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  • What IDE(s) or editor(s) do companies like Google, Apple, IBM, etc. use?

    - by Pius
    Even though I have quite some experience in using various tools, I still can't make up my mind whether I prefer using IDE or a simple editor for code editing. Most IDEs I have experienced are written in Java (like Eclipse) which makes them slow and bulky. What's good about them is that it provides lots of tools. On the other hand editors are usually VERY fast. They can also be extended to become more similar to IDEs but usually I don't do that. However, there is Sublime Text 2 which has some basic code completion built-in. My question would be whether most Enterprise companies like Google, Apple, IBM and etc (except Microsoft because they have AMAZING IDE which, I assume, is used by MS developers) force their workers to use IDEs and whether using plain editor with external tools is considered being not professional? P.S. Not talking about cases like Android development where working without IDE barely possible.

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  • Either I'm not confident I just don't know anything [on hold]

    - by zoomerzoom25
    My name is Sael and I'm 14 years old. Since I was 12 and I got my first computer I instantly go interested in making games. So of course like any other I googled it, got discouraged and forgot about it for a few months. When I was 13 I decided to continue programming, and decided that java would best suit me. Now after a year, I have a basic understanding of java and how it works (it just clicked instantly one day). Anyways, my problem is that I know how I'm going to make a simple game in my head, but as soon as I click that "New Project" button on eclipse, I'm instantly lost and can't figure out where to start. I can't do much without a tutorial beside me since my mind is so dependent on it. So here's the question : what can I do to get past this problem of mine, and have any of you felt like this before? sorry if my English is a bit incorrect, Spanish is my main language* I've made Minecraft mods before

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  • Recommended Books for OpenGL [closed]

    - by TheBlueCat
    I'm fairly new to OpenGL and I'm have been researching any books that would be beneficial, I've had suggested to me (I've finished reading the OpenGL Book online): Real Time Rendering GPU Gems 3 OpenGL Super Bible Does anyone know any other books that they've found useful in the past, even if it covers higher level algorithms. Also, can anyone suggest an IDE/Text Editor for Linux? I'm using Komodo and it's super buggy, I just booted into Windows today and tried Visual Studio and loved it, is their anything similar for Linux? Although, the books I've been reading are saying to not use IDEs, partly because of the reliance you place onto them, per se. I use Eclipse a lot for my Java programming, can I use C and OpenGL with that? Lastly, do you think it would be more beneficial staying on Windows and programming in C/OpenGL on their, I do like Linux, but I found Visual Studio to be pretty good in some aspects?

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  • Screen rendering problems after upgrading to 12.10

    - by vjrj
    Since upgrading to Ubuntu 12.10 I'm suffering severe rendering issues in unity: Some parts of any application (for instance Firefox, or emacs, etc) are blank, or are not rendered, or are blinking. Some fonts in an application are not correct rendered, maybe only some part (see Eclipse screenshot). There is some shadows in desktop background. It's something that occurs from time to time (it's works great for hours and suddenly start to give this rendering problems). I was trying to find a bug in launchpad but without success. My card (using i915 module): 00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor Integrated Graphics Controller [8086:0042] (rev 02) I've tried to reset compiz/unity or gnome but does not help. Any tip? Update: A Firefox screenshot of how my profile in Ask Ubuntu looks like now

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  • How to setup Cocos2D-X (Android) under Mac OS X?

    - by Beast
    Hi I've made a small game for iPhone that I also want to run on Android but I'm having problems setting up Cocos2D-X for Android. I've downloaded and installed Android SDK and NDK (under my "/Users/username/Android"). Installed all necessary packages under SDK and created an Emulator. Copied Cocos2D-x under "/Users/username/cocos2dx". Installed Eclipse IDE with ADT Plugin. Opened "Users/username/cocos2dx/tests/build_native.sh" and changed "NDK_ROOT_LOCAL=/Users/username/Android/android-ndk", "COCOS2DX_ROOT_LOCAL=/Users/username/cocos2dx" to the values shown. On running the script using Terminal it compiles test project. What's next?

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  • Java. What to do with Choice()???

    - by modzo
    import java.awt.*; import java.awt.event.*; import java.applet.*; public class ChoiceSample extends Applet implements ActionListener, ItemListener { Choice dz2; public void init(){ dz2 = new Choice(); dz2.addItem("female"); dz2.addItem("male"); dz2.addItemListener(this); add(dz2); public void itemStateChanged(ItemEvent e) { String result = dz2.getSelectedItem(); repaint(); if(result.equals(getParameter("male"))){ dz1 = 0.5; } else{ dz1 = 0.7; } } } /* this is yust a fragment from my program but this is the only thing that I can`t make right. I need when I chose male - dz1 = 0.5, but when I chose female dz1 = 0.7 Can someone help me, please? */

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  • ???????/??????????????!Oracle CEP?????????·???????????

    - by user788995
    ????? ??:2012/01/23 ??:??????/?? CEP(Complex Event Processing) ??????????·???????????????????????????????????EDA ??????????????????????????????????????????????????????????????? ??????? / ???????????Event Driven Architecture ? CEP / EDA?Complex Event Processing????:??????? / ????????!???????? CEP????:??????????? / Eclipse - EPN, Spring?Visualizer ????????? ????????????????? http://otndnld.oracle.co.jp/ondemand/otn-seminar/movie/111214_F-8_CEP.wmv http://otndnld.oracle.co.jp/ondemand/otn-seminar/movie/mp4/111214_F-8_CEP.mp4 http://www.oracle.com/technetwork/jp/ondemand/db-new/f-8-cep-1448387-ja.pdf

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  • ????JavaFX??Java???????·?????????????????Java Developer Workshop #2?????|WebLogic Channel|??????

    - by ???02
    WebLogic Server?????????Java???????????????????WebLogic Channel?????????JavaOne 2011??Java/Java EE????????!――???????????????!!?????????????????????JavaOne 2011????????????????????????????????????JavaFX?????2011?12?1?????????????Java?????????????Java Developer Workshop #2????JavaOne 2011?JavaFX???????????????Oracle Corporation?JavaFX??????Nandini Ramani?(Client Java Group???????????)??????JavaFX 2.0-Next generation Java client solution????????????????????JavaFX?????????????????????(???)?Pure Java???????UI??????JavaFX 2.0??JavaOne 2011??Java/Java EE????????!???????????API????Java????????????1?????????Ramani?????????JavaFX????????JavaFX 2.0?????????????????????? ???JavaFX 2.0?????????????????????????????????JavaFX Script??????????????????Java?????????????·???????????????????????Java????????????????????????????? ??????????????PC????????????·??????????????????????????????????????API???????????????????·?????????????????????????????????????????????900????????????Java???????????JavaFX??????????????????????????????·???????(UI)????????????????????(Ramani?) Ramani??????JavaFX 2.0??????/???????????100% Java API?Swing????FXML???UI????????WebKit???Web???????????????????????????? ??????FXML(FX Markup Language)???JavaFX?UI????????XML????????????????Ramani????????????????????????????????·?????????????UI????????????????????????JavaScript?Groovy?Scala???JVM???????????????????????? ???JavaFX 2.0????????(JavaFX Runtime)???????????????????????AWT????????????????OS???????????????Glass Windowing Toolkit??2D/3D????????·???????GPU???????????Prism???????????????? ?????Prism????????????????·??????????3D?????????????????????????????????????????????·????????60fps??HD??????????VP6?MP3?????????????????????????????????????·?????????????? ?????????????????????????JavaFX 2.0???????Ramani???????????????????·????????????·???????????????????????????????JavaFX 2.0?????????????·?????????????????????????????????????Prism???????????????????????????????????????????????????????????????????????JavaFX??????????·??????????????????????????????????????????????/???????????(?????????)???????????????????? ??????????????????NetBeans IDE 7.0?????Eclipse?JDeveloper???????IDE?????????????????????????????&??????????????UI???????JavaFX Scene Builder???????? ?????JavaFX 2.0???????????·???????????????3D????????????·????????????????????????????????????Ramani????JavaFX Labs????????????JavaFX 2.0????????????????????????????3D???????????????????????????????UI?????????????????????????????????????3D???·????????????????? ???JavaFX 2.0?????????????3D?????????·??????·??????????????????????·?????·?????Kinect?????????????????????·?????????????????????·?????·????Kinect????3D?????????????????????????????? ????JavaFX????????????????????????JavaFX????????·?????????Linux?????????PC?iPad???????????????????? ?????????2???????????JavaFX??Java??????????????????GUI?????????????????????????????JavaFX??????????????????????Ramani??????????? ?JavaFX???????????????????????????????·??????????????????Swing?AWT???????????????·????????????????????????????????????? ???JavaFX???????????·???????OpenJFX?????OpenJDK????????????????????????????UI??????????????????Ramani??????????????????????????????????????????????Java???????????????????JavaFX???????????????????????????????????????????:?Java Developer Workshop #2?????Nandini Ramani?????????????????????

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  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

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  • VS 2010 JavaScript editor – matching braces highlighting – is it so difficult to implement?

    - by AGS777
    I do not know. Just curious. But first things first. As a web developer I spend about 80% of my work-time editing JavaScript code. And since my server-side platform is .NET then it would be very convenient to have decent JavaScript text editor within Visual Studio IDE. So, Visual Studio 2010 is out. Downloaded and installed. What were my expectations regarding JavaScript editor? Pretty low, actually.  I just wanted to have matching braces highlighted eventually. That’s all. Yes, I know about Ctrl + ] shortcut but it is not event remotely close to convenience. And the result? Alas. Without further ado, just look at some real-world fragment of code from jQuery Templates Proposal experimental plugin as I see it in Notepad++, Notepad2 and Visual Studio 2010 editors respectively: Notepad++ Notepad2 Visual Studio 2010 Look at the highlighted parentheses, regular expression literals, numbers. Do you have a feeling that the last screenshot is not very informative in comparison with the other ones? If yes, then my question is why? Instead I was given an IntelliSense. Sorry, but I do not need it to rot my mind. Especially the one which does not always work properly (try to use it with base2 library for example). With all the expressive power of the language I have to know what I am doing. Instead I still have the same plain old Notepad with some of the JavaScript keywords colorized, plus partially functional/useful IntelliSense. What I do need, is just a little help to make less errors when I type the code – some essential text editor facilities that I really need. Give me that and only then feel free to improve on something else. Maybe I am wrong. Then, sorry. Just cannot believe that I have to wait for another couple of years to get very basic code editor feature.  

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  • Should I be using a JavaScript SPA designed when security is important

    - by ryanzec
    I asked something kind of similar on stackoverflow with a particular piece of code however I want to try to ask this in a broader sense. So I have this web application that I have started to write in backbone using a Single Page Architecture (SPA) however I am starting to second guess myself because of security. Now we are not storing and sending credit card information or anything like that through this web application but we are storing sensitive information that people are uploading to us and will have the ability to re-download too. The obviously security concern that I have with JavaScript is that you can't trust anything that comes from JavaScript however in a Backbone SPA application, everything is being sent through JavaScript. There are two security features that I will have to build in JavaScript; permissions and authentication. The authentication piece is just me override the Backbone.Router.prototype.navigate method to check the fragment it is trying to load and if the JavaScript application.session.loggedIn is not set to true (and they are not viewing a none authenticated page), they are redirected to the login page automatically. The user could easily modify application.session.loggedIn to equal true (or modify Backbone.Router.prototype.navigate method) but then they would also have to not so easily dynamically embedded a link into the page (or modify a current one) that has the proper classes, data-* attributes, and href values to then load a page that should only be loaded when they user has logged in (and has the permissions). So I have an acl object that deals with the permissions stuff. All someone would have to do to view pages or parts of pages they should not be able to is to call acl.addPermission(resource, permission) with the proper permissions or modify the acl.hasPermission() to always return true and then navigate away and then back to the page. Now certain things is EMCAScript 5 like Object.seal() or Object.freeze() would help with some of this however we have to support IE 8 which does not support those pieces of functionality. Now the REST API also performs security checks on every request so technically even if they are able to see parts of the interface that they should not be able to, they still should not be able to actually affect any data. The main benefits for me in developing a JavaScript SPA application is that the application is a lot more responsive since it is only transferring the minimum amount of JSON data for the requested action and performing the minimum amount of work too. There are also other things that I think are beneficial like you are going to have to develop an API for the data (which is good if you want expand your application to different platforms/technologies) or their is more of a separation between front-end and back-end however if security is a concern, it is really wise to go down the road of a JavaScript SPA application for the front-end?

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  • BAM Data Control in multiple ADF Faces Components

    - by [email protected]
    As we know Oracle BAM data control instance sharing is not supported.When two or more ADF Faces components must display the same data, and are bound to the same Oracle BAM data control definition, we have to make sure that we wrap each ADF Faces component in an ADF task flow, and set the Data Control Scope to isolated. This blog will show a small sample to demonstrate this. In this sample we will create a Pie and Bar using same BAM DC, such that both components use same Data control but have isolated scope.This sample can be downloaded  fromSample1.zip Set-up: Create a BAM data control using employees DO (sample) Steps: Right click on View Controller project and select "New->ADF Task Flow" Check "Create Bounded Task Flow" and give some meaningful name (ex:EmpPieTF.xml ) to the TaskFlow(TF) and click on "OK"CreateTF.bmpFrom the "Components Palette", drag and drop "View" into the task flow diagram. Give a meaningful name to the view. Double Click and Click "Ok" for  "Create New JSF Page Fragment" From "Data Controls" drag and drop "Employees->Query"  into this jsff page as "Graph->Pie" (Pie: Sales_Number and Slices: Salesperson) Repeat step 1 through 4 for another Task Flow (ex: EmpBarTF). From "Data Controls" drag and drop "Employees->Query"  into this jsff page as "Graph->Bar" (Bars :Sales_Number and X-axis : Salesperson). Open the Taskflow created in step 2. In the Structure Pane, right click on "Task Flow Definition -EmpPieTF" Click "Insert inside Task Flow Definition - EmpPieTF -> ADF Task Flow -> Data Control Scope". Click "OK"TFDCScope.bmpFor the "Data Control Scope", In the Property Inspector ->General section, change data control scope from Shared to Isolated. Repeat step 8 through 11 for the 2nd Task flow created. Now create a new jspx page example: Main.jspxDrag and drop both the Task flows (ex: "EmpPieTF" and "EmpBarTF") as regions. Surround with panel components as needed.Run the page Main.jspxMainPage.bmpNow when the page runs although both components are created using same Data control the bindings are not shared and each component will have a separate instance of the data control.

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  • Very very slow transfer speeds between Windows 7 and samba server running on Ubuntu 11.10/12.04 minimal

    - by kuzyt
    As mentioned in the title I tried transferring files between Windows 7 and the samba server running on both Ubuntu 11.10 and 12.04 but both showed very slow transfer speeds. Can someone please guide me in the right direction to debug this problem ? wget --output-document=/dev/null http://tokyo1.linode.com/100MB-tokyo.bin --2012-08-21 22:02:17-- http://tokyo1.linode.com/100MB-tokyo.bin Resolving tokyo1.linode.com (tokyo1.linode.com)... 106.187.33.12 Connecting to tokyo1.linode.com (tokyo1.linode.com)|106.187.33.12|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 104857600 (100M) [application/octet-stream] Saving to: `/dev/null' 8% [=============> ] 8,923,980 64.8K/s eta 15m 0s wlan0 IEEE 802.11abgn ESSID:"TNET" Mode:Managed Frequency:2.462 GHz Access Point: 58:6D:8F:26:20:7A Bit Rate=117 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=57/70 Signal level=-53 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:101 Invalid misc:2448 Missed beacon:0 03:00.0 Network controller: Atheros Communications Inc. AR9300 Wireless LAN adaptor (rev 01) Subsystem: Atheros Communications Inc. Device 3112 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx+ Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 16 Region 0: Memory at fea00000 (64-bit, non-prefetchable) [size=128K] Expansion ROM at fea20000 [disabled] [size=64K] Capabilities: [40] Power Management version 3 Flags: PMEClk- DSI- D1+ D2- AuxCurrent=375mA PME(D0+,D1+,D2-,D3hot+,D3cold-) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=0 PME- Capabilities: [50] MSI: Enable- Count=1/4 Maskable+ 64bit+ Address: 0000000000000000 Data: 0000 Masking: 00000000 Pending: 00000000 Capabilities: [70] Express (v2) Endpoint, MSI 00 DevCap: MaxPayload 128 bytes, PhantFunc 0, Latency L0s <1us, L1 <8us ExtTag- AttnBtn- AttnInd- PwrInd- RBE+ FLReset- DevCtl: Report errors: Correctable- Non-Fatal- Fatal- Unsupported- RlxdOrd- ExtTag- PhantFunc- AuxPwr- NoSnoop- MaxPayload 128 bytes, MaxReadReq 512 bytes DevSta: CorrErr- UncorrErr- FatalErr- UnsuppReq- AuxPwr- TransPend- LnkCap: Port #0, Speed 2.5GT/s, Width x1, ASPM L0s L1, Latency L0 <2us, L1 <64us ClockPM- Surprise- LLActRep- BwNot- LnkCtl: ASPM Disabled; RCB 64 bytes Disabled- Retrain- CommClk+ ExtSynch- ClockPM- AutWidDis- BWInt- AutBWInt- LnkSta: Speed 2.5GT/s, Width x1, TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt- DevCap2: Completion Timeout: Not Supported, TimeoutDis+ DevCtl2: Completion Timeout: 50us to 50ms, TimeoutDis- LnkCtl2: Target Link Speed: 2.5GT/s, EnterCompliance- SpeedDis-, Selectable De-emphasis: -6dB Transmit Margin: Normal Operating Range, EnterModifiedCompliance- ComplianceSOS- Compliance De-emphasis: -6dB LnkSta2: Current De-emphasis Level: -6dB Capabilities: [100 v1] Advanced Error Reporting UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UESvrt: DLP+ SDES+ TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol- CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr+ AERCap: First Error Pointer: 00, GenCap- CGenEn- ChkCap- ChkEn- Capabilities: [140 v1] Virtual Channel Caps: LPEVC=0 RefClk=100ns PATEntryBits=1 Arb: Fixed- WRR32- WRR64- WRR128- Ctrl: ArbSelect=Fixed Status: InProgress- VC0: Caps: PATOffset=00 MaxTimeSlots=1 RejSnoopTrans- Arb: Fixed- WRR32- WRR64- WRR128- TWRR128- WRR256- Ctrl: Enable+ ID=0 ArbSelect=Fixed TC/VC=01 Status: NegoPending- InProgress- Capabilities: [300 v1] Device Serial Number 00-00-00-00-00-00-00-00 Kernel driver in use: ath9k Kernel modules: ath9k

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Atheros AR9285 / Lenovo G560 wireless not working after installing 13.04

    - by teyi
    I had Ubuntu 12.04 initially installed on my laptop. I upgraded to 12.10 then 13.04. Everything worked fine, including wireless. After adding a new memory card ( I only had 2 gb and one memory slot free) my wireess stopped working. I backed up all my data and reinstallled Ubuntu 13.04. Everything works fine except wireess. I bought this laptop in 2010 from Japan. It has Intel Core i5 CPU M 450 @2.40 Ghz * 4 3,7 Gb RAM os type 64 bit The output of iwconfig: eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off The output of rfkill list all: 0: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no The output of lshw -C network: *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:05:00.0 logical name: wlan0 version: 01 serial: 78:e4:00:7d:fe:fa width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.8.0-19-generic firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d6400000-d640ffff *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:06:00.0 logical name: eth0 version: 02 serial: 88:ae:1d:2b:36:ac size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full ip=192.168.2.2 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:2000(size=256) memory:d2410000-d2410fff memory:d2400000-d240ffff memory:d2420000-d243ffff The wi-fi network appears as disconnected ( it's greyed out) Strangely enough I see a wifi network ( not mine) but not mine or the rest. That network doesn't require a password . I click on it, try to connect and i get an error message: failed to connect to xxxxx ... 32) The access point/org/freedesktop/NetworkManager/AccessPoint/0 was not in the scan list. Someone help please

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  • iOS - pass UIImage to shader as texture

    - by martin pilch
    I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { highp vec4 color = texture2D(inputImageTexture, textureCoordinate); highp vec4 color2 = texture2D(inputImageTexture2, textureCoordinate); gl_FragColor = color * color2; } What I want to do is send images from camera and do multiply blend with texture. When I just send data from camera, everything is fine. So problem should be with sending another texture to shader. I am doing it this way: - (void)setTexture:(UIImage*)image forUniform:(NSString*)uniform { CGSize sizeOfImage = [image size]; CGFloat scaleOfImage = [image scale]; CGSize pixelSizeOfImage = CGSizeMake(scaleOfImage * sizeOfImage.width, scaleOfImage * sizeOfImage.height); //create context GLubyte * spriteData = (GLubyte *)malloc(pixelSizeOfImage.width * pixelSizeOfImage.height * 4 * sizeof(GLubyte)); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, pixelSizeOfImage.width, pixelSizeOfImage.height, 8, pixelSizeOfImage.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); //draw image into context CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, pixelSizeOfImage.width, pixelSizeOfImage.height), image.CGImage); //get uniform of texture GLuint uniformIndex = glGetUniformLocation(__programPointer, [uniform UTF8String]); //generate texture GLuint textureIndex; glGenTextures(1, &textureIndex); glBindTexture(GL_TEXTURE_2D, textureIndex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //create texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixelSizeOfImage.width, pixelSizeOfImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureIndex); //"send" to shader glUniform1i(uniformIndex, 1); free(spriteData); CGContextRelease(spriteContext); } Uniform for texture is fine, glGetUniformLocation function do not returns -1. The texture is PNG file of resolution 2000x2000 pixels. PROBLEM: When the texture is passed to shader, I have got "black screen". Maybe problem are parameters of the CGContext or parameters of the function glTexImage2D Thank you

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  • PHP `virtual()` with Apache MultiViews not working after upgrade to 12.04

    - by Izzy
    I use PHP's virtual() directive quite a lot on one of my sites, including central elements. This worked fine for the last ~10 years -- but after upgrading to 12.04 it somehow got broken. Example setup (simplified) To make it easier to understand, I simplify some things (contents). So say I need a HTML fragment like <P>For further instructions, please look <A HREF='foobar'>here</P> in multiple pages. 10 years ago, I used SSI for that, so it is put into a file in a central place -- so if e.g. the targeted URL changes, I only need to update it in one place. To serve multiple languages, I have Apache's MultiViews enabled -- and at $DOCUMENT_ROOT/central/ there are the files: foobar.html (English variant, and the default) foobar.html.de (German variant). Now in the PHP code, I simply placed: <? virtual("/central/foobar"); ?> and let Apache take care to deliver the correct language variant. The problem As said, this worked fine for about 10 years: German visitors got the German variant, all others the English (depending on their preferred language). But after upgrading to Ubuntu 12.04, it no longer worked: Either nothing was delivered from the virtual() command, or (in connection with framesets) it even ended up in binary gibberish. Trying to figure out what happens, I played with a lot of things. I first thought MultiViews was (somehow) not available anymore -- but calling http://<server>/central/foobar showed the right variant, depending on the configured language preferences. This also proved there was nothing wrong with file permissions. The error.log gave no clues either (no error message thrown). Finally, just as a "last ressort", I changed the PHP command to <? virtual("central/foobar.html"); ?> -- and that very same file was in fact included. But the language dependend stuff obviously did no longer work. Of course I tried to find some change (most likely in PHP's virtual() command), using Google a lot, and also searching the questions here -- unfortunately to no avail. Finally: The question Putting "design questions" aside (surely today I would design things differently -- but at least currently I miss the time to change that for a quite huge amount of pages): What can be done to make it work again? I surely missed something -- but I cannot figure out what...

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  • RealTek RTL8188CE WiFi adapter doesn't connect reliably

    - by ken.ganong
    I recently bought a new system76 laptop which came pre-installed with Ubuntu 11.10. I've been having trouble with my wireless connectivity. It seems that my connection with my wireless network keeps going in and out. It is not my network--I have seen the same problem on multiple WiFi networks and at different distances and reported link qualities. OS version: Ubuntu 11.10 oneiric kernel version: 3.0.0-14-generic lspci: lspci -nnk | grep -iA2 net 04:00.0 Network controller [0280]: Realtek Semiconductor Co., Ltd. RTL8188CE 802.11b/g/n WiFi Adapter [10ec:8176] (rev 01) Subsystem: Realtek Semiconductor Co., Ltd. Device [10ec:9196] Kernel driver in use: rtl8192ce -- 05:00.0 Ethernet controller [0200]: JMicron Technology Corp. JMC250 PCI Express Gigabit Ethernet Controller [197b:0250] (rev 05) Subsystem: CLEVO/KAPOK Computer Device [1558:2500] Kernel driver in use: jme iwconfig: iwconfig lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"peppermintpatty" Mode:Managed Frequency:2.462 GHz Access Point: 98:FC:11:6C:E0:22 Bit Rate=72.2 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr=2347 B Fragment thr:off Power Management:off Link Quality=49/70 Signal level=-61 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:1103 Missed beacon:0 lshw: sudo lshw -class network *-network description: Wireless interface product: RTL8188CE 802.11b/g/n WiFi Adapter vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: wlan0 version: 01 serial: 00:1c:7b:a1:95:04 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rtl8192ce driverversion=3.0.0-14-generic firmware=N/A ip=192.168.1.106 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:18 ioport:e000(size=256) memory:f7d00000-f7d03fff *-network description: Ethernet interface product: JMC250 PCI Express Gigabit Ethernet Controller vendor: JMicron Technology Corp. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 05 serial: 00:90:f5:c0:42:b3 size: 10Mbit/s capacity: 1Gbit/s width: 32 bits clock: 33MHz capabilities: pm pciexpress msix msi bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=jme driverversion=1.0.8 duplex=half latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:56 memory:f7c20000-f7c23fff ioport:d100(size=128) ioport:d000(size=256) memory:f7c10000-f7c1ffff memory:f7c00000-f7c0ffff Any help would be appreciated. The last time I've dealt with wireless issues, the most given solution was NDIS wrapper and I seem sorely out-of-date.

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  • SQL SERVER – Quiz and Video – Introduction to Discovering XML Data Type Methods

    - by pinaldave
    This blog post is inspired from SQL Interoperability Joes 2 Pros: A Guide to Integrating SQL Server with XML, C#, and PowerShell – SQL Exam Prep Series 70-433 – Volume 5. [Amazon] | [Flipkart] | [Kindle] | [IndiaPlaza] This is follow up blog post of my earlier blog post on the same subject - SQL SERVER – Introduction to Discovering XML Data Type Methods – A Primer. In the article we discussed various basics terminology of the XML. The article further covers following important concepts of XML. What are XML Data Type Methods The query() Method The value() Method The exist() Method The modify() Method Above five are the most important concepts related to XML and SQL Server. There are many more things one has to learn but without beginners fundamentals one can’t learn the advanced  concepts. Let us have small quiz and check how many of you get the fundamentals right. Quiz 1.) Which method returns an XML fragment from the source XML? query( ) value( ) exist( ) modify( ) All of them Only query( ) and value( ) 2.) Which XML data type method returns a “1” if found and “0” if the specified XPath is not found in the source XML? query( ) value( ) exist( ) modify( ) All of them Only query( ) and value( ) 3.) Which XML data type method allows you to pick the data type of the value that is returned from the source XML? query( ) value( ) exist( ) modify( ) All of them Only query( ) and value( ) 4.) Which method will not work with a SQL SELECT statement? query( ) value( ) exist( ) modify( ) All of them Only query( ) and value( ) Now make sure that you write down all the answers on the piece of paper. Watch following video and read earlier article over here. If you want to change the answer you still have chance. Solution 1) 1 2) 3 3) 2 4) 4 Now compare let us check the answers and compare your answers to following answers. I am very confident you will get them correct. Available at USA: Amazon India: Flipkart | IndiaPlaza Volume: 1, 2, 3, 4, 5 Please leave your feedback in the comment area for the quiz and video. Did you know all the answers of the quiz? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Joes 2 Pros, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • WiFi connected to router, but no internet connection

    - by Quetzacotl
    I just got a new notebook, a ThinkPad Edge E530, and installed Ubuntu on it. I'm pretty new to Ubuntu. On the same laptop, running Windows 7, the Wi-Fi connection works fine. Ethernet connection works both on Win7 and on Ubuntu. Only Wi-Fi on Ubuntu does not work; it connects to the Wi-Fi access point but I don't have Internet access. My wireless card is Intel Centrino Wireless-N 2230. What can fix the problem? EDIT: ifconfig -a eth0 Link encap:Ethernet HWaddr b8:88:e3:30:72:34 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:43 Base address:0x8000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:163 errors:0 dropped:0 overruns:0 frame:0 TX packets:163 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:10124 (10.1 KB) TX bytes:10124 (10.1 KB) usb0 Link encap:Ethernet HWaddr 02:15:e0:ec:01:00 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) wlan0 Link encap:Ethernet HWaddr 68:5d:43:43:71:e1 inet addr:192.168.2.101 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::6a5d:43ff:fe43:71e1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:40 errors:0 dropped:0 overruns:0 frame:0 TX packets:220 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2801 (2.8 KB) TX bytes:26230 (26.2 KB) route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.2.1 0.0.0.0 UG 0 0 0 wlan0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 wlan0 192.168.2.0 0.0.0.0 255.255.255.0 U 2 0 0 wlan0 cat /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 127.0.0.1 iwconfig lo no wireless extensions. usb0 no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"SATELITE" Mode:Managed Frequency:2.462 GHz Access Point: 00:1F:1F:8D:CC:08 Bit Rate=1 Mb/s Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=60/70 Signal level=-50 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:93 Invalid misc:243 Missed beacon:0 eth0 no wireless extensions.

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  • OpenGLES GLSL Shader attributes always bound to 0

    - by codemonkey
    So I have a very simple vertex shader as follows #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } Which I load, as well as the fragment shader: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } Which I then load, compile, and link to my shader program. I check for link status using glGetProgramiv(shaderProgram, GL_LINK_STATUS, &shaderSuccess); which returns GL_TRUE so I think its ok. However, when I query the active attributes and uniforms using #ifdef DEBUG int totalAttributes = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &totalAttributes); for(int i=0; i<totalAttributes; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveAttrib(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetAttribLocation(shaderProgram, name); fprintf(stderr, "Attribute %s is bound at %d\n", name, location); } int totalUniforms = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &totalUniforms); for(int i=0; i<totalUniforms; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveUniform(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetUniformLocation(shaderProgram, name); fprintf(stderr, "Uniform %s is bound at %d\n", name, location); } #endif I get: Attribute inColor is bound at 0 Attribute position is bound at 1 Uniform mvp is bound at 0 Which leads to failure when trying to use the shader to render the objects. I have tried switching the order of declaration of position & inColor, but still, only position is bound with the other two giving 0 Can someone please explain why this is happening? Thanks

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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