Search Results

Search found 1379 results on 56 pages for 'fragment shader'.

Page 19/56 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Javascript memory leak/ performance issue?

    - by Tom
    I just cannot for the life of me figure out this memory leak in Internet Explorer. insertTags simple takes string str and places each word within start and end tags for HTML (usually anchor tags). transliterate is for arabic numbers, and replaces normal numbers 0-9 with a &#..n; XML identity for their arabic counterparts. fragment = document.createDocumentFragment(); for (i = 0, e = response.verses.length; i < e; i++) { fragment.appendChild((function(){ p = document.createElement('p'); p.setAttribute('lang', (response.unicode) ? 'ar' : 'en'); p.innerHTML = ((response.unicode) ? (response.surah + ':' + (i+1)).transliterate() : response.surah + ':' + (i+1)) + ' ' + insertTags(response.verses[i], '<a href="#" onclick="window.popup(this);return false;" class="match">', '</a>'); try { return p } finally { p = null; } })()); } params[0].appendChild( fragment ); fragment = null; I would love some links other than MSDN and about.com, because neither of them have sufficiently explained to me why my script leaks memory. I am sure this is the problem, because without it everything runs fast (but nothing displays). I've read that doing a lot of DOM manipulations can be dangerous, but the for loops a max of 286 times (# of verses in surah 2, the longest surah in the Qur'an).

    Read the article

  • BNF – how to read syntax?

    - by Piotr Rodak
    A few days ago I read post of Jen McCown (blog) about her idea of blogging about random articles from Books Online. I think this is a great idea, even if Jen says that it’s not exciting or sexy. I noticed that many of the questions that appear on forums and other media arise from pure fact that people asking questions didn’t bother to read and understand the manual – Books Online. Jen came up with a brilliant, concise acronym that describes very well the category of posts about Books Online – RTFM365. I take liberty of tagging this post with the same acronym. I often come across questions of type – ‘Hey, i am trying to create a table, but I am getting an error’. The error often says that the syntax is invalid. 1 CREATE TABLE dbo.Employees 2 (guid uniqueidentifier CONSTRAINT DEFAULT Guid_Default NEWSEQUENTIALID() ROWGUIDCOL, 3 Employee_Name varchar(60) 4 CONSTRAINT Guid_PK PRIMARY KEY (guid) ); 5 The answer is usually(1), ‘Ok, let me check it out.. Ah yes – you have to put name of the DEFAULT constraint before the type of constraint: 1 CREATE TABLE dbo.Employees 2 (guid uniqueidentifier CONSTRAINT Guid_Default DEFAULT NEWSEQUENTIALID() ROWGUIDCOL, 3 Employee_Name varchar(60) 4 CONSTRAINT Guid_PK PRIMARY KEY (guid) ); Why many people stumble on syntax errors? Is the syntax poorly documented? No, the issue is, that correct syntax of the CREATE TABLE statement is documented very well in Books Online and is.. intimidating. Many people can be taken aback by the rather complex block of code that describes all intricacies of the statement. However, I don’t know better way of defining syntax of the statement or command. The notation that is used to describe syntax in Books Online is a form of Backus-Naur notatiion, called BNF for short sometimes. This is a notation that was invented around 50 years ago, and some say that even earlier, around 400 BC – would you believe? Originally it was used to define syntax of, rather ancient now, ALGOL programming language (in 1950’s, not in ancient India). If you look closer at the definition of the BNF, it turns out that the principles of this syntax are pretty simple. Here are a few bullet points: italic_text is a placeholder for your identifier <italic_text_in_angle_brackets> is a definition which is described further. [everything in square brackets] is optional {everything in curly brackets} is obligatory everything | separated | by | operator is an alternative ::= “assigns” definition to an identifier Yes, it looks like these six simple points give you the key to understand even the most complicated syntax definitions in Books Online. Books Online contain an article about syntax conventions – have you ever read it? Let’s have a look at fragment of the CREATE TABLE statement: 1 CREATE TABLE 2 [ database_name . [ schema_name ] . | schema_name . ] table_name 3 ( { <column_definition> | <computed_column_definition> 4 | <column_set_definition> } 5 [ <table_constraint> ] [ ,...n ] ) 6 [ ON { partition_scheme_name ( partition_column_name ) | filegroup 7 | "default" } ] 8 [ { TEXTIMAGE_ON { filegroup | "default" } ] 9 [ FILESTREAM_ON { partition_scheme_name | filegroup 10 | "default" } ] 11 [ WITH ( <table_option> [ ,...n ] ) ] 12 [ ; ] Let’s look at line 2 of the above snippet: This line uses rules 3 and 5 from the list. So you know that you can create table which has specified one of the following. just name – table will be created in default user schema schema name and table name – table will be created in specified schema database name, schema name and table name – table will be created in specified database, in specified schema database name, .., table name – table will be created in specified database, in default schema of the user. Note that this single line of the notation describes each of the naming schemes in deterministic way. The ‘optionality’ of the schema_name element is nested within database_name.. section. You can use either database_name and optional schema name, or just schema name – this is specified by the pipe character ‘|’. The error that user gets with execution of the first script fragment in this post is as follows: Msg 156, Level 15, State 1, Line 2 Incorrect syntax near the keyword 'DEFAULT'. Ok, let’s have a look how to find out the correct syntax. Line number 3 of the BNF fragment above contains reference to <column_definition>. Since column_definition is in angle brackets, we know that this is a reference to notion described further in the code. And indeed, the very next fragment of BNF contains syntax of the column definition. 1 <column_definition> ::= 2 column_name <data_type> 3 [ FILESTREAM ] 4 [ COLLATE collation_name ] 5 [ NULL | NOT NULL ] 6 [ 7 [ CONSTRAINT constraint_name ] DEFAULT constant_expression ] 8 | [ IDENTITY [ ( seed ,increment ) ] [ NOT FOR REPLICATION ] 9 ] 10 [ ROWGUIDCOL ] [ <column_constraint> [ ...n ] ] 11 [ SPARSE ] Look at line 7 in the above fragment. It says, that the column can have a DEFAULT constraint which, if you want to name it, has to be prepended with [CONSTRAINT constraint_name] sequence. The name of the constraint is optional, but I strongly recommend you to make the effort of coming up with some meaningful name yourself. So the correct syntax of the CREATE TABLE statement from the beginning of the article is like this: 1 CREATE TABLE dbo.Employees 2 (guid uniqueidentifier CONSTRAINT Guid_Default DEFAULT NEWSEQUENTIALID() ROWGUIDCOL, 3 Employee_Name varchar(60) 4 CONSTRAINT Guid_PK PRIMARY KEY (guid) ); That is practically everything you should know about BNF. I encourage you to study the syntax definitions for various statements and commands in Books Online, you can find really interesting things hidden there. Technorati Tags: SQL Server,t-sql,BNF,syntax   (1) No, my answer usually is a question – ‘What error message? What does it say?’. You’d be surprised to know how many people think I can go through time and space and look at their screen at the moment they received the error.

    Read the article

  • Low framerate on background apps

    - by user1698923
    My problem is that when a game is running in the foreground, in Full Screen mode, any applications on my second monitor (such as youtube videos, videos, not app specific) drop their frame-rate to about 2-3 FPS. It seems like some sort of power management option that I can't track down. As far as I can tell, it's not due to the GPU not being able to keep up. For instance, my PC can play League of Legends at about 280FPS when the framerate is uncapped. If i cap it at 60FPS using the in-game option, it has no affect on the performance of the background app. Summary Operating System Windows 8 Pro 64-bit CPU Intel Core i7 3820 @ 3.60GHz 42 °C Sandy Bridge-E 32nm Technology RAM 12.0GB Triple-Channel DDR3 @ 533MHz (7-7-7-20) Motherboard Gigabyte Technology Co., Ltd. X79-UD3 (SOCKET 0) 37 °C Graphics DELL U2713HM (2560x1440@59Hz) DELL U2713HM (2560x1440@59Hz) 1280MB NVIDIA GeForce GTX 570 (Gigabyte) 58 °C Hard Drives 212GB Volume0 (RAID) 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 36 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 34 °C Optical Drives No optical disk drives detected Audio ASUS Xonar Essence STX Audio Device Operating System Windows 8 Pro 64-bit Computer type: Desktop Graphics Monitor 1 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Secondary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY4\Monitor0 Monitor 2 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Primary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY5\Monitor0 NVIDIA GeForce GTX 570 Manufacturer NVIDIA Model GeForce GTX 570 GPU GF110 Device ID 10DE-1086 Revision A2 Subvendor Gigabyte (1458) Series GeForce GTX 500 Current Performance Level Level 3 Current GPU Clock 845 MHz Current Memory Clock 1900 MHz Current Shader Clock 1690 MHz Voltage 0.988 V Technology 40 nm Die Size 520 mm² Release Date Dec 07, 2010 DirectX Support 11.0 OpenGL Support 5.0 Bus Interface PCI Express x16 Temperature 57 °C Driver version 9.18.13.2018 BIOS Version 70.10.55.00.01 ROPs 40 Shaders 512 unified Memory Type GDDR5 Memory 1280 MB Bus Width 64x5 (320 bit) Filtering Modes 16x Anisotropic Noise Level Moderate Max Power Draw 219 Watts Count of performance levels : 3 Level 1 - "Default" GPU Clock 50 MHz Memory Clock 135 MHz Shader Clock 101 MHz Level 2 - "2D Desktop" GPU Clock 405 MHz Memory Clock 324 MHz Shader Clock 810 MHz Level 3 - "3D Applications" GPU Clock 845 MHz Memory Clock 1900 MHz Shader Clock 1690 MHz Things I've tried: 1) Updating the graphics driver 2) Setting windows power mode to High Performance 3) Reset Nvidia Global Performance settings to default

    Read the article

  • Append XML string block WITH NAMESPACE REF to existing XmlDocument in .NET

    - by FT
    I have an xml document (XmlDocument) which looks like this... <stuff xmlns:n="hhtp://tempuri.com/"> </stuff> ... and a "fragment" (string) which looks like this <things> <thing n:type="info"> </thing> </things> I want to "inject" the fragment into the main document. How? (HINT: You can't use XmlDocumentFragment because the namespace 'n' isn't declared in the fragment, and the object model complains about this - throwing an 'unknown namespace' error even though the resultant document will be perfectly valid.)

    Read the article

  • Csharp component which generates fragments with highlights for diffs for 2 strings

    - by MicMit
    I need C# implementation ( ideally open source ) which is similar to Delphi DLL. I am currently using the wrapper ( C# syntax is provided , but it is a call from a different language ) zdiff( string ref str1, string ref str2, int range , int trim ) it calls inside str1 = GetHiDiff(@str1,1,trim) str2 = GetHiDiff(@str1,2,trim) where function GetHiDiff(s:pchar; sIndex:integer; wtrim:integer): pchar; stdcall; What it does it returns a left fragment html of str1 and a right html fragment of str2 with diffs highlighted as strings are passed by reference. Range parameter determines the size of html fragment. Not sure what trim 0 does.

    Read the article

  • Csharp component which generates fragmens with highlights for diffs for 2 strings

    - by MicMit
    I need C# equivalent ( ideally open source ) which is similar to Delphi DLL. I am currently using the wrapper ( C# syntax is provided , but it is a call from a different language ) zdiff( string ref str1, string ref str2, int range , int trim ) it calls inside str1 = GetHiDiff(@str1,1,trim) str2 = GetHiDiff(@str1,2,trim) where function GetHiDiff(s:pchar; sIndex:integer; wtrim:integer): pchar; stdcall; What it does it returns a left fragment html of str1 and a right html fragment of str2 with diffs highlighted as strings are passed by reference. Range parameter determines the size of html fragment. Not sure what trim 0 does.

    Read the article

  • Bug in the official Android Fragments training sample?

    - by Jeff Axelrod
    It seems to me that there must be a bug in the Android Fragments demo. As background, Fragments are apparently sometimes instantiated by the Android OS and thus need a public no-arg constructor: All subclasses of Fragment must include a public empty constructor. The framework will often re-instantiate a fragment class when needed, in particular during state restore, and needs to be able to find this constructor to instantiate it. If the empty constructor is not available, a runtime exception will occur in some cases during state restore. But the NewsReader demo from the official Android training on Fragments constructs the HeadlinesFragment class and configures it with setOnHeadlineSelectedListener(this) from NewsReaderActivity.onCreate(). If the Android OS re-instantiates this fragment, the mHeadlineSelectedListener field will be null because HeadlinesFragment doesn't save or restore its state. Is this a bug or am I missing something?

    Read the article

  • How to make Nokogiri transparently return un/encoded Html entities untouched?

    - by svenfuchs
    How can I use Nokogiri with having html entities (like German umlauts) untouched? I.e.: # this is fine node = Nokogiri::HTML.fragment('<p>&ouml;</p>') node.to_s # => '<p>&ouml;</p>' # this is not node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>&ouml;</p>' # this is what I need node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>ö</p>' I've tried to mess with both PARSE_OPTIONS and :save_with options but could not come up with a way to have Nokogiri just transparently behave like above. Any pointers?

    Read the article

  • glTexParameter and filtering in OpenGL and GLSL?

    - by sharoz
    I have a couple questions about glTexParameter and filtering 1) What is the scope when applying a glTexParameter (specifically the filtering)? Here's a scenario: Bind a texture. Set the filters to LINEAR Set the texture to "Sampler1" of a shader Bind another texture. Set its filters to NEAREST Set that texture to "Sampler2" of a shader Draw When I use the textures in a shader, will one be linear and the other be nearest? Or will they both be nearest because it was called last? 2) Is it possible to set the filtering method in GLSL? Thanks in advance!

    Read the article

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

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

    Read the article

  • Rain effect using DirectX 9 capabilities

    - by teodron
    Is it possible to achieve something similar to nVidia's rain demo using only shader model 3.0 capabilities? If yes, could you point out a few documents/web resources that are suitable candidates and do not require a heavy programming load (e.g. not more than two hard weeks of programming for one single person)? It would be nice if the answer could also contain a pro/con phrase for the proposed idea (e.g. postprocessing rain shader vs. a particle based effect).

    Read the article

  • XNA `tex2Dlod` always returns transparent black

    - by feralin
    I want to sample a texture in a vertex shader, so at first I just tried using float2 texcoords = ...; color = tex2D(texture, texcoords); But apparently I cannot use tex2D in a vertex shader, and must use tex2Dlod. So then I changed the above code to color = tex2Dlod(texture, float4(texcoords, 0, 0)); But now color is always float4(0, 0, 0, 0) (i.e. transparent black). Why is this, and how can I fix it? EDIT: I know for a fact that the texture does not contain just transparent black pixels.

    Read the article

  • How do I send traffic from my Mac's wifi to my VPN client?

    - by Heath Borders
    I need to connect my Android to a Juniper VPN. Unfortunately, Juniper doesn't support Android on our VPN version. We've already put in a feature request for it, but we have no idea how long it will take to be complete. Right now, I connect to the Juniper VPN with a Juniper Mac OSX VPN client that uses Java to install kernel extensions to start and stop the VPN. Thus, I can't use the Network panel in System Preferences to create a VPN device, which means it won't show up in the 'Sharing' panel's Internet Sharing Share your connection from: menu, as suggested here. I used newproc.d to see what /usr/libexec/InternetSharing did when it ran, and it runs the following processes: 2013 Nov 1 00:26:54 5565 <1> 64b /usr/libexec/launchdadd 2013 Nov 1 00:26:55 5566 <1> 64b /usr/libexec/InternetSharing 2013 Nov 1 00:26:56 5568 <5566> 64b natpmpd -d -y bridge100 en0 2013 Nov 1 00:26:56 5569 <1> 64b /usr/libexec/pfd -d 2013 Nov 1 00:26:56 5567 <5566> 64b bootpd -d -P My Juniper VPN client creates the following devices (output of ifconfig): jnc0: flags=841<UP,RUNNING,SIMPLEX> mtu 1400 inet 10.61.9.61 netmask 0xffffffff open (pid 920) jnc1: flags=841<UP,RUNNING,SIMPLEX> mtu 1450 closed So, it seems like I should just be able to do this and have everything work: sudo killall -9 natpmpd sudo /usr/libexec/natpmpd -y bridge100 jnc0 My android connected fine and could hit public internet sites, but it couldn't hit private VPN sites. I assume this is because I need to change the routes that /usr/libexec/InternetSharing sets up. This is the output from sudo pfctl -s all before starting Internet Sharing: No ALTQ support in kernel ALTQ related functions disabled TRANSLATION RULES: nat-anchor "com.apple/*" all rdr-anchor "com.apple/*" all FILTER RULES: scrub-anchor "com.apple/*" all fragment reassemble anchor "com.apple/*" all DUMMYNET RULES: dummynet-anchor "com.apple/*" all INFO: Status: Disabled for 0 days 00:11:02 Debug: Urgent State Table Total Rate current entries 0 searches 22875 34.6/s inserts 1558 2.4/s removals 1558 2.4/s Counters match 2005 3.0/s bad-offset 0 0.0/s fragment 0 0.0/s short 0 0.0/s normalize 0 0.0/s memory 0 0.0/s bad-timestamp 0 0.0/s congestion 0 0.0/s ip-option 12 0.0/s proto-cksum 0 0.0/s state-mismatch 1 0.0/s state-insert 0 0.0/s state-limit 0 0.0/s src-limit 0 0.0/s synproxy 0 0.0/s dummynet 0 0.0/s TIMEOUTS: tcp.first 120s tcp.opening 30s tcp.established 86400s tcp.closing 900s tcp.finwait 45s tcp.closed 90s tcp.tsdiff 60s udp.first 60s udp.single 30s udp.multiple 120s icmp.first 20s icmp.error 10s grev1.first 120s grev1.initiating 30s grev1.estblished 1800s esp.first 120s esp.estblished 900s other.first 60s other.single 30s other.multiple 120s frag 30s interval 10s adaptive.start 6000 states adaptive.end 12000 states src.track 0s LIMITS: states hard limit 10000 app-states hard limit 10000 src-nodes hard limit 10000 frags hard limit 5000 tables hard limit 1000 table-entries hard limit 200000 OS FINGERPRINTS: 696 fingerprints loaded This is the output from sudo pfctl -s all after starting Internet Sharing: No ALTQ support in kernel ALTQ related functions disabled TRANSLATION RULES: nat-anchor "com.apple/*" all nat-anchor "com.apple.internet-sharing" all rdr-anchor "com.apple/*" all rdr-anchor "com.apple.internet-sharing" all FILTER RULES: scrub-anchor "com.apple/*" all fragment reassemble scrub-anchor "com.apple.internet-sharing" all fragment reassemble anchor "com.apple/*" all anchor "com.apple.internet-sharing" all DUMMYNET RULES: dummynet-anchor "com.apple/*" all STATES: ALL tcp 10.0.1.32:50593 -> 74.125.225.113:443 SYN_SENT:CLOSED ALL udp 10.0.1.32:61534 -> 10.0.1.1:53 SINGLE:NO_TRAFFIC ALL udp 10.0.1.32:55433 -> 10.0.1.1:53 SINGLE:NO_TRAFFIC ALL udp 10.0.1.32:64041 -> 10.0.1.1:53 SINGLE:NO_TRAFFIC ALL tcp 10.0.1.32:50619 -> 74.125.225.131:443 SYN_SENT:CLOSED INFO: Status: Enabled for 0 days 00:00:01 Debug: Urgent State Table Total Rate current entries 5 searches 22886 22886.0/s inserts 1563 1563.0/s removals 1558 1558.0/s Counters match 2010 2010.0/s bad-offset 0 0.0/s fragment 0 0.0/s short 0 0.0/s normalize 0 0.0/s memory 0 0.0/s bad-timestamp 0 0.0/s congestion 0 0.0/s ip-option 12 12.0/s proto-cksum 0 0.0/s state-mismatch 1 1.0/s state-insert 0 0.0/s state-limit 0 0.0/s src-limit 0 0.0/s synproxy 0 0.0/s dummynet 0 0.0/s TIMEOUTS: tcp.first 120s tcp.opening 30s tcp.established 86400s tcp.closing 900s tcp.finwait 45s tcp.closed 90s tcp.tsdiff 60s udp.first 60s udp.single 30s udp.multiple 120s icmp.first 20s icmp.error 10s grev1.first 120s grev1.initiating 30s grev1.estblished 1800s esp.first 120s esp.estblished 900s other.first 60s other.single 30s other.multiple 120s frag 30s interval 10s adaptive.start 6000 states adaptive.end 12000 states src.track 0s LIMITS: states hard limit 10000 app-states hard limit 10000 src-nodes hard limit 10000 frags hard limit 5000 tables hard limit 1000 table-entries hard limit 200000 TABLES: OS FINGERPRINTS: 696 fingerprints loaded It looks like I need to change the pf settings that /usr/libexec/InternetSharing set up, but I have no idea how to do that.

    Read the article

  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

    Read the article

  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

    Read the article

  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

    Read the article

  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

    Read the article

  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

    Read the article

  • "Marching cubes" voxel terrain - triplanar texturing with depth?

    - by Dan the Man
    I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass texture set to the Y axis and a dirt texture for both the X and Z axes. Now, when my player digs downwards, it still appears as grass. How would I make it to appear as dirt? I have been thinking about this for a while, and the only thing I can think of to make this effect, would be to mark vertices that have been dug with a certain vertex color. When it has that vertex color, the shader would apply that dirt texture to the vertices marked. Is there a better method?

    Read the article

  • *DX11, HLSL* - Colour as 4 floats or one UINT

    - by Paul
    With the DX11 pipeline, would it be much quicker for the vertex buffer to pass one single UINT with one byte per channel to the input assembler, as opposed to three floats? Then the vertex shader would convert the four bytes to four floats, which I guess is the required colour format for the pipeline. In this instance, colour accuracy isn't an issue. The vertex buffer would need to be updated many times per frame, so using a single UINT and saving 12 bytes for every vertex could well be worth it: quicker uploads to vram and also less memory used. But the cost is the extra shader work for every vertex to convert each 8 bits of the input UNIT into a float. Anyone have an idea if it might be worth doing? Or, is it possible for the pipeline to be set to just internally use a four-byte colour format? The swap chain buffer has been initialised as DXGI_FORMAT_R8G8B8A8_UNORM, so ultimately that's how the colour will be written. Thanks!

    Read the article

  • Separate shaders from HTML file in WebGL

    - by Chris Smith
    I'm ramping up on WebGL and was wondering what is the best way to specify my vertex and fragment shaders. Looking at some tutorials, the shaders are embedded directly in the HTML. (And referenced via an ID.) For example: <script id="shader_1-fs" type="x-shader/x-fragment"> precision highp float; void main(void) { // ... } </script> <script id="shader_1-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; // ... My question is, is it possible to have my shaders referenced in a separate file? (Ideally as plain text.) I presume this is straight forward in JavaScript. Is there essentially a way to do this: var shaderText = LoadRemoteFileOnSever('/shaders/shader_1.txt');

    Read the article

  • 2D XNA Tile Based Lighting. Ideas and Methods

    - by Twitchy
    I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile based lighting that terraria uses, I want to implement point lights for torches, etc. I have seen Catalin Zima’s shader based shadows, and this would be perfect for the torches (point lights). My problem here is that the tiles on the surface of the world need to be illuminated, doing this by a big point light is firstly extremely expensive, but also doesn't look right. What I need help with (overall) is... To have a surface that is illuminated regardless of torches, etc. To also have point lights, or smooth tile lighting similar to Catalin Zima’s shader based shadows. Looking forward to your replies. Any ideas are appreciated.

    Read the article

  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

    Read the article

  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

    Read the article

  • shader3 not enabled error in Eve Online Crucible

    - by Matt Vercoe
    I'm a complete noob at this, and have been trying everything to run Eve Online within Ubuntu 11.10. I have installed through Winetricks no problem, and have enabled the virtual windows desktop within Winetricks. My problem is that after the splash screen for Eve, I get an error message telling me that shader 3 is not enabled. I have an old GEForce 7300LE, but it does support shader 3. I have also tried a few different drivers with no luck. I have tried looking within the NVidia X setting, but can't find anything. Running Eve on Windows 7 is the only reason I'm still using windows, so any help to run it on Ubuntu would be very appreciated, as I'm pulling my hair out trying to figure out something which should be simple.

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >