in getting multidimensional array from simple xml object

    - by Rishi2686
    Hi there, As a newbie I need your help in getting multidimensional array from simplexml object. suppose my array is like: just for getting idea: Here $data is a simplexml object contains below xml: <users> <user> <id></id> <nm></nm> <gender> <male></male> <female></female> </gender> </user> </users> Here I an perfectly getting array of each user, but in that array when it comes to gender, it shows nothing. i need array of gender too. I am using following code: foreach($data->users as $users) { $arr1 = array(); foreach($users as $user) { foreach($user as $k=>$v) { $arr1[$k] = (string) $v; } } $arr2[] = $arr1; } Any suggestion?

    Read the article

  • optimize 2D array in C++

    - by Hristo
    I'm dealing with a 2D array with the following characteristics: const int cols = 500; const int rows = 100; int arr[rows][cols]; I access array arr in the following manner to do some work: for(int k = 0; k < T; ++k) { // for each trainee myscore[k] = 0; for(int i = 0; i < N; ++i) { // for each sample for(int j = 0; j < E[i]; ++j) { // for each expert myscore[k] += delta(i, anotherArray[k][i], arr[j][i]); } } } So I am worried about the array 'arr' and not the other one. I need to make this more cache-friendly and also boost the speed. I was thinking perhaps transposing the array but I wasn't sure how to do that. My implementation turns out to only work for square matrices. How would I make it work for non-square matrices? Also, would mapping the 2D array into a 1D array boost the performance? If so, how would I do that? Finally, any other advice on how else I can optimize this... I've run out of ideas, but I know that arr[j][i] is the place where I need to make changes because I'm accessing columns by columns instead of rows by rows so that is not cache friendly at all. Thanks, Hristo

    Read the article

  • Read from plist insted of Code array

    - by BoSoud
    Hi Guys am Using [URL="http://www.iphonesdkarticles.com/2009/01/uitableview-searching-table-view.html"]UITableView - Searching table view[/URL] its really nice easy tutorial but i really have bad time try to read from plist that what i did change - (void)viewDidLoad { [super viewDidLoad]; //Initialize the array. listOfItems = [[NSMutableArray alloc] init]; TableViewAppDelegate *AppDelegate = (TableViewAppDelegate *)[[UIApplication sharedApplication] delegate]; listOfItems = [AppDelegate.data objectForKey:@"Countries"]; //Initialize the copy array. copyListOfItems = [[NSMutableArray alloc] init]; //Set the title self.navigationItem.title = @"Countries"; //Add the search bar self.tableView.tableHeaderView = searchBar; searchBar.autocorrectionType = UITextAutocorrectionTypeNo; searching = NO; letUserSelectRow = YES; } and This How i read plist from My AppDelegate.m - (void)applicationDidFinishLaunching:(UIApplication *)application { NSString *Path = [[NSBundle mainBundle] bundlePath]; NSString *DataPath = [Path stringByAppendingPathComponent:@"Data.plist"]; NSDictionary *tempDict = [[NSDictionary alloc] initWithContentsOfFile:DataPath]; self.data = tempDict; [tempDict release]; // Configure and show the window [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } and this my plist <plist version="1.0"> <dict> <key>Countries</key> <array> <array> <string>USA</string> </array> <dict/> </array> </dict> </plist> and i get this error *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFArray objectForKey:]: unrecognized selector sent to instance 0x1809dc0' help please am stock with this

    Read the article

  • pre_replace multi-dimensional array problem

    - by Martin
    I want to replace word groups by links. I use a multi-dimensional array to define these (in the real world there will be thousands of them). Here's the code: $text = "<html><body><pre> Here is Foo in text. Now come Baz? and Bar-X. Replace nothing here: Foo (followed by brackets). </pre></body></html>"; $s = array( array("t" => "Foo", "u" => "http://www.foo.com", "c" => "foo"), array("t" => "Baz?", "u" => "http://www.baz.net", "c" => "test"), array("t" => "Bar-X", "u" => "http://www.baz.org", "c" => "test") ); foreach ($s as $i => $row) { $replaced = preg_replace('/(?=\Q'.$row["t"].'\E[^(]+$)\b\Q'.$row["t"].'\E\b/m', '<a href="'.$row["u"].'" class="'.$row["c"].'">'.$row["t"].'</a>', $text); } echo $replaced; ?> The problem is that only one array element is replaced and not all. It's something about $text in peg_replace(). Anyone got a hint for me? Thanks!

    Read the article

  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

    Read the article

  • powershell missing member methods in array

    - by Andrew
    Hi Guys I have (yet another) powershell query. I have an array in powershell which i need to use the remove() and split commands on. Normally you set an array (or variable) and the above methods exist. On the below $csv2 array both methods are missing, i have checked using the get-member cmd. How can i go about using remove to get rid of lines with nan. Also how do i split the columns into two different variables. at the moment each element of the array displays one line, for each line i need to convert it into two variables, one for each column. timestamp Utilization --------- ----------- 1276505880 2.0763250000e+00 1276505890 1.7487730000e+00 1276505900 1.6906890000e+00 1276505910 1.7972880000e+00 1276505920 1.8141900000e+00 1276505930 nan 1276505940 nan 1276505950 0.0000000000e+00 $SystemStats = (Get-F5.iControl).SystemStatistics $report = "c:\snmp\data" + $gObj + ".csv" ### Allocate a new Query Object and add the inputs needed $Query = New-Object -TypeName iControl.SystemStatisticsPerformanceStatisticQuery $Query.object_name = $i $Query.start_time = $startTime $Query.end_time = 0 $Query.interval = $interval $Query.maximum_rows = 0 ### Make method call passing in an array of size one with the specified query $ReportData = $SystemStats.get_performance_graph_csv_statistics( (,$Query) ) ### Allocate a new encoder and turn the byte array into a string $ASCII = New-Object -TypeName System.Text.ASCIIEncoding $csvdata = $ASCII.GetString($ReportData[0].statistic_data) $csv2 = convertFrom-CSV $csvdata $csv2

    Read the article

  • Array values changing unexpectedly

    - by Lizard
    I am using cakephp 1.2 and I have an array that appears to have a value change even though that variable is not being manipulated. Below is the code to that is causing me trouble. PLEASE NOTE - UPDATE Changing the variable name makes no difference to the outcome, The values get changed somewhere between the two print_r calls, and I can't see why the $this-find would do this . echo "Start of findCountByString()"; print_r($myArr); $test = $this->find('count', array( 'conditions' => $conditions, 'joins' => array('LEFT JOIN `articles_entities` AS ArticleEntity ON `ArticleEntity`.`article_id` = `Article`.`id`'), 'group' => 'Article.id' )); echo "End of findCountByString()"; print_r($myArr); I am getting the following output: Start of findCountByString() Array ( [0] => 4bdb1d96-c680-4c2c-aae7-104c39d70629 [1] => 4bdb1d6a-9e38-479d-9ad4-105c39d70629 [2] => 4bdb1b55-35f0-4d22-ab38-104e39d70629 [3] => 4bdb25f4-34d4-46ea-bcb6-104f39d70629 ) End of findCountByString() Array ( [0] => 4bdb1d96-c680-4c2c-aae7-104c39d70629 [1] => 4bdb1d6a-9e38-479d-9ad4-105c39d70629 [2] => 4bdb1b55-35f0-4d22-ab38-104e39d70629 [3] => '4bdb25f4-34d4-46ea-bcb6-104f39d70629' # This is now in inverted commas ) The the value in my array have changed, and I don't know why? Any suggestions?

    Read the article

  • Recursive function for multidimensional array

    - by moja
    This is my code, and I need your help to understand it. <?php $tree = array( array( 'name' => 'Item-1', 'children' => array()), array('name' => 'Item-2', 'children' => array( array('name' => 'Item-2-1', 'children' => array()), )), array('name' => 'Item-3', 'children' => array( array('name' => 'Item-3-1', 'children' => array()), array('name' => 'Item-3-2', 'children' => array( array('name' => 'Item-3-2-1', 'children' => array()), array('name' => 'Item-3-2-2', 'children' => array()), array('name' => 'Item-3-2-3', 'children' => array( array('name' => 'Item-3-2-3-1', 'children' => array()), )), )), )), ); What i need is one recursive function, which will return all names (name). For example: Item-1 Item-2 Item-2-1 Item-3 Item-3-1 Item-3-2 ........ Thanks for your help.

    Read the article

  • RAID Array performance on an HP Proliant ML350 G5 Smart Array E200i

    - by Nate Pinchot
    We have a client who is complaining about performance of an application which utilizes an MS SQL database. They do not believe the performance issues are the fault of the application itself. The Smart Array E200i RAID controller has 128MB cache and we have the cache set to 75% read/25% write. The disk array set to enable write caching. Recently we ran a disk performance test using SQLIO based on this guide. We used a 10 GB file for the test found that the average sequential read rate was ~60 MB/sec (megabytes/sec) and the average random read rate was ~30 MB/sec. Are these numbers on par for what the server should be performing? Better than on par? Horrible? Amazing?

    Read the article

  • How to run Cg vertex/fragment shader on CPU?

    - by Andy
    Hi all, I'm playing about with some vertex and fragment shaders using Cg on my little netbook (running Linux). Clearly I'm going to frequently hit resource limits for my graphics controller, so was wondering if there's a nice way to run the shaders on the CPU, just to test them. Something like D3D's refrast... TIA Andy

    Read the article

  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

    Read the article

  • matlab - int array to binary array

    - by asel
    hi, currently in matlab i have int array a=[3,4,5,6,7]; i want to convert it to binary array with four bits each. for the above int array i would get the following binary array abinary=[0,0,1,1, 0,1,0,0, 0,1,0,1, 0,1,1,0, 0,1,1,1]; is there any fast way to do it? thanks a lot!

    Read the article

  • PHP: Condense array of similar strings into one merged array

    - by Matt Andrews
    Hi everyone. Working with an array of dates (opening times for a business). I want to condense them to their briefest possible form. So far, I started out with this structure Array ( [Mon] => 12noon-2:45pm, 5:30pm-10:30pm [Tue] => 12noon-2:45pm, 5:30pm-10:30pm [Wed] => 12noon-2:45pm, 5:30pm-10:30pm [Thu] => 12noon-2:45pm, 5:30pm-10:30pm [Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Sat] => 12noon-11pm [Sun] => 12noon-9:30pm ) What I want to achieve is this: Array ( [Mon-Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Sat] => 12noon-11pm [Sun] => 12noon-9:30pm ) I've tried writing a recursive function and have managed to output this so far: Array ( [Mon-Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Tue-Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Wed-Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Thu-Fri] => 12noon-2:45pm, 5:30pm-10:30pm [Sat] => 12noon-11pm [Sun] => 12noon-9:30pm ) Can anybody see a simple way of comparing the values and combining the keys where they're similar? My recursive function is basically two nested foreach() loops - not very elegant. Thanks, Matt EDIT: Here's my code so far, which produces the 3rd array above (from the first one as input): $last_time = array('t' => '', 'd' => ''); // blank array for looping $i = 0; foreach($final_times as $day=>$time) { if($last_time['t'] != $time ) { // it's a new time if($i != 0) { $print_times[] = $day . ' ' . $time; } // only print if it's not the first, otherwise we get two mondays } else { // this day has the same time as last time $end_day = $day; foreach($final_times as $day2=>$time2) { if($time == $time2) { $end_day = $day2; } } $print_times[] = $last_time['d'] . '-' . $end_day . ' ' . $time; } $last_time = array('t' => $time, 'd' => $day); $i++; }

    Read the article

  • strange array in php

    - by tunpishuang
    here i wrote a function , it's general purpose is to get an array of the depIds under the parent root $depId. i use recursion method to get the array. public function getEmpsByDep($depId){ $query = "select * from ".SQLPREFIX."department where id_parent=".$depId; $stmt=$this->db->query($query); while(($row=$this->db->fetch_assoc($stmt))==true) { if($this->hasChildNode($row['DEPID'])) { $depId = $row['DEPID']; self::getEmpsByDep($depId); } else { $arr[]=$row['DEPID']; } } return ($arr); } while i think it should return a 1D array of the depid.but it return a strange 2D array like this: array(4) { [0]=> string(2) "11" [1]=> string(2) "12" [2]=> string(2) "13" [3]=> string(2) "14" } array(3) { [0]=> string(2) "19" [1]=> string(2) "20" [2]=> string(2) "21" } array(3) { [0]=> string(2) "15" [1]=> string(2) "16" [2]=> string(2) "17" } array(8) { [0]=> string(1) "2" [1]=> string(1) "4" [2]=> string(1) "5" [3]=> string(1) "6" [4]=> string(1) "7" [5]=> string(1) "8" [6]=> string(1) "9" [7]=> string(2) "10" } here is the table structure and data sample: $query[]="create table ".$sqltblpre."department( depId number(10) not null primary key, depName varchar2(50) not null, id_parent number(10) )"; //department(?????) $index=1; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',0)"; //1 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',0)"; //2 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',0)"; //3 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',0)"; //4 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',0)"; //5 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',0)"; //6 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'?????',0)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'????',0)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'????',0)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'????',0)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',1)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',1)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',1)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',1)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',3)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',3)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',3)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',3)"; //18 $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',18)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'???',18)"; $query[] = "INSERT INTO ".$sqltblpre."department values(".$index++.",'??',18)"; so in a word, how can i get the 1D array thought the right code of this function?

    Read the article

  • perl sorting an array of hashes

    - by srk
    use strict; my @arr; $arr[0][0]{5} = 16; $arr[0][1]{6} = 11; $arr[0][2]{7} = 25; $arr[0][3]{8} = 31; $arr[0][4]{9} = 16; $arr[0][5]{10} = 17; sort the array based on hash values so this should change to $arr[0][0]{6} = 11; $arr[0][1]{9} = 16; $arr[0][2]{5} = 16; $arr[0][3]{10} = 17; $arr[0][4]{7} = 25; $arr[0][5]{8} = 31; first sort on values in the hash.. when the values are same reverse sort based on keys... Please tell me how to do this.. Thank you

    Read the article

  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

    Read the article

  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

    Read the article

  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

    Read the article

  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

    Read the article

  • Why won't my vertex buffer render in GLFW3?

    - by sm81095
    I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f(), and such), I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

    Read the article

  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

    Read the article

  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

    Read the article

  • Array on servers which receive several hundred GB of data a day

    - by Matthew
    This is hopefully a simple question. Right now we are deploying servers which will serve as data warehouses. I know with raid 5 the best practice is 6 disks per raid 5. However, our plan is to use RAID 10 (both for performance and safety). We have a total of 14 disks (16 actually, but two are being used for OS). Keeping in mind that performance is very much an issue, which is better - doing several raid 1's? Do one large raid 10? One large raid 10 had been our original plan, but I want to see if anyone has any opinions I haven't thought of. Please note: This system was designed for using Raid 1+0, so losing half of the raw storage capacity is not an issue. Sorry i hadn't mentioned that initially. The concern is more whether or not we want to use one large Raid 1+0 containing all 14 disks, or several smaller raid 1+0's and then stripe across them using LVM. I know the best practice for higher raid levels is to never use more than 6 disks in an array.

    Read the article

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