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  • What are the GPU requirements for XNA 4.0?

    - by Nate Koppenhaver
    I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, but I got another error saying that "Your current graphics card does not support the XNA HiDef profile" and would not build. Since that card seems to not be compatible, I guess I need to buy another one. What features should I look for to make sure that it's compatible with XNA?

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • Generating geometry when using VBO

    - by onedayitwillmake
    Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads. I am doing this by storing a STD::Vector, and removing the oldest verticies once enough exist, and then calling glDrawArrays. I am interested in switching to a shader based model, usually examples I see the VBO is generated at start and then that's basically it. What is the best route to go about creating geometry in real time, using shader / VBO approach

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  • What are the advantages of GLSL's compilation model?

    - by Kos
    GLSL is fundamentally different from other shader solutions because the server (GPU driver) is responsible for shader compilation. Cg and HLSL are (afaik) generally compiled a priori and sent to the GPU in that way. This causes some real-world practical issues: many drivers provide buggy compilers compilers differ in terms of strictness (one GPU can accept a program while another won't) also we can't know how the assembler code will be optimised What are the upsides of GLSL's current approach? Is it worth it?

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  • When does depth testing happen?

    - by Utkarsh Sinha
    I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems it doesn't. Maybe it's done before the pixel shader step? Or is depth testing only done when drawing 3D things (I'm using SpriteBatch)? Any links/articles/topics to read/search for would be appreciated.

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  • Multi Pass Blend

    - by Kirk Patrick
    I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send it for the second pass. In my example I want to draw to the R channel and then draw to the G channel and produce a simple Venn Diagram in the shader, but need to detect overlap. I can currently detect one or the other but not overlap. There are a red and green circle overlapping, and I want to put a dynamic texture map in the overlap region. I can currently put it in either or. Below is how it looks in the shader. -------------------------------- Texture2D shaderTexture; SamplerState SampleType; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex0 : TEXCOORD0; float2 tex1 : TEXCOORD1; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 main(PixelInputType input) : SV_TARGET { float4 textureColor0; float4 textureColor1; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor0 = shaderTexture.Sample(SampleType, input.tex0); textureColor1 = shaderTexture.Sample(SampleType, input.tex1); if (input.color[0]==1.0f && input.color[1]==1.0f) // Requires multi-pass textureColor0 = textureColor1; return textureColor0; } Here is the calling code (that needs to be modified) m_d3dContext->IASetVertexBuffers(0, 2, vbs, strides, offsets); m_d3dContext->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT,0); m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_d3dContext->IASetInputLayout(m_inputLayout.Get()); m_d3dContext->VSSetShader(m_vertexShader.Get(), nullptr, 0); m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); m_d3dContext->PSSetShader(m_pixelShader.Get(), nullptr, 0); m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf()); m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • How does opengl-es 2 assemble primitives?

    - by stephelton
    Two things I'm quite confused about. 1) OpenGL ES 2.0 creates primitives before the vertex shader is invoked. Why, then, does it not automatically provide the vertex shader the position of the vertex? 2) OpenGL ES 2.0 supports glDrawElements(), but it does not support glEnableClientState() or GL_VERTEX_ARRAY, so how can this call possibly be used to construct primitives? NOTE: this is OpenGL ES 2.0, NOT normal OpenGL! Thanks!

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • How to add two textures ,one is used as background and another one is used in a rotating cube!

    - by VampirEMufasa
    I am working in OpenGL ES 2.0. Now I am writing a demo for my project, I load two png images as my textures with the libSOIL But now I need to use one of them as the texture of my demo's background and another one as the texture of a rotating cube. In OpenGL ES 2.0, the adding texture operation is in the shader But now I don't know how to add the different textures to the different place in a shader Who can help me! Thank you very much!

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  • The new Auto Scaling Service in Windows Azure

    - by shiju
    One of the key features of the Cloud is the on-demand scalability, which lets the cloud application developers to scale up or scale down the number of compute resources hosted on the Cloud. Auto Scaling provides the capability to dynamically scale up and scale down your compute resources based on user-defined policies, Key Performance Indicators (KPI), health status checks, and schedules, without any manual intervention. Auto Scaling is an important feature to consider when designing and architecting cloud based solutions, which can unleash the real power of Cloud to the apps for providing truly on-demand scalability and can also guard the organizational budget for cloud based application deployment. In the past, you have had to leverage the the Microsoft Enterprise Library Autoscaling Application Block (WASABi) or a services like  MetricsHub for implementing Automatic Scaling for your cloud apps hosted on the Windows Azure. The WASABi required to host your auto scaling block in a Windows Azure Worker Role for effectively implementing the auto scaling behaviour to your Windows Azure apps. The newly announced Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. Unlike WASABi hosted on a Worker Role, you don’t need to host any monitoring service for using the new Auto Scaling service and the Auto Scaling service will be available to individual Windows Azure Compute Services as part of the Scaling. Configure Auto Scaling for a Windows Azure Cloud Service Currently the Auto Scaling service supports Cloud Services, Web Sites and Virtual Machine. In this demo, I will be used a Cloud Services app with a Web Role and a Worker Role. To enable the Auto Scaling, select t your Windows Azure app in the Windows Azure management portal, and choose “SCLALE” tab. The Scale tab will show the all information regards with Auto Scaling. The below image shows that we have currently disabled the AutoScale service. To enable Auto Scaling, you need to choose either CPU or QUEUE. The QUEUE option is not available for Web Sites. The image below demonstrates how to configure Auto Scaling for a Web Role based on the utilization of CPU. We have configured the web role app for running with 1 to 5 Virtual Machine instances based on the CPU utilization with a range of 50 to 80%. If the aggregate utilization is becoming above above 80%, it will scale up instances and it will scale down instances when utilization is becoming below 50%. The image below demonstrates how to configure Auto Scaling for a Worker Role app based on the messages added into the Windows Azure storage Queue. We configured the worker role app for running with 1 to 3 Virtual Machine instances based on the Queue messages added into the Windows Azure storage Queue. Here we have specified the number of messages target per machine is 2000. The image below shows the summary of the Auto Scaling for the Cloud Service after configuring auto scaling service. Summary Auto Scaling is an extremely important behaviour of the Cloud applications for providing on-demand scalability without any manual intervention. Windows Azure provides greater support for enabling Auto Scaling for the apps deployed on the Windows Azure cloud platform. The new Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. In the new Auto Scaling service, you don’t have to host any monitor service like you have had in WASABi block. The Auto Scaling service is an excellent alternative to the manually hosting WASABi block in a Worker Role app.

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  • Exadata X3, 11.2.3.2 and Oracle Platinum Services

    - by Rene Kundersma
    Oracle recently announced an Exadata Hardware Update. The overall architecture will remain the same, however some interesting hardware refreshes are done especially for the storage server (X3-2L). Each cell will now have 1600GB of flash, this means an X3-2 full rack will have 20.3 TB of total flash ! For all the details I would like to refer to the Oracle Exadata product page: www.oracle.com/exadata Together with the announcement of the X3 generation. A new Exadata release, 11.2.3.2 is made available. New Exadata systems will be shipped with this release and existing installations can be updated to that release. As always there is a storage cell patch and a patch for the compute node, which again needs to be applied using YUM. Instructions and requirements for patching existing Exadata compute nodes to 11.2.3.2 using YUM can be found in the patch README. Depending on the release you have installed on your compute nodes the README will direct you to a particular section in MOS note 1473002.1. MOS 1473002.1 should only be followed with the instructions from the 11.2.3.2 patch README. Like with 11.2.3.1.0 and 11.2.3.1.1 instructions are added to prepare your systems to use YUM for the first time in case you are still on release 11.2.2.4.2 and earlier. You will also find these One Time Setup instructions in MOS note 1473002.1 By default compute nodes that will be updated to 11.2.3.2.0 will have the UEK kernel. Before 11.2.3.2.0 the 'compatible kernel' was used for the compute nodes. For 11.2.3.2.0 customer will have the choice to replace the UEK kernel with the Exadata standard 'compatible kernel' which is also in the ULN 11.2.3.2 channel. Recommended is to use the kernel that is installed by default. One of the other great new things 11.2.3.2 brings is Writeback Flashcache (wbfc). By default wbfc is disabled after the upgrade to 11.2.3.2. Enable wbfc after patching on the storage servers of your test environment and see the improvements this brings for your applications. Writeback FlashCache can be enabled  by dropping the existing FlashCache, stopping the cellsrv process and changing the FlashCacheMode attribute of the cell. Of course stopping cellsrv can only be done in a controlled manner. Steps: drop flashcache alter cell shutdown services cellsrv again, cellsrv can only be stopped in a controlled manner alter cell flashCacheMode = WriteBack alter cell startup services cellsrv create flashcache all Going back to WriteThrough FlashCache is also possible, but only after flushing the FlashCache: alter cell flashcache all flush Last item I like to highlight in particular is already from a while ago, but a great thing to emphasis: Oracle Platinum Services. On top of the remote fault monitoring with faster response times Oracle has included update and patch deployment services.These services are delivered by Oracle Advanced Customer Support at no additional costs for qualified Oracle Premier Support customers. References: 11.2.3.2.0 README Exadata YUM Repository Population, One-Time Setup Configuration and YUM upgrades  1473002.1 Oracle Platinum Services

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  • SoundMixer.computeSpectrum with microphone

    - by paleozogt
    Flex has the SoundMixer.computeSpectrum function that lets you compute an FFT from the currently playing sound. What I'd like to do is compute an FFT without playing the sound. Since Flash 10.1 lets us access the microphone bytes directly, it seems like we should be able to compute the FFT directly off of what the user is speaking.

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  • SoundMixer.computeSpectrum with microphone

    - by paleozogt
    Flex has the SoundMixer.computeSpectrum function that lets you compute an FFT from the currently playing sound. What I'd like to do is compute an FFT without playing the sound. Since Flash 10.1 lets us access the microphone bytes directly, it seems like we should be able to compute the FFT directly off of what the user is speaking.

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  • What am I doing wrong with my Shoes program?

    - by dmonroe4919
    #Shoes.app(:title => "Collinear Points", :width => 450, :height => 350) do def calculate math.sqrt(((@[email protected]_f)**2)+((@[email protected]_f)**2)+((@[email protected]_f)**2)) end def compute math.sqrt(((@[email protected]_f)**2)+((@[email protected]_f)**2)+((@[email protected]_f)**2)) end def capture math.sqrt(((@[email protected]_f)**2)+((@[email protected]_f)**2)+((@[email protected]_f)**2)) end stack(:width => '100%', :margin => 20) do para('Calculate Collinear Points') para(' x y z') end flow(:width => '100%' ) do para('Point A: ') @alphax = edit_line(:width => 100, height => 35) {@collinear.text = calculate} @alphay = edit_line(:width => 100, height => 35) {@collinear.text = calculate} @alphaz = edit_line(:width => 100, height => 35) {@collinear.text = calculate} end flow(:width => '100%' ) do para('Point B: ') @betax = edit_line(:width => 100, height => 35) {@collinear.text = compute} @betay = edit_line(:width => 100, height => 35) {@collinear.text = compute} @betaz = edit_line(:width => 100, height => 35) {@collinear.text = compute} end flow(:width => '100%' ) do para('Point C: ') @gammax = edit_line(:width => 100, height => 35) {@collinear.text = capture} @gammay = edit_line(:width => 100, height => 35) {@collinear.text = capture} @gammaz = edit_line(:width => 100, height => 35) {@collinear.text = capture} end button("Configure") @button.click do c = calculate+compute=capture case c when c=true alert("Points are collinear, equation is ") when c=false alert("Points are non-collinear") end end

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  • Juju Zookeeper & Provisioning Agent Not Deployed

    - by Keith Tobin
    I am using juju with the openstack provider, i expected that when i bootstrap that zookeeper and provisioning agent would get deployed on the bootstrap vm in openstack. This dose not seem to be the case. the bootstrap vm gets deployed but it seems that nothing gets deployed to the VM. See logs below, I may be missing something, also how is it possible to log on the bootstrap vm. Could I manual deploy, if so what do I need to do. Juju Bootstrap commend root@cinder01:/home/cinder# juju -v bootstrap 2012-10-12 03:21:20,976 DEBUG Initializing juju bootstrap runtime 2012-10-12 03:21:20,982 WARNING Verification of xxxxS certificates is disabled for this environment. Set 'ssl-hostname-verification' to ensure secure communication. 2012-10-12 03:21:20,982 DEBUG openstack: using auth-mode 'userpass' with xxxx:xxxxxx.10:35357/v2.0/ 2012-10-12 03:21:21,064 DEBUG openstack: authenticated til u'2012-10-13T08:21:13Z' 2012-10-12 03:21:21,064 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors' 2012-10-12 03:21:21,091 DEBUG openstack: 200 '{"flavors": [{"id": "3", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/3", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/3", "rel": "bookmark"}], "name": "m1.medium"}, {"id": "4", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/4", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/4", "rel": "bookmark"}], "name": "m1.large"}, {"id": "1", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "bookmark"}], "name": "m1.tiny"}, {"id": "5", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/5", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/5", "rel": "bookmark"}], "name": "m1.xlarge"}, {"id": "2", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/2", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/2", "rel": "bookmark"}], "name": "m1.small"}]}' 2012-10-12 03:21:21,091 INFO Bootstrapping environment 'openstack' (origin: ppa type: openstack)... 2012-10-12 03:21:21,091 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state 2012-10-12 03:21:21,092 DEBUG openstack: GET 'xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state' 2012-10-12 03:21:21,165 DEBUG openstack: 200 '{}\n' 2012-10-12 03:21:21,165 DEBUG Verifying writable storage 2012-10-12 03:21:21,165 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/bootstrap-verify 2012-10-12 03:21:21,166 DEBUG openstack: PUT 'xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/bootstrap-verify' 2012-10-12 03:21:21,251 DEBUG openstack: 201 '201 Created\n\n\n\n ' 2012-10-12 03:21:21,251 DEBUG Launching juju bootstrap instance. 2012-10-12 03:21:21,271 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/juju_master_id 2012-10-12 03:21:21,273 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-groups 2012-10-12 03:21:21,273 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-groups' 2012-10-12 03:21:21,321 DEBUG openstack: 200 '{"security_groups": [{"rules": [{"from_port": -1, "group": {}, "ip_protocol": "icmp", "to_port": -1, "parent_group_id": 1, "ip_range": {"cidr": "0.0.0.0/0"}, "id": 7}, {"from_port": 22, "group": {}, "ip_protocol": "tcp", "to_port": 22, "parent_group_id": 1, "ip_range": {"cidr": "0.0.0.0/0"}, "id": 38}], "tenant_id": "d5f52673953f49e595279e89ddde979d", "id": 1, "name": "default", "description": "default"}]}' 2012-10-12 03:21:21,322 DEBUG Creating juju security group juju-openstack 2012-10-12 03:21:21,322 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-groups' 2012-10-12 03:21:21,401 DEBUG openstack: 200 '{"security_group": {"rules": [], "tenant_id": "d5f52673953f49e595279e89ddde979d", "id": 48, "name": "juju-openstack", "description": "juju group for openstack"}}' 2012-10-12 03:21:21,401 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-group-rules' 2012-10-12 03:21:21,504 DEBUG openstack: 200 '{"security_group_rule": {"from_port": 22, "group": {}, "ip_protocol": "tcp", "to_port": 22, "parent_group_id": 48, "ip_range": {"cidr": "0.0.0.0/0"}, "id": 54}}' 2012-10-12 03:21:21,504 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-group-rules' 2012-10-12 03:21:21,647 DEBUG openstack: 200 '{"security_group_rule": {"from_port": 1, "group": {"tenant_id": "d5f52673953f49e595279e89ddde979d", "name": "juju-openstack"}, "ip_protocol": "tcp", "to_port": 65535, "parent_group_id": 48, "ip_range": {}, "id": 55}}' 2012-10-12 03:21:21,647 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-group-rules' 2012-10-12 03:21:21,791 DEBUG openstack: 200 '{"security_group_rule": {"from_port": 1, "group": {"tenant_id": "d5f52673953f49e595279e89ddde979d", "name": "juju-openstack"}, "ip_protocol": "udp", "to_port": 65535, "parent_group_id": 48, "ip_range": {}, "id": 56}}' 2012-10-12 03:21:21,792 DEBUG Creating machine security group juju-openstack-0 2012-10-12 03:21:21,792 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-security-groups' 2012-10-12 03:21:21,871 DEBUG openstack: 200 '{"security_group": {"rules": [], "tenant_id": "d5f52673953f49e595279e89ddde979d", "id": 49, "name": "juju-openstack-0", "description": "juju group for openstack machine 0"}}' 2012-10-12 03:21:21,871 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/detail 2012-10-12 03:21:21,871 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/detail' 2012-10-12 03:21:21,906 DEBUG openstack: 200 '{"flavors": [{"vcpus": 2, "disk": 10, "name": "m1.medium", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/3", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/3", "rel": "bookmark"}], "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 40, "ram": 4096, "id": "3", "swap": ""}, {"vcpus": 4, "disk": 10, "name": "m1.large", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/4", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/4", "rel": "bookmark"}], "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 80, "ram": 8192, "id": "4", "swap": ""}, {"vcpus": 1, "disk": 0, "name": "m1.tiny", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "bookmark"}], "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 0, "ram": 512, "id": "1", "swap": ""}, {"vcpus": 8, "disk": 10, "name": "m1.xlarge", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/5", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/5", "rel": "bookmark"}], "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 160, "ram": 16384, "id": "5", "swap": ""}, {"vcpus": 1, "disk": 10, "name": "m1.small", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/flavors/2", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/2", "rel": "bookmark"}], "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 20, "ram": 2048, "id": "2", "swap": ""}]}' 2012-10-12 03:21:21,907 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers 2012-10-12 03:21:21,907 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers' 2012-10-12 03:21:22,284 DEBUG openstack: 202 '{"server": {"OS-DCF:diskConfig": "MANUAL", "id": "a598b402-8678-4447-baeb-59255409a023", "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "bookmark"}], "adminPass": "SuFp48cZzdo4"}}' 2012-10-12 03:21:22,284 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/juju_master_id 2012-10-12 03:21:22,285 DEBUG openstack: PUT 'xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/juju_master_id' 2012-10-12 03:21:22,375 DEBUG openstack: 201 '201 Created\n\n\n\n ' 2012-10-12 03:21:27,379 DEBUG Waited for 5 seconds for networking on server u'a598b402-8678-4447-baeb-59255409a023' 2012-10-12 03:21:27,380 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023 2012-10-12 03:21:27,380 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023' 2012-10-12 03:21:27,556 DEBUG openstack: 200 '{"server": {"OS-EXT-STS:task_state": "networking", "addresses": {"private": [{"version": 4, "addr": "10.0.0.8"}]}, "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "bookmark"}], "image": {"id": "5bf60467-0136-4471-9818-e13ade75a0a1", "links": [{"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/images/5bf60467-0136-4471-9818-e13ade75a0a1", "rel": "bookmark"}]}, "OS-EXT-STS:vm_state": "building", "OS-EXT-SRV-ATTR:instance_name": "instance-00000060", "flavor": {"id": "1", "links": [{"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "bookmark"}]}, "id": "a598b402-8678-4447-baeb-59255409a023", "user_id": "01610f73d0fb4922aefff09f2627e50c", "OS-DCF:diskConfig": "MANUAL", "accessIPv4": "", "accessIPv6": "", "progress": 0, "OS-EXT-STS:power_state": 0, "config_drive": "", "status": "BUILD", "updated": "2012-10-12T08:21:23Z", "hostId": "1cdb25708fb8e464d83a69fe4a024dcd5a80baf24a82ec28f9d9f866", "OS-EXT-SRV-ATTR:host": "nova01", "key_name": "", "OS-EXT-SRV-ATTR:hypervisor_hostname": null, "name": "juju openstack instance 0", "created": "2012-10-12T08:21:22Z", "tenant_id": "d5f52673953f49e595279e89ddde979d", "metadata": {}}}' 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 2012-10-12 03:21:27,557 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-floating-ips 2012-10-12 03:21:27,557 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/os-floating-ips' 2012-10-12 03:21:27,815 DEBUG openstack: 200 '{"floating_ips": [{"instance_id": "a0e0df11-91c0-4801-95b3-62d910d729e9", "ip": "xxxx.35", "fixed_ip": "10.0.0.5", "id": 447, "pool": "nova"}, {"instance_id": "b84f1a42-7192-415e-8650-ebb1aa56e97f", "ip": "xxxx.36", "fixed_ip": "10.0.0.6", "id": 448, "pool": "nova"}, {"instance_id": null, "ip": "xxxx.37", "fixed_ip": null, "id": 449, "pool": "nova"}, {"instance_id": null, "ip": "xxxx.38", "fixed_ip": null, "id": 450, "pool": "nova"}, {"instance_id": null, "ip": "xxxx.39", "fixed_ip": null, "id": 451, "pool": "nova"}, {"instance_id": null, "ip": "xxxx.40", "fixed_ip": null, "id": 452, "pool": "nova"}, {"instance_id": null, "ip": "xxxx.41", "fixed_ip": null, "id": 453, "pool": "nova"}]}' 2012-10-12 03:21:27,815 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023/action 2012-10-12 03:21:27,816 DEBUG openstack: POST 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023/action' 2012-10-12 03:21:28,356 DEBUG openstack: 202 '' 2012-10-12 03:21:28,356 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state 2012-10-12 03:21:28,357 DEBUG openstack: PUT 'xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state' 2012-10-12 03:21:28,446 DEBUG openstack: 201 '201 Created\n\n\n\n ' 2012-10-12 03:21:28,446 INFO 'bootstrap' command finished successfully Juju Status Command root@cinder01:/home/cinder# juju -v status 2012-10-12 03:23:28,314 DEBUG Initializing juju status runtime 2012-10-12 03:23:28,320 WARNING Verification of xxxxS certificates is disabled for this environment. Set 'ssl-hostname-verification' to ensure secure communication. 2012-10-12 03:23:28,320 DEBUG openstack: using auth-mode 'userpass' with xxxx:xxxxxx.10:35357/v2.0/ 2012-10-12 03:23:28,320 INFO Connecting to environment... 2012-10-12 03:23:28,403 DEBUG openstack: authenticated til u'2012-10-13T08:23:20Z' 2012-10-12 03:23:28,403 DEBUG access object-store @ xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state 2012-10-12 03:23:28,403 DEBUG openstack: GET 'xxxx:xx10.49.113.11:8080/v1/AUTH_d5f52673953f49e595279e89ddde979d/juju-hpc-az1-cb/provider-state' 2012-10-12 03:23:35,480 DEBUG openstack: 200 'zookeeper-instances: [a598b402-8678-4447-baeb-59255409a023]\n' 2012-10-12 03:23:35,480 DEBUG access compute @ xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023 2012-10-12 03:23:35,480 DEBUG openstack: GET 'xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023' 2012-10-12 03:23:35,662 DEBUG openstack: 200 '{"server": {"OS-EXT-STS:task_state": null, "addresses": {"private": [{"version": 4, "addr": "10.0.0.8"}, {"version": 4, "addr": "xxxx.37"}]}, "links": [{"href": "xxxx:xxxxxx.15:8774/v1.1/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "self"}, {"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/servers/a598b402-8678-4447-baeb-59255409a023", "rel": "bookmark"}], "image": {"id": "5bf60467-0136-4471-9818-e13ade75a0a1", "links": [{"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/images/5bf60467-0136-4471-9818-e13ade75a0a1", "rel": "bookmark"}]}, "OS-EXT-STS:vm_state": "active", "OS-EXT-SRV-ATTR:instance_name": "instance-00000060", "flavor": {"id": "1", "links": [{"href": "xxxx:xxxxxx.15:8774/d5f52673953f49e595279e89ddde979d/flavors/1", "rel": "bookmark"}]}, "id": "a598b402-8678-4447-baeb-59255409a023", "user_id": "01610f73d0fb4922aefff09f2627e50c", "OS-DCF:diskConfig": "MANUAL", "accessIPv4": "", "accessIPv6": "", "progress": 0, "OS-EXT-STS:power_state": 1, "config_drive": "", "status": "ACTIVE", "updated": "2012-10-12T08:21:40Z", "hostId": "1cdb25708fb8e464d83a69fe4a024dcd5a80baf24a82ec28f9d9f866", "OS-EXT-SRV-ATTR:host": "nova01", "key_name": "", "OS-EXT-SRV-ATTR:hypervisor_hostname": null, "name": "juju openstack instance 0", "created": "2012-10-12T08:21:22Z", "tenant_id": "d5f52673953f49e595279e89ddde979d", "metadata": {}}}' 2012-10-12 03:23:35,663 DEBUG Connecting to environment using xxxx.37... 2012-10-12 03:23:35,663 DEBUG Spawning SSH process with remote_user="ubuntu" remote_host="xxxx.37" remote_port="2181" local_port="45859". 2012-10-12 03:23:36,173:4355(0x7fd581973700):ZOO_INFO@log_env@658: Client environment:zookeeper.version=zookeeper C client 3.3.5 2012-10-12 03:23:36,173:4355(0x7fd581973700):ZOO_INFO@log_env@662: Client environment:host.name=cinder01 2012-10-12 03:23:36,174:4355(0x7fd581973700):ZOO_INFO@log_env@669: Client environment:os.name=Linux 2012-10-12 03:23:36,174:4355(0x7fd581973700):ZOO_INFO@log_env@670: Client environment:os.arch=3.2.0-23-generic 2012-10-12 03:23:36,174:4355(0x7fd581973700):ZOO_INFO@log_env@671: Client environment:os.version=#36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 2012-10-12 03:23:36,174:4355(0x7fd581973700):ZOO_INFO@log_env@679: Client environment:user.name=cinder 2012-10-12 03:23:36,174:4355(0x7fd581973700):ZOO_INFO@log_env@687: Client environment:user.home=/root 2012-10-12 03:23:36,175:4355(0x7fd581973700):ZOO_INFO@log_env@699: Client environment:user.dir=/home/cinder 2012-10-12 03:23:36,175:4355(0x7fd581973700):ZOO_INFO@zookeeper_init@727: Initiating client connection, host=localhost:45859 sessionTimeout=10000 watcher=0x7fd57f9146b0 sessionId=0 sessionPasswd= context=0x2c1dab0 flags=0 2012-10-12 03:23:36,175:4355(0x7fd577fff700):ZOO_ERROR@handle_socket_error_msg@1579: Socket [127.0.0.1:45859] zk retcode=-4, errno=111(Connection refused): server refused to accept the client 2012-10-12 03:23:39,512:4355(0x7fd577fff700):ZOO_ERROR@handle_socket_error_msg@1579: Socket [127.0.0.1:45859] zk retcode=-4, errno=111(Connection refused): server refused to accept the client 2012-10-12 03:23:42,848:4355(0x7fd577fff700):ZOO_ERROR@handle_socket_error_msg@1579: Socket [127.0.0.1:45859] zk retcode=-4, errno=111(Connection refused): server refused to accept the client ^Croot@cinder01:/home/cinder#

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Access violation in DirectX OMSetRenderTargets

    - by IDWMaster
    I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1. This error occurs at the OMSetRenderTargets function, as shown below, and does not happen if I remove that function from the program (but then, the screen is blue, and does not render the triangle) //// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #include #include #include "DirectXSample.h" #include "BasicMath.h" #include "BasicReaderWriter.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Infrastructure; // This class defines the application as a whole. ref class Direct3DTutorialViewProvider : public IViewProvider { private: CoreWindow^ m_window; ComPtr m_swapChain; ComPtr m_d3dDevice; ComPtr m_d3dDeviceContext; ComPtr m_renderTargetView; public: // This method is called on application launch. void Initialize( _In_ CoreWindow^ window, _In_ CoreApplicationView^ applicationView ) { m_window = window; } // This method is called after Initialize. void Load(_In_ Platform::String^ entryPoint) { } // This method is called after Load. void Run() { // First, create the Direct3D device. // This flag is required in order to enable compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if defined(_DEBUG) // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // This array defines the ordering of feature levels that D3D should attempt to create. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_1 }; ComPtr d3dDevice; ComPtr d3dDeviceContext; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify nullptr to use the default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // leave as nullptr if hardware is used creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION &d3dDevice, nullptr, &d3dDeviceContext ) ); // Retrieve the Direct3D 11.1 interfaces. DX::ThrowIfFailed( d3dDevice.As(&m_d3dDevice) ); DX::ThrowIfFailed( d3dDeviceContext.As(&m_d3dDeviceContext) ); // After the D3D device is created, create additional application resources. CreateWindowSizeDependentResources(); // Create a Basic Reader-Writer class to load data from disk. This class is examined // in the Resource Loading sample. BasicReaderWriter^ reader = ref new BasicReaderWriter(); // Load the raw vertex shader bytecode from disk and create a vertex shader with it. auto vertexShaderBytecode = reader-ReadData("SimpleVertexShader.cso"); ComPtr vertexShader; DX::ThrowIfFailed( m_d3dDevice-CreateVertexShader( vertexShaderBytecode-Data, vertexShaderBytecode-Length, nullptr, &vertexShader ) ); // Create an input layout that matches the layout defined in the vertex shader code. // For this lesson, this is simply a float2 vector defining the vertex position. const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ComPtr inputLayout; DX::ThrowIfFailed( m_d3dDevice-CreateInputLayout( basicVertexLayoutDesc, ARRAYSIZE(basicVertexLayoutDesc), vertexShaderBytecode-Data, vertexShaderBytecode-Length, &inputLayout ) ); // Load the raw pixel shader bytecode from disk and create a pixel shader with it. auto pixelShaderBytecode = reader-ReadData("SimplePixelShader.cso"); ComPtr pixelShader; DX::ThrowIfFailed( m_d3dDevice-CreatePixelShader( pixelShaderBytecode-Data, pixelShaderBytecode-Length, nullptr, &pixelShader ) ); // Create vertex and index buffers that define a simple triangle. float3 triangleVertices[] = { float3(-0.5f, -0.5f,13.5f), float3( 0.0f, 0.5f,0), float3( 0.5f, -0.5f,0), }; D3D11_BUFFER_DESC vertexBufferDesc = {0}; vertexBufferDesc.ByteWidth = sizeof(float3) * ARRAYSIZE(triangleVertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; vertexBufferData.pSysMem = triangleVertices; vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemSlicePitch = 0; ComPtr vertexBuffer; DX::ThrowIfFailed( m_d3dDevice-CreateBuffer( &vertexBufferDesc, &vertexBufferData, &vertexBuffer ) ); // Once all D3D resources are created, configure the application window. // Allow the application to respond when the window size changes. m_window-SizeChanged += ref new TypedEventHandler( this, &Direct3DTutorialViewProvider::OnWindowSizeChanged ); // Specify the cursor type as the standard arrow cursor. m_window-PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // Activate the application window, making it visible and enabling it to receive events. m_window-Activate(); // Enter the render loop. Note that tailored applications should never exit. while (true) { // Process events incoming to the window. m_window-Dispatcher-ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); // Specify the render target we created as the output target. ID3D11RenderTargetView* targets[1] = {m_renderTargetView.Get()}; m_d3dDeviceContext-OMSetRenderTargets( 1, targets, NULL // use no depth stencil ); // Clear the render target to a solid color. const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f }; //Code fails here m_d3dDeviceContext-ClearRenderTargetView( m_renderTargetView.Get(), clearColor ); m_d3dDeviceContext-IASetInputLayout(inputLayout.Get()); // Set the vertex and index buffers, and specify the way they define geometry. UINT stride = sizeof(float3); UINT offset = 0; m_d3dDeviceContext-IASetVertexBuffers( 0, 1, vertexBuffer.GetAddressOf(), &stride, &offset ); m_d3dDeviceContext-IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set the vertex and pixel shader stage state. m_d3dDeviceContext-VSSetShader( vertexShader.Get(), nullptr, 0 ); m_d3dDeviceContext-PSSetShader( pixelShader.Get(), nullptr, 0 ); // Draw the cube. m_d3dDeviceContext-Draw(3,0); // Present the rendered image to the window. Because the maximum frame latency is set to 1, // the render loop will generally be throttled to the screen refresh rate, typically around // 60Hz, by sleeping the application on Present until the screen is refreshed. DX::ThrowIfFailed( m_swapChain-Present(1, 0) ); } } // This method is called before the application exits. void Uninitialize() { } private: // This method is called whenever the application window size changes. void OnWindowSizeChanged( _In_ CoreWindow^ sender, _In_ WindowSizeChangedEventArgs^ args ) { m_renderTargetView = nullptr; CreateWindowSizeDependentResources(); } // This method creates all application resources that depend on // the application window size. It is called at app initialization, // and whenever the application window size changes. void CreateWindowSizeDependentResources() { if (m_swapChain != nullptr) { // If the swap chain already exists, resize it. DX::ThrowIfFailed( m_swapChain-ResizeBuffers( 2, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0 ) ); } else { // If the swap chain does not exist, create it. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Stereo = false; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.Flags = 0; // Use automatic sizing. swapChainDesc.Width = 0; swapChainDesc.Height = 0; // This is the most common swap chain format. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Don't use multi-sampling. swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // Use two buffers to enable flip effect. swapChainDesc.BufferCount = 2; // We recommend using this swap effect for all applications. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // Once the swap chain description is configured, it must be // created on the same adapter as the existing D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice-SetMaximumFrameLatency(1) ); // Next, get the parent factory from the DXGI Device. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice-GetAdapter(&dxgiAdapter) ); ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter-GetParent( __uuidof(IDXGIFactory2), &dxgiFactory ) ); // Finally, create the swap chain. DX::ThrowIfFailed( dxgiFactory-CreateSwapChainForImmersiveWindow( m_d3dDevice.Get(), DX::GetIUnknown(m_window), &swapChainDesc, nullptr, // allow on all displays &m_swapChain ) ); } // Once the swap chain is created, create a render target view. This will // allow Direct3D to render graphics to the window. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain-GetBuffer( 0, __uuidof(ID3D11Texture2D), &backBuffer ) ); DX::ThrowIfFailed( m_d3dDevice-CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // After the render target view is created, specify that the viewport, // which describes what portion of the window to draw to, should cover // the entire window. D3D11_TEXTURE2D_DESC backBufferDesc = {0}; backBuffer-GetDesc(&backBufferDesc); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(backBufferDesc.Width); viewport.Height = static_cast(backBufferDesc.Height); viewport.MinDepth = D3D11_MIN_DEPTH; viewport.MaxDepth = D3D11_MAX_DEPTH; m_d3dDeviceContext-RSSetViewports(1, &viewport); } }; // This class defines how to create the custom View Provider defined above. ref class Direct3DTutorialViewProviderFactory : IViewProviderFactory { public: IViewProvider^ CreateViewProvider() { return ref new Direct3DTutorialViewProvider(); } }; [Platform::MTAThread] int main(array^) { auto viewProviderFactory = ref new Direct3DTutorialViewProviderFactory(); Windows::ApplicationModel::Core::CoreApplication::Run(viewProviderFactory); return 0; }

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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