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  • Setting up and moving a distribution group to a public folder in Exchange 2003

    - by Sevdarkseed
    I'm looking for some advice with something that seems simple but I haven't done before. Currently we use a distribution group called Orders that has an email address that is that forwarded to four people in the company, the same goes for another one, Quotes. The problem is, of course, no one knows what was answered, and all the email gets worked in to the individual user's emails, so I'm thinking that a public folder, only accessible by one department would be the answer. I'm not sure what the best way to set this up would be or how to move/convert the current distribution list over to a public folder. This is a very critical email address in the company, so I'm trying to be sure that there is zero down time at all for it. What would be the best way to go about creating a public folder and converting/forwarding/moving/(whatever) over the current email address to that folder?

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  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

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  • Multiple OpenSSL vulnerabilities in Sun SPARC Enterprise M-series XCP Firmware

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2008-5077 Improper Input Validation vulnerability 5.8 OpenSSL in XCP1113 Firmware Sun SPARC Enterprise M3000 SPARC: 14216085 Sun SPARC Enterprise M4000 SPARC: 14216091 Sun SPARC Enterprise M5000 SPARC: 14216093 Sun SPARC Enterprise M8000 SPARC: 14216096 Sun SPARC Enterprise M9000 SPARC: 14216098 CVE-2008-7270 Cryptographic Issues vulnerability 4.3 CVE-2009-0590 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 5.0 CVE-2009-3245 Improper Input Validation vulnerability 10.0 CVE-2010-4180 Cipher suite downgrade vulnerability 4.3 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • Why does my VertexDeclaration apparently not contain Position0?

    - by Phil
    I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the error: The current vertex declaration does not include all the elements required by the current vertex shader. Position0 is missing. Which makes absolutely no sense to me, as my VertexDeclaration is: public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); Which clearly contains the information. I am attempting to draw with the following lines: VertexBuffer vb = new VertexBuffer(GraphicsDevice, VertexPositionColorNormal.VertexDeclaration, c.VertexList.Count, BufferUsage.WriteOnly); IndexBuffer ib = new IndexBuffer(GraphicsDevice, typeof(int), c.IndexList.Count, BufferUsage.WriteOnly); vb.SetData<VertexPositionColorNormal>(c.VertexList.ToArray()); ib.SetData<int>(c.IndexList.ToArray()); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vb.VertexCount, 0, c.IndexList.Count/3); Where c is a Chunk class containing an 8x8x8 array of boxes. Full code is available at https://github.com/mrbaggins/Box/tree/ProperMeshing/box/box. Relevant locations are Chunk.cs (Contains the VertexDeclaration) and Game1.cs (Draw() is in Lines 230-250). Not much else of relevance to this problem anywhere else. Note that large commented sections are from old version of drawing.

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • NFS4 / ZFS: revert ACL to clean/inherited state

    - by Keiichi
    My problem is identical to this Windows question, but pertains NFS4 (Linux) and the underlying ZFS (OpenIndiana) we are using. We have this ZFS shared via NFS4 and CIFS for Linux and Windows users respectively. It would be nice for both user groups to benefit from ACLs, but the one missing puzzle piece goes thusly: Each user has a home, where he sets a top-level, inherited ACL. He can later on refine permissions for the contained files/folders iteratively. Over time, sometimes permissions need to be generalized again to avoid increasing pollution of ACL entries. You can tweak the ACL of every single file if need be to obtain the wanted permissions, but that defeats the purpose of inherited ACLs. So, how can an ACL be completely cleared like in the question linked above? I have found nothing about what a blank, inherited ACL should look like. This usecase simply does not seem to exist. In fact, the solaris chmod manpage clearly states A- Removes all ACEs for current ACL on file and replaces current ACL with new ACL that represents only the current mode of the file. I.e. we get three new ACL entries filled with stuff representing the permission bits, which is rather useless for cleaning up. If I try to manually remove every ACE, on the last one I get chmod A0- <file> chmod: ERROR: Can't remove all ACL entries from a file Which by the way makes me think: and why not? In fact, I really want the whole file-specific ACL gone. The same holds for linux, which enumerates ACEs starting with 1(!), and verbalizes its woes less diligently nfs4_setacl -x 1 <file> Failed setxattr operation: Unknown error 524 So, what is the idea behind ACLs under Solaris/NFS? Can they never be cleaned up? Why does the recursion option for the ACL setting commands pollute all children instead of setting a single ACL and making the children inherit? Is this really the intention of the designers? I can clean up the ACLs using a windows client perfectly well, but am I supposed to tell the linux users they have to switch OS just to consolidate permissions?

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  • Am I programming too slow?

    - by Jonn
    I've only been a year in the industry and I've had some problems making estimates for specific tasks. Before you close this, yes, I've already read this: http://programmers.stackexchange.com/questions/648/how-to-respond-when-you-are-asked-for-an-estimate and that's about the same problem I'm having. But I'm looking for a more specific gauge of experiences, something quantifiable or probably other programmer's average performances which I should aim for and base my estimates. The answers range from weeks, and I was looking more for an answer on the level of a task assigned for a day or so. (Note that this doesn't include submitting for QA or documentations, just the actual development time from writing tests if I used TDD, to making the page, before having it submitted to testing) My current rate right now is as follows (on ASP.NET webforms): Right now, I'm able to develop a simple data entry page with a grid listing (no complex logic, just Creating and Reading) on an already built architecture, given one full day's (8 hours) time. Adding complex functionality, and Update and Delete pages add another full day to the task. If I have to start the page from scratch (no solution, no existing website) it takes me another full day. (Not always) but if I encounter something new or haven't done yet it takes me another full day. Whenever I make an estimate that's longer than the expected I feel that others think that I'm lagging a lot behind everyone else. I'm just concerned as there have been expectations that when it's just one page it should take me no more than a full day. Yes, there definitely is more room for improvement. There always is. I have a lot to learn. But I would like to know if my current rate is way too slow, just average, or average for someone no longer than a year in the industry.

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Mixing JavaFX, HTML 5, and Bananas with the NetBeans Platform

    - by Geertjan
    The banana in the image below can be dragged. Whenever the banana is dropped, the current date is added to the viewer: What's interesting is that the banana, and the viewer that contains it, is defined in HTML 5, with the help of a JavaScript and CSS file. The HTML 5 file is embedded within the JavaFX browser, while the JavaFX browser is embedded within a NetBeans TopComponent class. The only really interesting thing is how drop events of the banana, which is defined within JavaScript, are communicated back into the Java class. Here's how, i.e., in the Java class, parse the HTML's DOM tree to locate the node of interest and then set a listener on it. (In this particular case, the event listener adds the current date to the InstanceContent which is in the Lookup.) Here's the crucial bit of code: WebView view = new WebView(); view.setMinSize(widthDouble, heightDouble); view.setPrefSize(widthDouble, heightDouble); final WebEngine webengine = view.getEngine(); URL url = getClass().getResource("home.html"); webengine.load(url.toExternalForm()); webengine.getLoadWorker().stateProperty().addListener( new ChangeListener() { @Override public void changed(ObservableValue ov, State oldState, State newState) { if (newState == State.SUCCEEDED) { Document document = (Document) webengine.executeScript("document"); EventTarget banana = (EventTarget) document.getElementById("banana"); banana.addEventListener("click", new MyEventListener(), true); } } }); It seems very weird to me that I need to specify "click" as a string. I actually wanted the drop event, but couldn't figure out what the arbitrary string was for that. Which is exactly why strings suck in this context. Many thanks to Martin Kavuma from the Technical University of Eindhoven, who I met today and who inspired me to go down this interesting trail.

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  • Data take on with Drupal 6

    - by Robert MacLean
    We are migrating our current intranet to Drupal 6 and there is a lot of data within the current system which can be classified into: List data, general lists of fields. Common use is phone list of the employees phone numbers. Document repository. Just basically a web version of a file share for documents. I can easily get the data + meta infomation out, but how do I bulk upload the two types of data into Drupal, as uploading the hundred of thousands of items manually is just not acceptable.

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  • Diff 2 files while ignoring parts of lines

    - by Millianz
    I would like to diff a file system. Currently my bash script prints out the file system recursively into a file (ls -l -R) and diffs it with an expected output. An example for a line in this file would be: drw---- 100000f3 00000400 0 ./foo/ My current diff command is diff "$TEMP_LOG" "$DIFF_FILE_OUT" --strip-trailing-cr --changed-group-format='%' --unchanged-group-format='' "$SubLog" As you can see I ignore additional lines in the current output file, I only care about lines that match with the master output. I now have the problem though that some files may differ in size, or a folder might even have a different name, but due to it's location I know what access rights it should have. For example: Output: ------- 00000000 00000000 528 ./foo/bar.txt Master: ------- 00000000 00000000 200 ./foo/bar.txt Only the size differs here, and it doesn't matter, I would like to just ignore certain parts of the diff, kind of like an ansi c comment. Master: ------- 00000000 00000000 /*200*/ ./foo/bar.txt -- OR -- Master: d------ 00000000 00000000 /*10*/ ./foo//*123123*///*76456546*//bar.txt Output: d------ 00000000 00000000 0 ./foo/asd/sdf/bar.txt And still have it diff correctly. Is this even possible with diff, or will I have to write a custom script for it? Since I'm fairly new to cygwin I might be using the completely wrong tool all together, I'm happy for any suggestions. Update: Taking a step back, here is the general task at hand that I want to achieve. I want to write a script that checks the file system to see if the read/write permissions are set up correctly. The structure of the file system is under my control, so I don't have to worry about it changing too much. Sometimes folders/files might not be present, but if they are their permissions must be checked. For Example assume that the following is a snapshot of the current file system structure drw ./foo drw ./foo/bar -rw ./foow/bar/bar.txt drw ./foo/baz -rw ./foo/baz/baz.txt And this is what the file system structure might dictate, i.e. if these folders / files are present, the permissions must match. drw ./foo drw ./foo/bar -rw ./foo/bar/bar.txt --- ./foo/bar/foobar.txt drw ./foo/baz -rw ./foo/baz/foobaz.txt In this case the file system checked out ok, since all files present match their expected values. The situation becomes more complicated as soon as certain folders might have any arbitrary name, only due to their location I know what their permissions should be. Assume that the directory ./foo/bar in the above example might be such a case, i.e. instead of bar the folder could have any name, but still match the -rw permissions. This seems like a very complicated situation, and I'm not even sure if I can solve it with bash scripting alone. I might have to write an actual application.

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  • Setting permissions on user accounts

    - by Ron Porter
    We would like to lock a couple of accounts to prevent even domain admins from resetting the password without already knowing the current password. From what I can see in the permission sets, this looks possible. Anything I've found on the subject recommends against altering default permissions, but doesn't go into detail why. Assuming that domain admin retains the ability to reset passwords without knowing current passwords is it reasonable to prevent password resets on the domain admin account and maybe a couple of others? If not, why not?

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  • Mobile music playback on android phone keeps buffering

    - by ianio
    I have copied some music to a ubuntu synced folder on my karmic machine. I have the Ubuntu One android app installed on android 2.2 phone. When listening to music I get frequent breaks whilst the music is buffering, even with full signal. every other music streaming servie such as last fm and bbc player are fine. What is going wrong? mp3s should not have trouble buffering over a good 3g signal. I have set cache size to 200mb but i cant find a buffer size. Is it my mp3s? they are usually in the order of 320kb/s this is a breaker for me if there is no solution which is a massive shame as i like the principal of the software. cheers

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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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  • Multiple Graphics cards - Non Multi-Display Setup

    - by Alan Thomas
    Is it possible for me to utilize the processing capabilities of multiple graphics cards, even if I'm only using one monitor? I recently bought a new AMD graphics card, fairly top of the line. I also have a two year old, decent nVidia card. They're obviously very different cards. I don't really mind for gaming because my current card can handle most games fine by itself. I'm concerned about video editing programs such as Adobe Premiere and After Effects. Would the system be able to utilize the power of both cards to, say, render a video? I have both drivers still installed on my machine. And because there is only one monitor connected to my current graphics card (AMD) the nVidia would be connected to no display. So I am wondering whether it would or could be utilized in some way to help in processing video. Thanks!

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  • Windows 7: How to prevent Windows from caching my desktop wallpaper

    - by rmartz
    I have a service running that renders a changing wallpaper every 5 minutes or so, and replaces the current image file with the new one automatically (That is to say, new image but same filename). On Linux, the change is detected almost automatically, and so I have the most current wallpaper. However, on my Windows 7 machine (Which syncs the image with my Linux machine over Dropbox), it appears to cache the wallpaper from the last time I manually set the wallpaper. The image never changes, even if I restart. Is there a way to make Windows detect the file change, or periodically refresh the wallpaper cache? I'd like to avoid third-party apps if at all possible.

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  • NeoAxis 3D disponible en version 1.3, le moteur de jeu ajoute le SSAO et une meilleure gestion du terrain

    NeoAxis 3D et maintenant disponible en version 1.3 La nouvelle version du moteur de jeu apporte le SSAO, des améliorations sur le terrain et plein d'autres surprises C'est en cette période de Noël que NeoAxis 3D, le moteur de jeu multi-plateforme revient avec une hotte fournit en cadeau pour nous, les développeurs. Tout d'abord, cette version estampillée 1.3 apporte le Screen Space Ambient Occlusion (SSAO). Une technique de rendu temps réel qui est grandement utilisée dans l'industrie pour permettre une approximation efficace de l'ambient occlusion (des ombres sont rajoutés selon le buffer de profondeur).. Celui-ci est implémenté tel un effet après rendu (post processing) afin de garder une bonne synergi...

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • Feedback on available mid-to-enterprise level desktop backup solutions [closed]

    - by user85610
    I am involved in the creation of a new backup solution to replace our current Retrospect setup, which has become a significant time sink to administer. We have almost 200 desktop and some laptop clients, both Windows and OS X. We're only interested in products oriented around disk-to-disk, and would be integrate well with our current set of nine NAS devices as target storage. I'd just like some feedback from anyone out there, as it's sometimes difficult otherwise to find objective reviews of software at this level. Both data and time are important enough that we need a reliable solution which won't be prone to self-destruction as often as Retrospect. Bonus points for de-duplication, which might help squeeze more service time out of our NAS setup in terms of capacity. Currently considering Commvault and Netbackup. Many other products I've seen don't have an OSX client. Any thoughts?

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  • SQL server environment

    - by Olegas D
    Hello I'm considering a bit of changes in current sales environment. And trying to check all cons and pros. Current situation. SQL server (quite decent HP server - server1) + backup server (smaller Dell server - server2). all sql files and sql server itself are on the server1. If something goes wrong with server1 I will have to manually move to server2. Connecting to the sql server: 1 HQ (where server located) + 4 sites through VPN. Now I'm considering 2 scenarios: Buy some storage system + update existing servers (add ram, upgrade processors) and go for VMWare ESXI. Rent a server at a datacenter + rent virtual server in case real server goes down. Also rent some space at data storage to keep SQL files there. Have anyone considered these things and maybe found some good pros/cons list? ;) Thanks

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  • 550 operation not permitted using FTP

    - by monkey_boys
    I'm using FTP to manage some files on a site I run but keep seeing this (truncated) error log: Command: DELE calendarpermission.php Response: 550 calendarpermission.php: Operation not permitted [...] Command: DELE button_down.gif Response: 550 button_down.gif: Operation not permitted Command: CWD /domains/example.com/public_html/admincp Response: 250 CWD command successful Command: PWD Response: 257 "/domains/example.com/public_html/admincp" is the current directory Command: RMD control_examples Response: 550 control_examples: Operation not permitted Command: CWD /domains/example.com/public_html Response: 250 CWD command successful Command: PWD Response: 257 "/domains/example.com/public_html" is the current directory Command: RMD admincp Response: 550 admincp: Operation not permitted Status: Retrieving directory listing... Command: PASV Response: 227 Entering Passive Mode (122,155,5,50,138,244). Command: MLSD Response: 150 Opening ASCII mode data connection for MLSD Response: 226 Transfer complete Status: Directory listing successful Status: Set permissions of '/domains/example.com/public_html/admincp' to '777' Command: SITE CHMOD 777 admincp Response: 550 CHMOD 777 admincp: Operation not permitted What do I do to solve this?

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