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  • Replication - between pools in the same system

    - by Steve Tunstall
    OK, I fully understand that's it's been a LONG time since I've blogged with any tips or tricks on the ZFSSA, and I'm way behind. Hey, I just wrote TWO BLOGS ON THE SAME DAY!!! Make sure you keep scrolling down to see the next one too, or you may have missed it. To celebrate, for the one or two of you out there who are still reading this, I got something for you. The first TWO people who make any comment below, with your real name and email so I can contact you, will get some cool Oracle SWAG that I have to give away. Don't get excited, it's not an iPad, but it pretty good stuff. Only the first two, so if you already see two below, then settle down. Now, let's talk about Replication and Migration.  I have talked before about Shadow Migration here: https://blogs.oracle.com/7000tips/entry/shadow_migrationShadow Migration lets one take a NFS or CIFS share in one pool on a system and migrate that data over to another pool in the same system. That's handy, but right now it's only for file systems like NFS and CIFS. It will not work for LUNs. LUN shadow migration is a roadmap item, however. So.... What if you have a ZFSSA cluster with multiple pools, and you have a LUN in one pool but later you decide it's best if it was in the other pool? No problem. Replication to the rescue. What's that? Replication is only for replicating data between two different systems? Who told you that? We've been able to replicate to the same system now for a few code updates back. These instructions below will also work just fine if you're setting up replication between two different systems. After replication is complete, you can easily break replication, change the new LUN into a primary LUN and then delete the source LUN. Bam. Step 1- setup a target system. In our case, the target system is ourself, but you still have to set it up like it's far away. Go to Configuration-->Services-->Remote Replication. Click the plus sign and setup the target, which is the ZFSSA you're on now. Step 2. Now you can go to the LUN you want to replicate. Take note which Pool and Project you're in. In my case, I have a LUN in Pool2 called LUNp2 that I wish to replicate to Pool1.  Step 3. In my case, I made a Project called "Luns" and it has LUNp2 inside of it. I am going to replicate the Project, which will automatically replicate all of the LUNs and/or Filesystems inside of it.  Now, you can also replicate from the Share level instead of the Project. That will only replicate the share, and not all the other shares of a project. If someone tells you that if you replicate a share, it always replicates all the other shares also in that Project, don't listen to them.Note below how I can choose not only the Target (which is myself), but I can also choose which Pool to replicate it to. So I choose Pool1.  Step 4. I did not choose a schedule or pick the "Continuous" button, which means my replication will be manual only. I can now push the Manual Replicate button on my Actions list and you will see it start. You will see both a barber pole animation and also an update in the status bar on the top of the screen that a replication event has begun. This also goes into the event log.  Step 5. The status bar will also log an event when it's done. Step 6. If you go back to Configuration-->Services-->Remote Replication, you will see your event. Step 7. Done. To see your new replica, go to the other Pool (Pool1 for me), and click the "Replica" area below the words "Filesystems | LUNs" Here, you will see any replicas that have come in from any of your sources. It's a simple matter from here to break the replication, which will change this to a "Local" LUN, and then delete the original LUN back in Pool2. Ok, that's all for now, but I promise to give out more tricks sometime in November !!! There's very exciting stuff coming down the pipe for the ZFSSA. Both new hardware and new software features that I'm just drooling over. That's all I can say, but contact your local sales SC to get a NDA roadmap talk if you want to hear more.   Happy Halloween,Steve 

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  • assigning values to shader parameters in the XNA content pipeline

    - by Nick
    I have tried creating a simple content processor that assigns the custom effect I created to models instead of the default BasicEffect. [ContentProcessor(DisplayName = "Shadow Mapping Model")] public class ShadowMappingModelProcessor : ModelProcessor { protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { EffectMaterialContent shadowMappingMaterial = new EffectMaterialContent(); shadowMappingMaterial.Effect = new ExternalReference<EffectContent>("Effects/MultipassShadowMapping.fx"); return context.Convert<MaterialContent, MaterialContent>(shadowMappingMaterial, typeof(MaterialProcessor).Name); } } This works, but when I go to draw a model in a game, the effect has no material properties assigned. How would I go about assigning, say, my DiffuseColor or SpecularColor shader parameter to white or (better) can I assign it to some value specified by the artist in the model? (I think this may have something to do with the OpaqueDataDictionary but I am confused on how to use it--the content pipeline has always been a black box to me.)

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  • I can't do "sudo"

    - by Klevin92
    Let's describe it from the beginning: I was planning to re-enable the password requirement in LightDM for security reasons. But, since my PC's been sluggish these times, it FC'd the password setup when I was entering and now I can't enter it even with combinatorics. I have followed the tips in the Help page, but with all of them I have issues: I try to enter recovery mode (so that I type passwd and my name and change it), but it is a black screen just like my boot screen (because of nVidia graphic card compatibility issue), then I can't do anything I also tried the editting "shadow" file, but the guide talks about some commas that I just don't see where they are supposed to be. I even tried deletting the keyring file like it's said, but nothing happens (except that I lose the other passwords) So is there anything I can do to have my password back? (a bonus would be stopping all this sluggish, apps not responding, etc)

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • Unity does not display properly [closed]

    - by Ben Isaacs
    Ubuntu Unity on the Ubuntu netbook edition installs without a problem but when I log in though, where the panels are, there is just blank area with a shadow effect style thing on it. I can open apps but the Window buttons and the global menu are not visable. Does this mean that I cannot use Unity. I'm running it through Wubi on a Dell Inspiron 1501 laptop. My total ammount of graphics memory is 831MB My dedicated memory is 128MB. The odd thing is is that Windows Aero displays without a problem so why is there a problem with Unity Hope this helps Ben

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  • HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

    - by Chris Hoffman
    If you’ve ever purchased a computer with a hard disk capacity of 500 GB and opened Windows Explorer only to find that its capacity looked more like 440 GB, you may be wondering where all those gigabytes went. There are several reasons Windows could display the wrong amount of available space, from invisible shadow files, formatting overhead, and hidden recovery partitions to misleading (though technically accurate) storage capacities advertised by hard drive manufacturers. Image Credit: Norlando Pobre HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Ubuntu 13.10 New keyboard stuff bugged wine games

    - by karapinha
    I have made recently a fresh install of ubuntu 13.10. Since the first day I have problems with keyboard probably because of the new ibus thing... My language is PT-PT. One of those problems is the wrong behaviours on wine. games I was running in ubuntu 13.04 (tomb-raider, Skyrim, Shadow Warrior and Dark Souls) installed in the new ubuntu 13.10 they started to get key stuck when there is a combination like W+D+R (Drifting right + reloading) and its not because of windows/wine problems because the prefixes are the same that I had in 13.04. The key stuck as already been reported on winehq for Skyrim for some one using Linux Mint that was based on the 13.10. Is there a way of making the keyboard work like I was in 13.04? Or can i change the input type? Or downgrade ibus or something like that?

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • Ubuntu 14.04 Notification incorrectly displayed

    - by xenolyse
    I have a problem with my notifications on Ubuntu 14.04 x64. The notifications are just plain text with a colored background, and are also strangely placed in the top left corner. I have no idea on how it changed. After one reboot it was just there.. Here is a picture of the problem in question.: As you can see the notification appear over the unified menu. How can I restore the original state of the notification bubble? Here are the settings in ~/.notify-osd slot-allocation = fixed bubble-expire-timeout = 10sec bubble-vertical-gap = 5px bubble-horizontal-gap = 5px bubble-corner-radius = 37,5% bubble-icon-size = 30px bubble-gauge-size = 6px bubble-width = 240px bubble-background-color = 131313 bubble-background-opacity = 90% text-margin-size = 10px text-title-size = 100% text-title-weight = bold text-title-color = ffffff text-title-opacity = 100% text-body-size = 90% text-body-weight = normal text-body-color = eaeaea text-body-opacity = 100% text-shadow-opacity = 100% If I check the org.freedesktop.Notifications.service(/usr/share/dbus-1/servies) it appears to use the correct one. [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd

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  • How do you handle measuring Code Coverage in JavaScript

    - by Dancrumb
    In order to measure Code Coverage for JavaScript unit tests, one needs to instrument the code, run the tests and then perform post-processing. My concern is that, as a result, you are unit testing code that will never be run in production. Since JavaScript isn't compiled, what you test should be precisely what you execute. So here's my question, how do you handle this? One thought I had was to run Unit Testing on the production code and use that for my pass fail. I would then create a shadow of my production code, with instrumentation and run my unit tests again; this would give me my code coverage stats. Has anyone come across a method that is a little more graceful than this?

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  • Problem when scaling game screen in Libgdx

    - by Nicolas Martel
    Currently, I'm able to scale the screen by applying this bit of code onto an OrthographicCamera Camera.setToOrtho(true, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2); But something quite strange is happening with this solution, take a look at this picture of my game below Seems fine right? But upon further investigation, many components are rendered off by one pixels, and the tiles all are. Take a closer look I circled a couple of the errors. Note that the shadow of the warrior I circled appears fine for the other warriors. Also keep in mind that everything is rendered at pixel-perfect precision when I disable the scaling. I actually thought of a possible source for the problem as I'm writing this but I decided to still post this because I would assume somebody else might run into the same issue.

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  • Why is Google still not indexing my !# website?

    - by Zubair
    I have been working on a website which uses #! (2minutecv.com), but even after 6 weeks of the site up and running and conforming to the Google hash bang guidelines stated here, you can still see that Google still hasn't indexed the site yet. For example if you use Google to search for 2MinuteCV.com benefits it does not find this page which is referenced from the homepage. Can anyone tell me why Google isn't indexing this website? Update: Thanks for al lthe help with this answer. So just to make sure I understand what is wrong. According to the answers Google never actually indexes the pages after the Javascript has run. I need to create a "shadow site" which google indexes (which google calls HTNL snapshots). If I am right in thinking this then I can pick a winner for the bounty

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  • Oracle Solaris 11 Cheat Sheet

    - by Markus Weber
    Need to quickly know, or be reminded about, how to create network configuration profiles in Oracle Solaris 11 ?How to configure VLANS ?How to manipulate Zones ?How to use ZFS shadow migration ? To have those answers, and many more, neatly in front of you, we created this cheat sheet (pdf). Originally developed by Joerg Moellenkamp, the author of the very popular blog c0t0d0s0.org, and of the "Less Known Solaris Features", some more people at Oracle jumped in and added more and more very useful commands to it. And it may keep evolving, so keep checking ! The link to it can also be found on our new Oracle Solaris Evaluation page.

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  • Auto save, filter applied screen shots

    - by DUKE
    Unlike Windows, it is very easy to take screen shots of selected area of the screen in Ubuntu. But I am researching how to have the following features when taking screen shots of the selected area: (1) The final output should be automatically saved to a location, for example on the desktop. (This feature is available in Mac OSX) (2) A filter (such as drop down shadow) should be automatically applied to the image. The above should happen as soon as the selection is done, without poping up any dialogs and expecting any inputs from the user.

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • How to explain that writing universally cross-platform C++ code and shipping products for all OSes is not that easy?

    - by sharptooth
    Our company ships a range of desktop products for Windows and lots of Linux users complain on forums that we should have been written versions of our products for Linux years ago and the reason why we don't do that is we're a greedy corporation all our technical specialists are underqualified idiots Our average product is something like 3 million lines of C++ code. My and my colleagues analysis is the following: writing cross-platform C++ code is not that easy preparing a lot of distribution packages and maintaining them for all widespread versions of Linux takes time our estimate is that Linux market is something like 5-15% of all users and those users will likely not want to pay for our effort when this is brought up the response is again that we're greedy underqualified idiots and that when everything is done right all this is easy and painless. How reasonable are our evaluations of the fact that writing cross-platform code and maintaining numerous ditribution packages takes lots of effort? Where can we find some easy yet detailed analysis with real life stories that show beyond the shadow of a doubt what amount of effort exactly it takes?

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  • What design pattern do you use to support graceful fallback on old platforms?

    - by JoJo
    Let's say I need to add a drop shadow behind a box. Some old platforms do not support drop shadows, so I have to fake it by putting an image behind the box. Here's the pseudo code of how I'm currently handling this fallback: if (dropShadowsAreSupported) { box.addDropShadow("black"); } else { box.putImageBehindIt("gaussianBlur.png"); } Is this the right way to handle it? It seems too amateur to me. Is there a better design pattern?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Why doesn't max-height hold in Mobile safari in landscape mode?

    - by Mick79
    I am building a small portfolio site for myself and have come across an odd quirk. I have an image inside a container, and to allow for multiple screen sizes, I am setting all dimensions in % rather than pixels. in iphone portrait mode, everything is fine. However in landscape mode, my image bursts out of its container, completely ignoring the max-height:100%; rule that works fine in portrait. code: #centralident{ position:relative; width:50%; height:50%; box-shadow: 0 0 10px black; margin-left:25%; margin-top:13%; } #centralident img{ max-height:100%; }

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  • PhoneGap Build 1.0 : Adobe relance son outil de conversion d'applications mobiles multiplateforme et enrichit son offre Cloud

    PhoneGap Build 1.0 : Adobe relance l'outil de conversion d'applications mobiles multiplateforme Et enrichit son offre Cloud avec 5 autres services Dans le cadre de sa conférence Create theWeb, Adobe a dévoilé hier une palette d'outils et de services pour les designers et les développeurs. Des outils très orientés HTML5, CSS3 et JavaScript. Leur but : « créer plus facilement des sites web, des contenus numériques et des applications mobiles ». La liste est assez longue. On y trouve PhoneGap Build 1.0 et une gamme Edge qui se compose à présent de Edge Animate 1.0, EdgeInspect 1.0 (ex-Shadow), Edge Web Fonts, Edge Code et en avant-première Edge Reflow.

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  • Wubi doesn't install Ubuntu

    - by Nick
    I've tried 4 times on 2 different computers. After downloading wubi, and installing Ubuntu inside Windows XP, I restart and get the dual boot screen. I choose Ubuntu, and then nothing, my screen flashes for a few minutes with the Ubuntu colors. I restart and go to Ubuntu recovery, where it says "shadow passwords now on" and "clock off by a day-Fixed". I restart to only get the same thing, but Xubuntu, in stalled on one, but it's Ubuntu I want to try. Any thoughts ??

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • C# .NET 4.0 interactive course?

    - by Kanyhalos
    I would like to learn C# programming. I already studied it for several weeks and wrote some minor programs with VS2010, and I'm not completely newbie at programming because I worked on STALKER - Shadow of Chernobyl as scripter, but it was LUA. I want to become a real programmer. I think C# is a decent way to start with. I already learned about the most commonly used resource sites and got some nice eBooks as well, but unfortunately I don't have time to sit down in front my computer all the time, so my progress is pretty slow. I would like to ask that if someone can recommend me some decent interactive online courses to make my learning progress faster. I know about the "joe grip" course but I don't know if it's worth $39 also it's only for .NET 1.x and 2.0 while I'd like to learn 4.0 so I have no idea what should I do.

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