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  • How do I compute the approximate entropy of a bit string?

    - by dreeves
    Is there a standard way to do this? Googling -- "approximate entropy" bits -- uncovers multiple academic papers but I'd like to just find a chunk of pseudocode defining the approximate entropy for a given bit string of arbitrary length. (In case this is easier said than done and it depends on the application, my application involves 16,320 bits of encrypted data (cyphertext). But encrypted as a puzzle and not meant to be impossible to crack. I thought I'd first check the entropy but couldn't easily find a good definition of such. So it seemed like a question that ought to be on StackOverflow! Ideas for where to begin with de-cyphering 16k random-seeming bits are also welcome...) See also this related question: http://stackoverflow.com/questions/510412/what-is-the-computer-science-definition-of-entropy

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  • MySQL: Is it possible to compute MAX( AVG (field) )?

    - by Brad
    My current query reads: SELECT entry_id, user_id, cat_id, AVG( rating ) as avg_rate FROM entry_rate WHERE 1 GROUP BY entry_id cat_id relates to different categories: 1, 2, 3 or 4 Is there a way I can find the maximum average for each user in each category without setting up an additional table? The return could potentially be 4 maximum avg_rate for each user_id Visit the link below for example: http://lh5.ggpht.com/_rvDQuhTddnc/S8Os_77qR9I/AAAAAAAAA2M/IPmzNeYjfCA/s800/table1.jpg

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  • Need .Net method to compute a Google Pagerank request checksum.

    - by Steve K
    The company I work for is currently developing a SEO tool which needs to include a domain or url Pagerank. It is possible to retrieve such data directly from Google by sending a request to the url called by the Google ToolBar. On of the parameters send to that url is a checksum of the domain whose pagerank is being requested. I have found multiple .Net methods for calculating that check sum; however, every one randomly returns corrupt values every so often. I can only handle errors to a certain point before my final data set becomes useless. I know that there are countless tools out there, from browser plugins to desktop applications, that can process page rank, so it can't be impossible. My question, then, is two fold: 1) Any anyone heard of the problem I am having? (specifically in .Net) If so, how can it (or has it) be resolved? 2) Is there a better source for retrieving Pagerank data? Below is the Url and checksum code I have been using. "http://toolbarqueries.google.com/search?client=navclient-auto&ie=UTF-8&oe=UTF-8&features=Rank:&q=info:" & strUrl & "ch=" & strCheckSum where: strUrl = the url being queried strCheckSum = CheckHash(GetHash(url)) (see code below) Any help would be greatly appreciated. ''' <summary> ''' Returns a hash-string from the site's URL ''' </summary> ''' <param name="_SiteURL">full URL as indexed by Google</param> ''' <returns>HASH for site as a string</returns> Private Shared Function GetHash(ByVal _SiteURL As String) As String Try Dim _Check1 As Long = StrToNum(_SiteURL, 5381, 33) Dim _Check2 As Long = StrToNum(_SiteURL, 0, 65599) _Check1 >>= 2 _Check1 = ((_Check1 >> 4) And 67108800) Or (_Check1 And 63) _Check1 = ((_Check1 >> 4) And 4193280) Or (_Check1 And 1023) _Check1 = ((_Check1 >> 4) And 245760) Or (_Check1 And 16383) Dim T1 As Long = ((((_Check1 And 960) << 4) Or (_Check1 And 60)) << 2) Or (_Check2 And 3855) Dim T2 As Long = ((((_Check1 And 4294950912) << 4) Or (_Check1 And 15360)) << 10) Or (_Check2 And 252641280) Return Convert.ToString(T1 Or T2) Catch Return "0" End Try End Function ''' <summary> ''' Checks the HASH-string returned and adds check numbers as necessary ''' </summary> ''' <param name="_HashNum">generated HASH-string</param> ''' <returns>modified HASH-string</returns> Private Shared Function CheckHash(ByVal _HashNum As String) As String Try Dim _CheckByte As Long = 0 Dim _Flag As Long = 0 Dim _tempI As Long = Convert.ToInt64(_HashNum) If _tempI < 0 Then _tempI = _tempI * (-1) End If Dim _Hash As String = _tempI.ToString() Dim _Length As Integer = _Hash.Length For x As Integer = _Length - 1 To 0 Step -1 Dim _quick As Char = _Hash(x) Dim _Re As Long = Convert.ToInt64(_quick.ToString()) If 1 = (_Flag Mod 2) Then _Re += _Re _Re = CLng(((_Re \ 10) + (_Re Mod 10))) End If _CheckByte += _Re _Flag += 1 Next _CheckByte = _CheckByte Mod 10 If 0 <> _CheckByte Then _CheckByte = 10 - _CheckByte If 1 = (_Flag Mod 2) Then If 1 = (_CheckByte Mod 2) Then _CheckByte >>= 1 End If End If End If If _Hash.Length = 9 Then _CheckByte += 5 End If Return "7" + _CheckByte.ToString() + _Hash Catch Return "0" End Try End Function ''' <summary> ''' Converts the string (site URL) into numbers for the HASH ''' </summary> ''' <param name="_str">Site URL as passed by GetHash()</param> ''' <param name="_Chk">Necessary passed value</param> ''' <param name="_Magic">Necessary passed value</param> ''' <returns>Long Integer manipulation of string passed</returns> Private Shared Function StrToNum(ByVal _str As String, ByVal _Chk As Long, ByVal _Magic As Long) As Long Try Dim _Int64Unit As Long = Convert.ToInt64(Math.Pow(2, 32)) Dim _StrLen As Integer = _str.Length For x As Integer = 0 To _StrLen - 1 _Chk *= _Magic If _Chk >= _Int64Unit Then _Chk = (_Chk - (_Int64Unit * Convert.ToInt64(_Chk \ _Int64Unit))) _Chk = IIf((_Chk < -2147483648), (_Chk + _Int64Unit), _Chk) End If _Chk += CLng(Asc(_str(x))) Next Catch End Try Return _Chk End Function

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  • How to compute a unicode string which bidirectional representation is specified?

    - by valdo
    Hello, fellows. I have a rather pervert question. Please forgive me :) There's an official algorithm that describes how bidirectional unicode text should be presented. http://www.unicode.org/reports/tr9/tr9-15.html I receive a string (from some 3rd-party source), which contains latin/hebrew characters, as well as digits, white-spaces, punctuation symbols and etc. The problem is that the string that I receive is already in the representation form. I.e. - the sequence of characters that I receive should just be presented from left to right. Now, my goal is to find the unicode string which representation is exactly the same. Means - I need to pass that string to another entity; it would then render this string according to the official algorithm, and the result should be the same. Assuming the following: The default text direction (of the rendering entity) is RTL. I don't want to inject "special unicode characters" that explicitly override the text direction (such as RLO, RLE, etc.) I suspect there may exist several solutions. If so - I'd like to preserve the RTL-looking of the string as much as possible. The string usually consists of hebrew words mostly. I'd like to preserve the correct order of those words, and characters inside those words. Whereas other character sequences may (and should) be transposed. One naive way to solve this is just to swap the whole string (this takes care of the hebrew words), and then swap inside it sequences of non-hebrew characters. This however doesn't always produce correct results, because actual rules of representation are rather complex. The only comprehensive algorithm that I see so far is brute-force check. The string can be divided into sequences of same-class characters. Those sequences may be joined in random order, plus any of them may be reversed. I can check all those combinations to obtain the correct result. Plus this technique may be optimized. For instance the order of hebrew words is known, so we only have to check different combinations of their "joining" sequences. Any better ideas? If you have an idea, not necessarily the whole solution - it's ok. I'll appreciate any idea. Thanks in advance.

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  • How to compute palindrome from a stream of characters in sub-linear space/time?

    - by wrick
    I don't even know if a solution exists or not. Here is the problem in detail. You are a program that is accepting an infinitely long stream of characters (for simplicity you can assume characters are either 1 or 0). At any point, I can stop the stream (let's say after N characters were passed through) and ask you if the string received so far is a palindrome or not. How can you do this using less sub-linear space and/or time.

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  • Is it possible to compute the minimum of three numbers by using two comparisons at the same time?

    - by Milo Hou
    I've been trying to think up of some way that I could do two comparisons at the same time to find the greatest/least of three numbers. Arithmetic operations on them are considered "free" in this case. That is to say, the classical way of finding the greater of two, and then comparing it to the third number isn't valid in this case because one comparison depends on the result of the other. Is it possible to use two comparisons where this isn't the case? I was thinking maybe comparing the differences of the numbers somehow or their products or something, but came up with nothing. Just to reemphasize, two comparisons are still done, just that neither comparison relies on the result of the other comparison. EDIT: what about: boolA = A^2 + B^2 < C^2 boolB = A > B if boolA then max=C else if boolB then max=A else max=B

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  • Can Visual Studio (should it be able to) compute a diff between any two changesets associated with a

    - by Hamish Grubijan
    Here is my use case: I start on a project XYZ, for which I create a work item, and I make frequent check-ins, easily 10-20 in total. ALL of the code changes will be code-read and code-reviewed. The change sets are not consecutive - other people check-in in-between my changes, although they are very unlikely to touch the exact same files. So ... at the en of the project I am interested in a "total diff" - as if there was a single check-in by me to complete the entire project. In theory this is computable. From the list of change sets associated with the work item, you get the list of all files that were affected. Then, the algorithm can aggregate individual diffs over each file and combine them into one. It is possible that a pure total diff is uncomputable due to the fact that someone else renamed files, or changed stuff around very closely, or in the same functions as me. I that case ... I suppose a total diff can include those changes by non-me as well, and warn me about the fact. I would find this very useful, but I do not know how to do t in practice. Can Visual Studio 2008/2010 (and/or TFS server) do it? Are there other source control systems capable of doing this? Thanks.

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  • How can we compute the LAST page with JPA?

    - by Kevin
    I would like to implement pagination in my Servlet/EJB/JPA-Hibernate project, but I can't figure out how only one page from the query and know the number of pages I must display I use setFirstResult(int first) ; setMaxResults(int max) ; and that's working alright, but how can I know how many pages I will have in total? (Hibernate is my JPA provider, but I would prefer using only JPA if possible) UPDATE: COUNT() seems to be the better/easiest solution; but what can be the cost of SELECT COUNT(*) FROM ... in comparison with executeQuery("SELECT * FROM ...).getListResult().size() ?

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  • Easy way to compute how close an auto_increment is to its maximum value?

    - by David M
    So yesterday we had a table that has an auto_increment PK for a smallint that reached its maximum. We had to alter the table on an emergency basis, which is definitely not how we like to roll. Is there an easy way to report on how close each auto_increment field that we use is to its maximum? The best way I can think of is to do a SHOW CREATE TABLE statement, parse out the size of the auto-incremented column, then compare that to the AUTO_INCREMENT value for the table. On the other hand, given that the schema doesn't change very often, should I store information about the columns' maximum values and get the current AUTO_INCREMENT with SHOW TABLE STATUS?

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  • In C# should I reuse a function / property parameter to compute cleaner temporary value or create a

    - by Hamish Grubijan
    The example below may not be problematic as is, but it should be enough to illustrate a point. Imagine that there is a lot more work than trimming going on. public string Thingy { set { // I guess we can throw a null reference exception here on null. value = value.Trim(); // Well, imagine that there is so much processing to do this.thingy = value; // That this.thingy = value.Trim() would not fit on one line ... So, if the assignment has to take two lines, then I either have to abusereuse the parameter, or create a temporary variable. I am not a big fan of temporary variables. On the other hand, I am not a fan of convoluted code. I did not include an example where a function is involved, but I am sure you can imagine it. One concern I have is if a function accepted a string and the parameter was "abused", and then someone changed the signature to ref in both places - this ought to mess things up, but ... who would knowingly make such a change if it already worked without a ref? Seems like it is their responsibility in this case. If I mess with the value of value, am I doing something non-trivial under the hood? If you think that both approaches are acceptable, then which do you prefer and why? Thanks.

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  • How do I compute a variable in Javascript if and only if it is used?

    - by LLer
    This is what I'm doing right now. var foo = function() { var x = someComplicatedComputationThatMayTakeMoreTime(); this.foo = function() { return x; }; return x; } It works but only if foo is called as a function like so foo(); But what if I want to call it as a normal variable with a value? I could modify the code to be var foo = function() { var x = someComplicatedComputationThatMayTakeMoreTime(); this.foo = x; return x; } That would allow me to only call it once as a function and after that as a regular variable. But it's still not what I want. Plus it gets complicated if it accidentally gets called as a function again, returning an error. Is this even possible in Javascript?

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  • Is it faster to compute values in a query, call a Scalar Function (decimal(28,2) datatype) 4 times,

    - by Pulsehead
    I have a handful of queries I need to write in SQL Server 2005. Each Query will be calculating 4 unit cost values based on a handful of (up to 11) fields. Any time I want 1 of these 4 unit cost values, I'll want all 4. Which is quicker? Computing in the SQL Query ((a+b+c+d+e+f+g+h+i)/(j+k)), calling ComputeScalarUnitCost(datapoint.ID) 4 times, or joining to ComputeUnitCostTable(datapoint.ID) one time?

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • error X3501: 'main': entrypoint not found

    - by Pasha
    I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message. Build started 9/10/2012 10:22:46 PM. 1>Project "D:\code\dx\Engine\Engine\Engine.vcxproj" on node 2 (Build target(s)). C:\Program Files (x86)\Windows Kits\8.0\bin\x86\fxc.exe /nologo /E"main" /Fo "D:\code\dx\Engine\Debug\color.cso" /Od /Zi color.fx 1>FXC : error X3501: 'main': entrypoint not found compilation failed; no code produced 1>Done Building Project "D:\code\dx\Engine\Engine\Engine.vcxproj" (Build target(s)) -- FAILED. Build FAILED. Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. My color.fx looks like this //////////////////////////////////////////////////////////////////////////////// // Filename: color.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } }

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  • GLSL compile error when accessing an array with compile-time constant index

    - by Benlitz
    I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays in this loop. #define NB_POINT_LIGHT 2 ... varying vec3 vVertToLight[NB_POINT_LIGHT]; varying vec3 vVertToLightWS[NB_POINT_LIGHT]; ... void main() { ... for (int i = 0; i < NB_POINT_LIGHT; ++i) { if (bPointLightUse[i]) { vVertToLight[i] = ConvertToTangentSpace(ShPointLightData[i].Position - WorldPos.xyz); vVertToLightWS[i] = ShPointLightData[i].Position - WorldPos.xyz; } } ... } I tried my program on another computer equipped with an nVidia GTX 560 Ti, and it fails to compile my shader. I get the following errors (94 and 95 are the lines of the two affectations) when calling glLinkProgram: Vertex info ----------- 0(94) : error C5025: lvalue in assignment too complex 0(95) : error C5025: lvalue in assignment too complex I think my code is valid, I don't know if this comes from a compiler bug, a conversion of my shader to another format from the compiler (nvidia looks to convert it to CG), or if I just missed something. I already tried to remove the if (bPointLightUse[i]) statement and I still have the same error. However, if I just write this: vVertToLight[0] = ConvertToTangentSpace(ShPointLightData[0].Position - WorldPos.xyz); vVertToLightWS[0] = ShPointLightData[0].Position - WorldPos.xyz; vVertToLight[1] = ConvertToTangentSpace(ShPointLightData[1].Position - WorldPos.xyz); vVertToLightWS[1] = ShPointLightData[1].Position - WorldPos.xyz; Then I don't have the error anymore, but it's really unconvenient so I would prefer to keep something loop-based. Here is the more detailled config that works: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 5700 Series Version: 4.1.10750 Compatibility Profile Context Shading Language version: 4.10 And here is the more detailed config that doesn't work (should also be compatibility profile, although not indicated): Vendor: NVIDIA Corporation Renderer: GeForce GTX 560 Ti/PCI/SSE2 Version: 4.1.0 Shading Language version: 4.10 NVIDIA via Cg compiler

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Can't read .cso files but I can read their .hlsl versions?

    - by Jader J Rivera
    Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after fidgeting around I discover that it's only the .cso files I can't read. I can read anything else (which means it works) even their .hlsl files. Which is strange because the .hlsl (high level shader language) files are supposed to turn into .cso (compiled shader object) files. What I'm currently doing is: vector<byte> Read(string File){ vector<byte> Text; fstream file(File, ios::in | ios::ate | ios::binary); if(file.is_open()){ Text.resize(file.tellg()); file.seekg(0 , ios::beg); file.read(reinterpret_cast<char*>(&Text[0]), Text.size()); file.close(); } return Text; }; If I then implement it. Read("VertexShader.hlsl"); //Works Read("VertexShader.cso"); //Doesn't Works?!?! And I need the .cso version of the shader to draw my sexy triangles. Without it my life and application will never continue and I have no idea what could be wrong. (I've also asked this at stack overflow but still no answers.)

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

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