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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Testing Mobile Websites with Adobe Shadow

    - by dwahlin
    It’s no surprise that mobile development is all the rage these days. With all of the new mobile devices being released nearly every day the ability for developers to deliver mobile solutions is more important than ever. Nearly every developer or company I’ve talked to recently about mobile development in training classes, at conferences, and on consulting projects says that they need to find a solution to get existing websites into the mobile space. Although there are several different frameworks out there that can be used such as jQuery Mobile, Sencha Touch, jQTouch, and others, how do you test how your site renders on iOS, Android, Blackberry, Windows Phone, and the variety of mobile form factors out there? Although there are different virtual solutions that can be used including Electric Plum for iOS, emulators, browser plugins for resizing the laptop/desktop browser, and more, at some point you need to test on as many physical devices as possible. This can be extremely challenging and quite time consuming though especially when you consider that you have to manually enter URLs into devices and click links on each one to drill-down into sites. Adobe Labs just released a product called Adobe Shadow (thanks to Kurt Sprinzl for letting me know about it) that significantly simplifies testing sites on physical devices, debugging problems you find, and even making live modifications to HTML and CSS content while viewing a site on the device to see how rendering changes. You can view a page in your laptop/desktop browser and have it automatically pushed to all of your devices without actually touching the device (a huge time saver). See a problem with a device? Locate it using the free Chrome extension, pull up inspection tools (based on the Chrome Developer tools) and make live changes through Chrome that appear on the respective device so that it’s easy to identify how problems can be resolved. I’ve been using Adobe Shadow and am very impressed with the amount of time saved and the different features that it offers. In the rest of the post I’ll walk through how to get it installed, get it started, and use it to view and debug pages.   Getting Adobe Shadow Installed The following steps can be used to get Adobe Shadow installed: 1. Download and install Adobe Shadow on your laptop/desktop 2. Install the Adobe Shadow extension for Chrome 3. Install the Adobe Shadow app on all of your devices (you can find it in various app stores) 4. Connect your devices to Wifi. Make sure they’re on the same network that your laptop/desktop machine is on   Getting Adobe Shadow Started Once Adobe Shadow is installed, you’ll need to get it running on your laptop/desktop and on all your mobile devices. The following steps walk through that process: 1. Start the Adobe Shadow application on your laptop/desktop 2. Start the Adobe Shadow app on each of your mobile devices 3. Locate the laptop/desktop name in the list that’s shown on each mobile device: 4. Select the laptop/desktop name and a passcode will be shown: 5. Open the Adobe Shadow Chrome extension on the laptop/desktop and enter the passcode for the given device: Using Adobe Shadow to View and Modify Pages Once Adobe Shadow is up and running on your laptop/desktop and on all of your mobile devices you can navigate to a page in Chrome on the laptop/desktop and it will automatically be pushed out to all connected mobile devices. If you have 5 mobile devices setup they’ll all navigate to the page displayed in Chrome (pretty awesome!). This makes it super easy to see how a given page looks on your iPad, Android device, etc. without having to touch the device itself. If you find a problem with a page on a device you can select the device in the Chrome Adobe Shadow extension on your laptop/desktop and select the remote inspector icon (it’s the < > icon): This will pull up the Adobe Shadow remote debugging window which contains the standard Chrome Developer tool tabs such as Elements, Resources, Network, etc. Click on the Elements tab to see the HTML rendered for the target device and then drill into the respective HTML content, CSS styles, etc. As HTML elements are selected in the Adobe Shadow debugging tool they’ll be highlighted on the device itself just like they would if you were debugging a page directly in Chrome with the developer tools. Here’s an example from my Android device that shows how the page looks on the device as I select different HTML elements on the laptop/desktop: Conclusion I’m really impressed with what I’ve to this point from Adobe Shadow. Controlling pages that display on devices directly from my laptop/desktop is a big time saver and the ability to remotely see changes made through the Chrome Developer Tools (on my laptop/desktop) really pushes the tool over the top. If you’re developing mobile applications it’s definitely something to check out. It’s currently free to download and use. For additional details check out the video below:  

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  • Shadow copy referencing invalid volume from symboliclink

    - by ccook
    I recently replaced my motherboard after the last one failed (was shorting and causing random reboots). I'm sure this was not healthy for the machine, and that a clean install would do wonders, but I'd like to fix the current install. That aside, I've been tracking down a pair of errors in the application log. Volume Shadow Copy Service error: Error calling a routine on a Shadow Copy Provider {b5946137-7b9f-4925-af80-51abd60b20d5}. Routine details IVssSnapshotProvider::QueryVolumesSupportedForSnapshots(ProviderId,29,...) [hr = 0x80042302, A Volume Shadow Copy Service component encountered an unexpected error. Check the Application event log for more information. ]. Operation: Query volumes supported by this provider Context: Provider ID: {b5946137-7b9f-4925-af80-51abd60b20d5} Snapshot Context: 29 Followed by Volume Shadow Copy Service error: Unexpected error calling routine Error calling CreateFile on volume '\?\Volume{f4bda86e-049d-11e1-9255-bcaec56690a1}\'. hr = 0x80070020, The process cannot access the file because it is being used by another process. This error is reproducible at command line, creating the two event log entries C:\Windows\system32>vssadmin list volumes vssadmin 1.1 - Volume Shadow Copy Service administrative command-line tool (C) Copyright 2001-2005 Microsoft Corp. Error: The shadow copy provider had an unexpected error while trying to process the specified command. Using WinObj from Sysinternals, I have tracked down the global object. '\?\Volume{f4bda86e-049d-11e1-9255-bcaec56690a1}\' - SymbolicLink - '\Device\HarddiskVolume8' Running DISKPART, and running the command "list volume" within it lists volumes 0 through 6, there is not a HarddiskVolume8. How can I remove this reference to HarddiskVolume8, and get shadow copy up and running?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • Center directional light shadow to the cameras eye

    - by Caesar
    I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = XMLoadFloat3(&dir); XMVECTOR lightPos = radius * lightDir; XMVECTOR targetPos = XMLoadFloat3(&center); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(lightPos, targetPos, up); // This is the view // Transform bounding sphere to light space. XMFLOAT3 sphereCenterLS; XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, V)); // Ortho frustum in light space encloses scene. float l = sphereCenterLS.x - radius; float b = sphereCenterLS.y - radius; float n = sphereCenterLS.z - radius; float r = sphereCenterLS.x + radius; float t = sphereCenterLS.y + radius; float f = sphereCenterLS.z + radius; XMMATRIX P = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f); // This is the projection Which works prefect if the center of my scene is at 0.0, 0.0, 0.0. What I would like to do is move the center of the scene relative to the cameras position. How can I do that?

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • CSM shadow errors when models are split

    - by KaiserJohaan
    I'm getting closer to fixing CSM, but there seems to be one more issue at hand. At certain angles, the models will be caught/split between two shadow map cascades, like below. first depth split second depth split - here you can see the model is caught between the splits How does one fix this? Increase the overlapping boundaries between the splits? Or is the frustrum erronous? CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix, Mat4& outFrustrumMat) { CameraFrustrum ret = { Vec4(1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); outFrustrumMat = invMVP; for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, halfExtents.y, -halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; }

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  • Samba 3.5 Shadow Copy for Windows 7

    - by Prashanth Sundaram
    Over the past several days I have been trying to get the shadow to work with samba but haven’t been successful. Can someone check below config and let me know if I am missing something? We are using Equallogic SAN and iSCSI LUNS to mount volumes. I can cleanly access samba shares on Windows 7 clients but just not shadow copy. I have referred the official how-to but couldn’t get it to work. I see these messages in the logs. Any help is deeply appreciated. [2012/10/31 12:20:53.549863, 0] smbd/nttrans.c:2170(call_nt_transact_ioctl) FSCTL_GET_SHADOW_COPY_DATA: connectpath /fs/test-01, failed. [2012/10/31 12:21:13.887198, 0] modules/vfs_shadow_copy2.c:734(shadow_copy2_get_shadow_copy2_data) shadow:snapdir not found for /fs/test-01 in get_shadow_copy_data [2012/10/31 12:21:13.887265, 0] smbd/nttrans.c:2170(call_nt_transact_ioctl) FSCTL_GET_SHADOW_COPY_DATA: connectpath /fs/test-01, failed. == Samba pkgs == samba-3.5.10-116.el6_2.x86_64 samba-common-3.5.10-116.el6_2.x86_64 samba-winbind-clients-3.5.10-116.el6_2.x86_64 samba-client-3.5.10-116.el6_2.x86_64 === df –h == First is the iSCSI LUN and 2 others are snapshots. /dev/mapper/eql-0-fs-test01 5.0G 2.3G 2.5G 48% /fs/test-01 /dev/mapper/eql-2-0+fs-test01 5.0G 2.3G 2.5G 48% /fs/test-01/@GMT-2012.10.26-17.32.42/fs/test-01 (SNAPSHOT-1) /dev/mapper/eql-d-0+fs-test01 5.0G 2.3G 2.5G 48% /fs/test-01/@GMT-2012.10.31-11.52.42/fs/test-01 (SNAPSHOT- 2) ===/etc/samba/smb.conf === [global] workgroup = DOMAIN server string = Samba Server Version %v security = ads realm = DOMAIN.CORP encrypt passwords = yes guest account = nobody map to guest = bad uid log file = /var/log/samba/%m.log domain master = no local master = no preferred master = no os level = 0 load printers = no show add printer wizard = no printable = no printcap name = /dev/null disable spoolss = yes follow symlinks = yes wide links = yes unix extensions = no [test] comment = Test Directories path = /fs/test-01 vfs objects = shadow_copy2 #shadow_copy2: sort = desc #shadow: localtime = yes #shadow: snapdir = /fs/test-01/test #shadow: basedir = /fs/test-01 guest ok = yes writeable = yes map archive = no force create mode = 0660 force directory mode = 2770 inherit owner = yes inherit permissions = yes All feedback is welcome. Thanks!

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  • VSS Not Creating Shadow Set

    - by Jeff Leyser
    I'm trying to setup backup scripts on WinXP to use Volume Shadow Sets. I downloaded the VSS 7.2 SDK from MSFT, and used the include vshadow.exe to create a shadow set: vshadow -script=vss-setvar.cmd f: (note that I've tried both f: and c:) vshadow executes just find, giving no errors, reporting the shadow is created. However, executing vshadow -q as the very next command results in "There are no shadows on the system" and, indeed, if I use dosdev to try and map the Shadow set named in vss-setvar.cmd, it will not work. Am I missing a step?

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  • Unable to restore from Shadow Copy due to long filename

    - by Spongeboy
    We have shadow copy enabled on our Windows SBS 2008 server. Attempting to restore a file from shadow copy gave the following error- The source file name(s) are larger than is supported by the file system. Try moving to a location which has a shorter path name, or try renaming to shorter name(s) before attempting this operation. The filename has 67 characters, and it's shadow copy path is 170 characters. These seem to be under the NTFS limits (260?). We tried- Copying to the shortest path possible (C:) Copying to the shortest path possible on both a client computer and the server itself Is it possible to rename files in a shadow copy, before doing the copy? Any idea why the error is appearing despite the filename size appearing to be within limits?

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  • Does DFSR replicate shadow copies?

    - by Jeff Sacksteder
    There a a few questions related to using DFSR and Shadow Copies together, but none that indicates if Shadow Copies replicate or not. Meaning, if I have a a pair of DFS replicas with Shadow Copies on Server-A, can I revert that file to a previous version on Server-B? If so, will that reversion be replicated back to Server-A? I suspect not- that VSS is a local NTFS feature and outside the scope of replication, but I cannot verify that myself at the moment.

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  • Volume Shadow Copy Remotely?

    - by Wringley
    I'm currently running a Microsoft Server 2008 R2 box and want to utilize Volume Shadow Copy but my development machine doesn't have enough hard drive space for 30 days worth of copies, which is what I am aiming for and currently only have 5 days of backups. I have another Windows XP box and I was wondering if it was possible to remotely store the shadow copy images in my remote XP box. If it isn't possible with the built in Volume Shadow Copy, is there an open source alternative that I can utilize that has the same or similar functionality?

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  • razor websites not working and all dlls are present

    - by Michael Tot Korsgaard
    I've uploaded a .cshtml website to a surftown server, and I got some problems running the code. But I have a problem with it running the Razor code. This is how the page renders:(Default.cshtml) I've already checked for internal communication problems. And this is my result: But then why isn't it working, and how can I fix it? I've heard that it can be a problem with views but how whould I fix this if that's the case? My websites folder tree: (And some files too) App_Code App_Data packages Microsoft.AspNet.Razor.2.0.20710.0 Microsoft.Asp.Net.WebPages.2.0.20710.0 Microsoft.Asp.Net.WebPages.Administration.2.0.20710.0 Microsoft.Asp.Net.WebPages.Data.2.0.20710.0 Microsoft.Asp.Net.WebPages.WebData.2.0.20710.0 Microsoft.Web.Infrastructure.1.0.0.0 NuGet.Core.1.6.2 bin packages jQuery.2.0.3 Content Scripts Tools Microsoft.AspNet.Mvc.4.0.30506.0 lib net40 Microsoft.AspNet.Razor.2.0.30506.0 lib net40 Microsoft.AspNet.WebPages.2.0.30506.0 lib net40 Pages Chapters Read.cshtml Edit Move Chapter.cshtml Entry.cshtml Entries EnterEntry.cshtml EnterNote.cshtml Login Login.cshtml Search Result.cshtml Scripts Addons TinyMCE Styles CSS Views _Layout.cshtml Default.cshtml My web.config file looks like this: <?xml version="1.0"?> <configuration> <system.web> <compilation debug="true" targetFramework="4.0"> <buildProviders> <add extension=".cshtml" type="System.Web.WebPages.Razor.RazorBuildProvider, System.Web.WebPages.Razor"/> </buildProviders> <assemblies> <add assembly="System.Web.Mvc, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> </assemblies> </compilation> </system.web> <connectionStrings> <add connectionString="database connection" providerName="System.Data.SqlClient"/> </connectionStrings> </configuration> EDIT: Is it a problem that all my files are .cshtml?

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  • Why Is Volume Shadow Copy Services stopping?

    - by David Mackintosh
    I am running Windows 7 Professional, 64-bit. I am running a backup-over-the-internet software client which depends on the Volume Shadow Copy Services running. Since I installed Service Pack 1 (or rather, didn't object when Windows Update forced Service Pack 1 on me) the backup service is failing to back everything up because VSC isn't running. Most of the time it fails to back up such noise as the Security Essentials database or the Messenger Live contact list -- stuff I really don't care about -- but I don't want to fall into the trap of accepting an Error-state backup as "normal". At the recommendation of the backup software, I have set the VSC service startup mode to be Automatic. When I look in the Event Log, System channel I can see at boot time: The Volume Shadow Copy service entered the running state. ...and then two or three minutes later: The Volume Shadow Copy service entered the stopped state. How do I figure out why VSC is stopping? At the suggestion of the backup vendor, I have already followed the suggestions from http://support.microsoft.com/default.aspx/kb/940184 net stop SENS net stop EventSystem net start EventSystem net start SENS net stop COMSysApp net stop SwPrv net stop VSS cd /d C:\Windows\system32 regsvr32 ole32.dll /s regsvr32 oleaut32.dll /s regsvr32 vss_ps.dll /s vssvc /register /s regsvr32 /i swprv.dll /s regsvr32 /i eventcls.dll /s regsvr32 es.dll /s regsvr32 stdprov.dll /s regsvr32 vssui.dll /s regsvr32 msxml.dll /s regsvr32 msxml3.dll /s regsvr32 msxml4.dll /s net start SwPrv net start VSS net start ProtectedStorage ...and per http://support.microsoft.com/kb/940184 I have deleted the key tree HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\EventSystem\{26c409cc-ae86-11d1-b616-00805fc79216}\Subscriptions I have also run chkdsk /F and chkdsk /R on both permanent hard disks. (I had a similar problem with another computer (same OS, same failure, same start point after SP1 install) but the problem went away when I forced Volume Shadow Copy Services to Automatic startup rather than Manual. I did not have to resort to following the Microsoft KB instructions.)

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Progressive Enhancement with box-shadow

    - by toby
    I would like to use WebKit's box-shadow css property for a little drop-down. The code would look like: .drop_down{ -webkit-box-shadow: 1px 1px 4px #888; box-shadow: 1px 1px 4px #888; } However, for browsers that do not have this capability, I would like to use borders to approximate this drop shadow, like so: .drop_down{ border-top: 1px solid #bbb; border-left: 1px solid #bbb; border-right: 2px solid #bbb; border-bottom: 2px solid #bbb; } The problem is, I don't want the border-based shadow to show up for the browsers that DO support box-shadow. I would like to avoid browser sniffing because I assume it's hard to cover all the cases. What is the simplest way to do this? I prefer a javascript-less solution, but I will consider simple javascript-based ones too.

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  • ASP.NET MVC 3 Hosting :: Rolling with Razor in MVC v3 Preview

    - by mbridge
    Razor is an alternate view engine for asp.net MVC.  It was introduced in the “WebMatrix” tool and has now been released as part of the asp.net MVC 3 preview 1.  Basically, Razor allows us to replace the clunky <% %> syntax with a much cleaner coding model, which integrates very nicely with HTML.  Additionally, it provides some really nice features for master page type scenarios and you don’t lose access to any of the features you are currently familiar with, such as HTML helper methods. First, download and install the ASP.NET MVC Preview 1.  You can find this at http://www.microsoft.com/downloads/details.aspx?FamilyID=cb42f741-8fb1-4f43-a5fa-812096f8d1e8&displaylang=en. Now, follow these steps to create your first asp.net mvc project using Razor: 1. Open Visual Studio 2010 2. Create a new project.  Select File->New->Project (Shift Control N) 3. You will see the list of project types which should look similar to what’s shown:   4. Select “ASP.NET MVC 3 Web Application (Razor).”  Set the application name to RazorTest and the path to c:projectsRazorTest for this tutorial. If you select accidently select ASPX, you will end up with the standard asp.net view engine and template, which isn’t what you want. 5. For this tutorial, and ONLY for this tutorial, select “No, do not create a unit test project.”  In general, you should create and use a unit test project.  Code without unit tests is kind of like diet ice cream.  It just isn’t very good. Now, once we have this done, our brand new project will be created.    In all likelihood, Visual Studio will leave you looking at the “HomeController.cs” class, as shown below: Immediately, you should notice one difference.  The Index action used to look like: public ActionResult Index () { ViewData[“Message”] = “Welcome to ASP.Net MVC!”; Return View(); } While this will still compile and run just fine, ASP.Net MVC 3 has a much nicer way of doing this: public ActionResult Index() { ViewModel.Message = “Welcome to ASP.Net MVC!”; Return View(); } Instead of using ViewData we are using the new ViewModel object, which uses the new dynamic data typing of .Net 4.0 to allow us to express ourselves much more cleanly.  This isn’t a tutorial on ALL of MVC 3, but the ViewModel concept is one we will need as we dig into Razor. What comes in the box? When we create a project using the ASP.Net MVC 3 Template with Razor, we get a standard project setup, just like we did in ASP.NET MVC 2.0 but with some differences.  Instead of seeing “.aspx” view files and “.ascx” files, we see files with the “.cshtml” which is the default razor extension.  Before we discuss the details of a razor file, one thing to keep in mind is that since this is an extremely early preview, intellisense is not currently enabled with the razor view engine.  This is promised as an updated before the final release.  Just like with the aspx view engine, the convention of the folder name for a set of views matching the controller name without the word “Controller” still stands.  Similarly, each action in the controller will usually have a corresponding view file in the appropriate view directory.  Remember, in asp.net MVC, convention over configuration is key to successful development! The initial template organizes views in the following folders, located in the project under Views: - Account – The default account management views used by the Account controller.  Each file represents a distinct view. - Home – Views corresponding to the appropriate actions within the home controller. - Shared – This contains common view objects used by multiple views.  Within here, master pages are stored, as well as partial page views (user controls).  By convention, these partial views are named “_XXXPartial.cshtml” where XXX is the appropriate name, such as _LogonPartial.cshtml.  Additionally, display templates are stored under here. With this in mind, let us take a look at the index.cshtml file under the home view directory.  When you open up index.cshtml you should see 1:   @inherits System.Web.Mvc.WebViewPage 2:  @{ 3:          View.Title = "Home Page"; 4:       LayoutPage = "~/Views/Shared/_Layout.cshtml"; 5:   } 6:  <h2>@View.Message</h2> 7:  <p> 8:     To learn more about ASP.NET MVC visit <a href="http://asp.net/mvc" title="ASP.NET MVC     9:    Website">http://asp.net/mvc</a>. 10:  </p> So looking through this, we observe the following facts: Line 1 imports the base page that all views (using Razor) are based on, which is System.Web.Mvc.WebViewPage.  Note that this is different than System.Web.MVC.ViewPage which is used by asp.net MVC 2.0 Also note that instead of the <% %> syntax, we use the very simple ‘@’ sign.  The View Engine contains enough context sensitive logic that it can even distinguish between @ in code and @ in an email.  It’s a very clean markup.  Line 2 introduces the idea of a code block in razor.  A code block is a scoping mechanism just like it is in a normal C# class.  It is designated by @{… }  and any C# code can be placed in between.  Note that this is all server side code just like it is when using the aspx engine and <% %>.  Line 3 allows us to set the page title in the client page’s file.  This is a new feature which I’ll talk more about when we get to master pages, but it is another of the nice things razor brings to asp.net mvc development. Line 4 is where we specify our “master” page, but as you can see, you can place it almost anywhere you want, because you tell it where it is located.  A Layout Page is similar to a master page, but it gains a bit when it comes to flexibility.  Again, we’ll come back to this in a later installment.  Line 6 and beyond is where we display the contents of our view.  No more using <%: %> intermixed with code.  Instead, we get to use very clean syntax such as @View.Message.  This is a lot easier to read than <%:@View.Message%> especially when intermixed with html.  For example: <p> My name is @View.Name and I live at @View.Address </p> Compare this to the equivalent using the aspx view engine <p> My name is <%:View.Name %> and I live at <%: View.Address %> </p> While not an earth shaking simplification, it is easier on the eyes.  As  we explore other features, this clean markup will become more and more valuable.

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  • Volume Shadow Copy not starting

    - by Gram
    Hi We are running a Windows 2008 Small Business Server with Symantec Backup Exec. Last night the back up failed due to the Volume Shadow Copy service being unable to start. When I try to manually start it I get the following error "windows could not start the volume shadow copy on local computer" Has anybody any suggestions other than rebooting the server? many thanks Graham

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  • UIView shadow drawing wrong

    - by dc
    Trying to draw a shadow using code from this question: http://stackoverflow.com/questions/805872/how-do-i-draw-a-shadow-under-a-uiview I implement it in a UIView subclass as discussed, but when I try and use it using UIView *shadow = [[ShadowView alloc]initWithFrame:CGRectMake(100,100,100,100)]; I get only a black square, rather than something resembling shadow. Am I missing something here?

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  • Inner text shadow with CSS

    - by eteubert
    Hey Folks, I am currently playing around with CSS3 and trying to achieve a text effect like this (the black blurry inner shadow): But I cannot find a way to create text shadows inside the text. I wonder whether it is still possible because the box-shadow element is able to render shadow inside like this: box-shadow: inset 0px -5px 10px 0px rgba(0, 0, 0, 0.5); Any ideas?

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  • Safari box shadow inset support

    - by codedude
    I have a box in one of my websites that has a these property: -moz-box-shadow:inset 0 0 50px #ecf4de; -webkit-box-shadow:inset 0 0 50px #ecf4de; box-shadow:inset 0 0 50px #ecf4de; This gives the box a nice gradient towards the center. However, Safari does not support the "inset" property and IE doesn't support box-shadow at all. I can't use an image for this because the height of this box changes for each situation. I don't want to use 3 images, (one for the top, a repeating one for the middle and one for the bottom), as this can get very messy code. So what I'm asking is if there is any way to produce the box shadow in all browsers.

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  • CSS3 Box Shadow Fade Out Effect

    - by Eric Bergman
    Is it possible to achieve a Fadeout effect with CSS3 Box Shadow? Here's what I have so far? This only adds inset shadow to the vertical sides but I need to achieve a fade out effect at the top. -moz-box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; -webkit-box-shadow: inset 5px 0 5px -5px #a4a4a4, inset -5px 0 5px -5px #a4a4a4; box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; See the image below to see the Expected Results and what I currently have.

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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