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Search found 148 results on 6 pages for 'shading'.

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  • What is wrong with my speculair phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • MSWord table shading prints too dark

    - by Relaxed1
    My friend has a very light shading in his MSWord tables. However they still print too dark to read the text. When emailed to a colleague using the same printer, it prints light nicely. However they cannot find any setting that is different between them. Any ideas? Thanks! (P.s. for myself this would help for non-tables also, when 'highlighting' text. I do know that 'shading' gives more colour options for non-tables, but it would be nice to know anyway. Thanks)

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • Add shading to clipped UIView

    - by huggie
    I'm creating an iphone application. I have this UIView whose content is clipped with a path. I want to add shading and/or shadow to it. What's the best way to do this? For shadow, I tried CGContextSetShadow() but it doesn't seem to have an effect (perhaps it's drawing outside the shown region?) . How about shading? I want it to appear along the path. What's the best way to go about it? Is it to create another narrow clip strip along the original clipping path (if it's possible to have two clip path... ) Or does this need to be done in another CALayer? I am not even sure what that is yet.

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; 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) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • Can't change text color in Microsoft Word 2010

    - by Wesley
    I have Microsoft Office 2010 32-bit running on Windows 7 32-bit. When text is highlighted and a color is selected from the mini-toolbar or the ribbon, the text does not change color. If I change the color for multiple words, and select a different color for each word, the toolbar and ribbon will reflect each of the different colors that I chose, however it is not displayed in the document. So it appears that Word is aware of the text color and not as if it is simply not applying the change. What may be causing this inability to view text colors and how might I fix it? My only troubleshooting attempt so far has been to perform a repair installation of Office. EDIT 1 I created a document, typed a word, selected it and changed the color. I then saved the document as HTML. The text did not change color. 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mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-520092929 1073786111 9 0 415 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} span.GramE {mso-style-name:""; mso-gram-e:yes;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page WordSection1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> </style> <!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--><!--[if gte mso 9]><xml> <o:shapedefaults v:ext="edit" spidmax="1026"/> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext="edit"> <o:idmap v:ext="edit" data="1"/> </o:shapelayout></xml><![endif]--> </head> <body lang=EN-US style='tab-interval:.5in'> <div class=WordSection1> <p class=MsoNormal><o:p>&nbsp;</o:p></p> <p class=MsoNormal><span class=GramE><span style='color:red'>blah</span></span><span style='color:red'><o:p></o:p></span></p> </div> </body> </html> EDIT 2 I recorded a macro and did the following: Typed a word Selected the word Changed the color. Oddly, I had some strange issues while the macro was recorded. I could not select text with my cursor. I had to select the text with control a and then apply the color change. I then couldn't deselect the selected text. Nonetheless, the text showed that it had a different color in the toolbar, but the color did not display in the document. Here's the macro: Sub Change_Text_Color() ' ' Change_Text_Color Macro ' ' Selection.TypeText Text:="Test Text" Selection.WholeStory Selection.WholeStory End Sub EDIT 3 I opened WordPad and created some text and was able to successfully change the color. If I copy and paste the colored text into a Word 2010 document, the color is lost. However, if you place the I-beam in the text and then look at the color selection drop-down menu on the ribbon or mini-toolbar, you can see that the proper color that the text should be in is highlighted. Edit 4 I uninstalled the entire Office 2010 Suite, rebooted and then reinstalled the suite. No change in behavior. Edit 5 Text cannot be colored in Excel either.

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  • OpenGL Shading Language portability

    - by Luca
    I've noticed that my GLSL shaders are not compilable when the GLSL version is lower than 130. What are the most critical elements for having a backward compatible shader source? I don't want to have a full backward compatibility, but I'd like to understand the main guidelines for having simple shaders running on GPU with GLSL lower than 130. Thank you

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  • OpenGL Shading Language backwards compatibility

    - by Luca
    I've noticed that my GLSL shaders are not compilable when the GLSL version is lower than 130. What are the most critical elements for having a backward compatible shader source? I don't want to have a full backward compatibility, but I'd like to understand the main guidelines for having simple (forward compatible) shaders running on GPU with GLSL lower than 130. Of course the problem could be solved with the preprocessor #if __VERSION__ < 130 #define VERTEX_IN attribute #else #define VERTER_IN in #endif But there probably many issues that I ignore. Thank you

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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • Mathematica, PDF Curves and Shading

    - by Venerable Garbage Collector
    I need to plot a normal distribution and then shade some specific region of it. Right now I'm doing this by creating a plot of the distribution and overlaying it with a RegionPlot. This is pretty convoluted and I'm certain there must be a more elegant way of doing it. I Googled, looked at the docs, found nothing. Help me SO! I guess Mathematica counts as programming? :D

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  • Questions about TinyMCE. Or suggestions on a compariable product.

    - by chobo2
    Hi I am using jquery 1.3.2 and asp.net mvc 1.0. Originally I was using some other rich html editor but I ran into one major problem when a user pasted in text from open office or MS office it would bring along tons of styling junk. If a user like wrote one sentence what was like 25 characters and pasted that into my current html editor the count would 25,000 characters and I don't want to store all that junk( I can't afford to). So tinyMCE seems to not have this problem. However I got some questions. It seems if you want to use for commercial use(what my site is but currently is not making very much at this time) you need to get a commercial license. However it does not say if it is free or if it will cost money. I am assuming it means that you will have to pay but I would like to confirm this. So do you have to pay for a license to use tinyMCe if your using it for commercial use? (Yes/ No) ------------------ Answer the following questions if you said "no" to the first question ----------- So would I use the jQuery package then or is it better to use the other versions? What is this .net compressor zip for? Do I need it? I only want a few of the buttons(like bold,font size) can I remove the other buttons? It seems to display a word count. Can it be changed to character count? ----------------- Answer the following question if you said "yes" to the first question -------- Is there a rich html editor that is free for commercial use and preferably for jquery that can remove the junk that office programs seem to bring along? This is a test to show how much formatting gets made. • One • Two • Three The above text when copied into my current rich html editor will have all this code with it. <meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 12"><meta name="Originator" content="Microsoft Word 12"><link rel="File-List" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"><link rel="themeData" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"><link rel="colorSchemeMapping" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:DontVertAlignCellWithSp/> <w:DontBreakConstrainedForcedTables/> <w:DontVertAlignInTxbx/> <w:Word11KerningPairs/> <w:CachedColBalance/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> <m:mathPr> <m:mathFont m:val="Cambria Math"/> <m:brkBin m:val="before"/> <m:brkBinSub m:val="&#45;-"/> <m:smallFrac m:val="off"/> <m:dispDef/> <m:lMargin m:val="0"/> <m:rMargin m:val="0"/> <m:defJc m:val="centerGroup"/> <m:wrapIndent m:val="1440"/> <m:intLim m:val="subSup"/> <m:naryLim m:val="undOvr"/> </m:mathPr></w:WordDocument> 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Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 5"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 5"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 5"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 5"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 6"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 6"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 6"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 6"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 6"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/> <w:LsdException Locked="false" Priority="19" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/> <w:LsdException Locked="false" Priority="21" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/> <w:LsdException Locked="false" Priority="31" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/> <w:LsdException Locked="false" Priority="32" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/> <w:LsdException Locked="false" Priority="33" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Book Title"/> <w:LsdException Locked="false" Priority="37" Name="Bibliography"/> <w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Font Definitions */ @font-face {font-family:Wingdings; panose-1:5 0 0 0 0 0 0 0 0 0; mso-font-charset:2; mso-generic-font-family:auto; mso-font-pitch:variable; mso-font-signature:0 268435456 0 0 -2147483648 0;} @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-1610611985 1107304683 0 0 415 0;} @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-520092929 1073786111 9 0 415 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraph, li.MsoListParagraph, div.MsoListParagraph {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpFirst, li.MsoListParagraphCxSpFirst, div.MsoListParagraphCxSpFirst {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpMiddle, li.MsoListParagraphCxSpMiddle, div.MsoListParagraphCxSpMiddle {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpLast, li.MsoListParagraphCxSpLast, div.MsoListParagraphCxSpLast {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} /* List Definitions */ @list l0 {mso-list-id:184250744; mso-list-type:hybrid; mso-list-template-ids:-1412819028 67698689 67698691 67698693 67698689 67698691 67698693 67698689 67698691 67698693;} @list l0:level1 {mso-level-number-format:bullet; mso-level-text:?; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in; font-family:Symbol;} ol {margin-bottom:0in;} ul {margin-bottom:0in;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--> <p class="MsoNormal">This is a test to show <b style="">how</b> much formatting gets made.</p> <p class="MsoListParagraphCxSpFirst" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->One</p> <p class="MsoListParagraphCxSpMiddle" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->Two</p> <p class="MsoListParagraphCxSpMiddle" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->Three</p> <p class="MsoListParagraphCxSpLast"><o:p>&nbsp;</o:p></p>

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  • How to parse out MS Word formatting?

    - by chobo2
    I have a rich html textbox on my asp.net mvc application. The rich html textbox is some jquery plugin that I use and has basic stuff like bold,underline and etc. Now I am anticipating that people will maybe write something in word and then copy and paste it into my textbox. However I limit the number of characters a person can have. This is a test to show how much formatting gets made. • One • Two • Three So I wrote that above(it does not copy to well into here). Basically it is a line of text and "how" is bold and the "one,two,three" are a bullet list. Word says it is 70 characters long with spacing. However when I post this data from my textbox to my server I get a length back of 24577 characters. so I checked what was being sent and I get this <meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 12"><meta name="Originator" content="Microsoft Word 12"><link rel="File-List" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"><link rel="themeData" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"><link rel="colorSchemeMapping" href="file:///C:%5CUsers%5Cchobo2%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:DontVertAlignCellWithSp/> <w:DontBreakConstrainedForcedTables/> <w:DontVertAlignInTxbx/> <w:Word11KerningPairs/> <w:CachedColBalance/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> <m:mathPr> <m:mathFont m:val="Cambria Math"/> <m:brkBin m:val="before"/> <m:brkBinSub m:val="&#45;-"/> <m:smallFrac m:val="off"/> <m:dispDef/> <m:lMargin m:val="0"/> <m:rMargin m:val="0"/> <m:defJc m:val="centerGroup"/> <m:wrapIndent m:val="1440"/> <m:intLim m:val="subSup"/> <m:naryLim m:val="undOvr"/> </m:mathPr></w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true" DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267"> <w:LsdException Locked="false" Priority="0" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Normal"/> <w:LsdException Locked="false" Priority="9" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="heading 1"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/> <w:LsdException Locked="false" Priority="39" Name="toc 1"/> <w:LsdException Locked="false" Priority="39" Name="toc 2"/> <w:LsdException Locked="false" Priority="39" Name="toc 3"/> <w:LsdException Locked="false" Priority="39" Name="toc 4"/> <w:LsdException Locked="false" Priority="39" Name="toc 5"/> <w:LsdException Locked="false" Priority="39" Name="toc 6"/> <w:LsdException Locked="false" Priority="39" Name="toc 7"/> <w:LsdException Locked="false" Priority="39" Name="toc 8"/> <w:LsdException Locked="false" Priority="39" Name="toc 9"/> <w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/> <w:LsdException Locked="false" Priority="10" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Title"/> <w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/> <w:LsdException Locked="false" Priority="11" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/> <w:LsdException Locked="false" Priority="22" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Strong"/> <w:LsdException Locked="false" Priority="20" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/> <w:LsdException Locked="false" Priority="59" SemiHidden="false" UnhideWhenUsed="false" Name="Table Grid"/> <w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/> <w:LsdException Locked="false" Priority="1" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 1"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 1"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 1"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/> <w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/> <w:LsdException Locked="false" Priority="34" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/> <w:LsdException Locked="false" Priority="29" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Quote"/> <w:LsdException Locked="false" Priority="30" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 1"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 1"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 2"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 2"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 2"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 2"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 2"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 3"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 3"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 3"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 3"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 3"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 4"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 4"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 4"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 5"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 5"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 5"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 5"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 6"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 6"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 6"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 6"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 6"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/> <w:LsdException Locked="false" Priority="19" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/> <w:LsdException Locked="false" Priority="21" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/> <w:LsdException Locked="false" Priority="31" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/> <w:LsdException Locked="false" Priority="32" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/> <w:LsdException Locked="false" Priority="33" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Book Title"/> <w:LsdException Locked="false" Priority="37" Name="Bibliography"/> <w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Font Definitions */ @font-face {font-family:Wingdings; panose-1:5 0 0 0 0 0 0 0 0 0; mso-font-charset:2; mso-generic-font-family:auto; mso-font-pitch:variable; mso-font-signature:0 268435456 0 0 -2147483648 0;} @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-1610611985 1107304683 0 0 415 0;} @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-520092929 1073786111 9 0 415 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraph, li.MsoListParagraph, div.MsoListParagraph {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpFirst, li.MsoListParagraphCxSpFirst, div.MsoListParagraphCxSpFirst {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpMiddle, li.MsoListParagraphCxSpMiddle, div.MsoListParagraphCxSpMiddle {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} p.MsoListParagraphCxSpLast, li.MsoListParagraphCxSpLast, div.MsoListParagraphCxSpLast {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} /* List Definitions */ @list l0 {mso-list-id:184250744; mso-list-type:hybrid; mso-list-template-ids:-1412819028 67698689 67698691 67698693 67698689 67698691 67698693 67698689 67698691 67698693;} @list l0:level1 {mso-level-number-format:bullet; mso-level-text:?; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in; font-family:Symbol;} ol {margin-bottom:0in;} ul {margin-bottom:0in;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--> <p class="MsoNormal">This is a test to show <b style="">how</b> much formatting gets made.</p> <p class="MsoListParagraphCxSpFirst" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->One</p> <p class="MsoListParagraphCxSpMiddle" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->Two</p> <p class="MsoListParagraphCxSpMiddle" style="text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span style="">·<span style="font: 7pt &quot;Times New Roman&quot;;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><!--[endif]-->Three</p> <p class="MsoListParagraphCxSpLast"><o:p>&nbsp;</o:p></p> Is there something I can use to get rid of all this stuff?

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Reference Data Management

    - by rahulkamath
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableColorfulListAccent2 {mso-style-name:"Colorful List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:72; mso-style-unhide:no; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-tstyle-shading:#F8EDED; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:25; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; color:black; mso-themecolor:text1;} table.MsoTableColorfulListAccent2FirstRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:first-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#9E3A38; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themeshade:204; mso-tstyle-border-bottom:1.5pt solid white; mso-tstyle-border-bottom-themecolor:background1; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2LastRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:last-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:white; mso-tstyle-shading-themecolor:background1; mso-tstyle-border-top:1.5pt solid black; mso-tstyle-border-top-themecolor:text1; color:#9E3A38; mso-themecolor:accent2; mso-themeshade:204; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2FirstCol {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:first-column; mso-style-priority:72; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2LastCol {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:last-column; mso-style-priority:72; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2OddColumn {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#EFD3D2; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:63; mso-tstyle-border-top:cell-none; mso-tstyle-border-left:cell-none; mso-tstyle-border-bottom:cell-none; mso-tstyle-border-right:cell-none; mso-tstyle-border-insideh:cell-none; mso-tstyle-border-insidev:cell-none;} table.MsoTableColorfulListAccent2OddRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#F2DBDB; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:51;} Reference Data Management Oracle Data Relationship Management (DRM) has always been extremely powerful as an Enterprise MDM solution that can help manage changes to master data in a way that influences enterprise structure, whether it be mastering chart of accounts to enable financial transformation, or revamping organization structures to drive business transformation and operational efficiencies, or mastering sales territories in light of rapid fire acquisitions that require frequent sales territory refinement, equitable distribution of leads and accounts to salespersons, and alignment of budget/forecast with results to optimize sales coverage. Increasingly, DRM is also being utilized by Oracle customers for reference data management, an emerging solution space that deserves some explanation. What is reference data? Reference data is a close cousin of master data. While master data may be more rapidly changing, requires consensus building across stakeholders and lends structure to business transactions, reference data is simpler, more slowly changing, but has semantic content that is used to categorize or group other information assets – including master data – and give them contextual value. The following table contains an illustrative list of examples of reference data by type. Reference data types may include types and codes, business taxonomies, complex relationships & cross-domain mappings or standards. Types & Codes Taxonomies Relationships / Mappings Standards Transaction Codes Industry Classification Categories and Codes, e.g., North America Industry Classification System (NAICS) Product / Segment; Product / Geo Calendars (e.g., Gregorian, Fiscal, Manufacturing, Retail, ISO8601) Lookup Tables (e.g., Gender, Marital Status, etc.) Product Categories City à State à Postal Codes Currency Codes (e.g., ISO) Status Codes Sales Territories (e.g., Geo, Industry Verticals, Named Accounts, Federal/State/Local/Defense) Customer / Market Segment; Business Unit / Channel Country Codes (e.g., ISO 3166, UN) Role Codes Market Segments Country Codes / Currency Codes / Financial Accounts Date/Time, Time Zones (e.g., ISO 8601) Domain Values Universal Standard Products and Services Classification (UNSPSC), eCl@ss International Classification of Diseases (ICD) e.g., ICD9 à IC10 mappings Tax Rates Why manage reference data? Reference data carries contextual value and meaning and therefore its use can drive business logic that helps execute a business process, create a desired application behavior or provide meaningful segmentation to analyze transaction data. Further, mapping reference data often requires human judgment. Sample Use Cases of Reference Data Management Healthcare: Diagnostic Codes The reference data challenges in the healthcare industry offer a case in point. Part of being HIPAA compliant requires medical practitioners to transition diagnosis codes from ICD-9 to ICD-10, a medical coding scheme used to classify diseases, signs and symptoms, causes, etc. The transition to ICD-10 has a significant impact on business processes, procedures, contracts, and IT systems. Since both code sets ICD-9 and ICD-10 offer diagnosis codes of very different levels of granularity, human judgment is required to map ICD-9 codes to ICD-10. The process requires collaboration and consensus building among stakeholders much in the same way as does master data management. Moreover, to build reports to understand utilization, frequency and quality of diagnoses, medical practitioners may need to “cross-walk” mappings -- either forward to ICD-10 or backwards to ICD-9 depending upon the reporting time horizon. Spend Management: Product, Service & Supplier Codes Similarly, as an enterprise looks to rationalize suppliers and leverage their spend, conforming supplier codes, as well as product and service codes requires supporting multiple classification schemes that may include industry standards (e.g., UNSPSC, eCl@ss) or enterprise taxonomies. Aberdeen Group estimates that 90% of companies rely on spreadsheets and manual reviews to aggregate, classify and analyze spend data, and that data management activities account for 12-15% of the sourcing cycle and consume 30-50% of a commodity manager’s time. Creating a common map across the extended enterprise to rationalize codes across procurement, accounts payable, general ledger, credit card, procurement card (P-card) as well as ACH and bank systems can cut sourcing costs, improve compliance, lower inventory stock, and free up talent to focus on value added tasks. Specialty Finance: Point of Sales Transaction Codes and Product Codes In the specialty finance industry, enterprises are confronted with usury laws – governed at the state and local level – that regulate financial product innovation as it relates to consumer loans, check cashing and pawn lending. To comply, it is important to demonstrate that transactions booked at the point of sale are posted against valid product codes that were on offer at the time of booking the sale. Since new products are being released at a steady stream, it is important to ensure timely and accurate mapping of point-of-sale transaction codes with the appropriate product and GL codes to comply with the changing regulations. Multi-National Companies: Industry Classification Schemes As companies grow and expand across geographies, a typical challenge they encounter with reference data represents reconciling various versions of industry classification schemes in use across nations. While the United States, Mexico and Canada conform to the North American Industry Classification System (NAICS) standard, European Union countries choose different variants of the NACE industry classification scheme. Multi-national companies must manage the individual national NACE schemes and reconcile the differences across countries. Enterprises must invest in a reference data change management application to address the challenge of distributing reference data changes to downstream applications and assess which applications were impacted by a given change.

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  • What Shading/Rendering techniques are being used in this image?

    - by Rhakiras
    My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): http://alexcpeterson.com/ My specific questions are: How is that sun glare made? How does the planet look "cartoon" like? How does the space around the planet look warped/misted? How does the water look that good? I'm a beginner so any information/keywords on each question would be helpful so I can go off and learn more. Thanks

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  • Partner Blog Series: PwC Perspectives - The Gotchas, The Do's and Don'ts for IDM Implementations

    - by Tanu Sood
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0in; line-height:12.0pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial","sans-serif"; mso-ascii-font-family:Arial; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Arial; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableMediumList1Accent6 {mso-style-name:"Medium List 1 - Accent 6"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:65; mso-style-unhide:no; border-top:solid #E0301E 1.0pt; mso-border-top-themecolor:accent6; border-left:none; border-bottom:solid #E0301E 1.0pt; mso-border-bottom-themecolor:accent6; border-right:none; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Georgia","serif"; color:black; mso-themecolor:text1; mso-ansi-language:EN-GB;} table.MsoTableMediumList1Accent6FirstRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:first-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:cell-none; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; font-family:"Verdana","sans-serif"; mso-ascii-font-family:Georgia; mso-ascii-theme-font:major-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:major-fareast; mso-hansi-font-family:Georgia; mso-hansi-theme-font:major-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:major-bidi;} table.MsoTableMediumList1Accent6LastRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:last-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #E0301E; mso-tstyle-border-top-themecolor:accent6; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; color:#968C6D; mso-themecolor:text2; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6FirstCol {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:first-column; mso-style-priority:65; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6LastCol {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:last-column; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #E0301E; mso-tstyle-border-top-themecolor:accent6; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6OddColumn {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:odd-column; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-shading:#F7CBC7; mso-tstyle-shading-themecolor:accent6; mso-tstyle-shading-themetint:63;} table.MsoTableMediumList1Accent6OddRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:odd-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-shading:#F7CBC7; mso-tstyle-shading-themecolor:accent6; mso-tstyle-shading-themetint:63;} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0in; line-height:12.0pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial","sans-serif"; mso-ascii-font-family:Arial; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Arial; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableMediumList1Accent6 {mso-style-name:"Medium List 1 - Accent 6"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:65; mso-style-unhide:no; border-top:solid #E0301E 1.0pt; mso-border-top-themecolor:accent6; border-left:none; border-bottom:solid #E0301E 1.0pt; mso-border-bottom-themecolor:accent6; border-right:none; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Georgia","serif"; color:black; mso-themecolor:text1; mso-ansi-language:EN-GB;} table.MsoTableMediumList1Accent6FirstRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:first-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:cell-none; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; font-family:"Arial Narrow","sans-serif"; mso-ascii-font-family:Georgia; mso-ascii-theme-font:major-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:major-fareast; mso-hansi-font-family:Georgia; mso-hansi-theme-font:major-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:major-bidi;} table.MsoTableMediumList1Accent6LastRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:last-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #E0301E; mso-tstyle-border-top-themecolor:accent6; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; color:#968C6D; mso-themecolor:text2; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6FirstCol {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:first-column; mso-style-priority:65; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6LastCol {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:last-column; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #E0301E; mso-tstyle-border-top-themecolor:accent6; mso-tstyle-border-bottom:1.0pt solid #E0301E; mso-tstyle-border-bottom-themecolor:accent6; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableMediumList1Accent6OddColumn {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:odd-column; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-shading:#F7CBC7; mso-tstyle-shading-themecolor:accent6; mso-tstyle-shading-themetint:63;} table.MsoTableMediumList1Accent6OddRow {mso-style-name:"Medium List 1 - Accent 6"; mso-table-condition:odd-row; mso-style-priority:65; mso-style-unhide:no; mso-tstyle-shading:#F7CBC7; mso-tstyle-shading-themecolor:accent6; mso-tstyle-shading-themetint:63;} It is generally accepted among business communities that technology by itself is not a silver bullet to all problems, but when it is combined with leading practices, strategy, careful planning and execution, it can create a recipe for success. This post attempts to highlight some of the best practices along with dos & don’ts that our practice has accumulated over the years in the identity & access management space in general, and also in the context of R2, in particular. Best Practices The following section illustrates the leading practices in “How” to plan, implement and sustain a successful OIM deployment, based on our collective experience. Planning is critical, but often overlooked A common approach to planning an IAM program that we identify with our clients is the three step process involving a current state assessment, a future state roadmap and an executable strategy to get there. It is extremely beneficial for clients to assess their current IAM state, perform gap analysis, document the recommended controls to address the gaps, align future state roadmap to business initiatives and get buy in from all stakeholders involved to improve the chances of success. When designing an enterprise-wide solution, the scalability of the technology must accommodate the future growth of the enterprise and the projected identity transactions over several years. Aligning the implementation schedule of OIM to related information technology projects increases the chances of success. As a baseline, it is recommended to match hardware specifications to the sizing guide for R2 published by Oracle. Adherence to this will help ensure that the hardware used to support OIM will not become a bottleneck as the adoption of new services increases. If your Organization has numerous connected applications that rely on reconciliation to synchronize the access data into OIM, consider hosting dedicated instances to handle reconciliation. Finally, ensure the use of clustered environment for development and have at least three total environments to help facilitate a controlled migration to production. If your Organization is planning to implement role based access control, we recommend performing a role mining exercise and consolidate your enterprise roles to keep them manageable. In addition, many Organizations have multiple approval flows to control access to critical roles, applications and entitlements. If your Organization falls into this category, we highly recommend that you limit the number of approval workflows to a small set. Most Organizations have operations managed across data centers with backend database synchronization, if your Organization falls into this category, ensure that the overall latency between the datacenters when replicating the databases is less than ten milliseconds to ensure that there are no front office performance impacts. Ingredients for a successful implementation During the development phase of your project, there are a number of guidelines that can be followed to help increase the chances for success. Most implementations cannot be completed without the use of customizations. If your implementation requires this, it’s a good practice to perform code reviews to help ensure quality and reduce code bottlenecks related to performance. We have observed at our clients that the development process works best when team members adhere to coding leading practices. Plan for time to correct coding defects and ensure developers are empowered to report their own bugs for maximum transparency. Many organizations struggle with defining a consistent approach to managing logs. This is particularly important due to the amount of information that can be logged by OIM. We recommend Oracle Diagnostics Logging (ODL) as an alternative to be used for logging. ODL allows log files to be formatted in XML for easy parsing and does not require a server restart when the log levels are changed during troubleshooting. Testing is a vital part of any large project, and an OIM R2 implementation is no exception. We suggest that at least one lower environment should use production-like data and connectors. Configurations should match as closely as possible. For example, use secure channels between OIM and target platforms in pre-production environments to test the configurations, the migration processes of certificates, and the additional overhead that encryption could impose. Finally, we ask our clients to perform database backups regularly and before any major change event, such as a patch or migration between environments. In the lowest environments, we recommend to have at least a weekly backup in order to prevent significant loss of time and effort. Similarly, if your organization is using virtual machines for one or more of the environments, it is recommended to take frequent snapshots so that rollbacks can occur in the event of improper configuration. Operate & sustain the solution to derive maximum benefits When migrating OIM R2 to production, it is important to perform certain activities that will help achieve a smoother transition. At our clients, we have seen that splitting the OIM tables into their own tablespaces by categories (physical tables, indexes, etc.) can help manage database growth effectively. If we notice that a client hasn’t enabled the Oracle-recommended indexing in the applicable database, we strongly suggest doing so to improve performance. Additionally, we work with our clients to make sure that the audit level is set to fit the organization’s auditing needs and sometimes even allocate UPA tables and indexes into their own table-space for better maintenance. Finally, many of our clients have set up schedules for reconciliation tables to be archived at regular intervals in order to keep the size of the database(s) reasonable and result in optimal database performance. For our clients that anticipate availability issues with target applications, we strongly encourage the use of the offline provisioning capabilities of OIM R2. This reduces the provisioning process for a given target application dependency on target availability and help avoid broken workflows. To account for this and other abnormalities, we also advocate that OIM’s monitoring controls be configured to alert administrators on any abnormal situations. Within OIM R2, we have begun advising our clients to utilize the ‘profile’ feature to encapsulate multiple commonly requested accounts, roles, and/or entitlements into a single item. By setting up a number of profiles that can be searched for and used, users will spend less time performing the same exact steps for common tasks. We advise our clients to follow the Oracle recommended guides for database and application server tuning which provides a good baseline configuration. It offers guidance on database connection pools, connection timeouts, user interface threads and proper handling of adapters/plug-ins. All of these can be important configurations that will allow faster provisioning and web page response times. Many of our clients have begun to recognize the value of data mining and a remediation process during the initial phases of an implementation (to help ensure high quality data gets loaded) and beyond (to support ongoing maintenance and business-as-usual processes). A successful program always begins with identifying the data elements and assigning a classification level based on criticality, risk, and availability. It should finish by following through with a remediation process. Dos & Don’ts Here are the most common dos and don'ts that we socialize with our clients, derived from our experience implementing the solution. Dos Don’ts Scope the project into phases with realistic goals. Look for quick wins to show success and value to the stake holders. Avoid “boiling the ocean” and trying to integrate all enterprise applications in the first phase. Establish an enterprise ID (universal unique ID across the enterprise) earlier in the program. Avoid major UI customizations that require code changes. Have a plan in place to patch during the project, which helps alleviate any major issues or roadblocks (product and database). Avoid publishing all the target entitlements if you don't anticipate their usage during access request. Assess your current state and prepare a roadmap to address your operations, tactical and strategic goals, align it with your business priorities. Avoid integrating non-production environments with your production target systems. Defer complex integrations to the later phases and take advantage of lessons learned from previous phases Avoid creating multiple accounts for the same user on the same system, if there is an opportunity to do so. Have an identity and access data quality initiative built into your plan to identify and remediate data related issues early on. Avoid creating complex approval workflows that would negative impact productivity and SLAs. Identify the owner of the identity systems with fair IdM knowledge and empower them with authority to make product related decisions. This will help ensure overcome any design hurdles. Avoid creating complex designs that are not sustainable long term and would need major overhaul during upgrades. Shadow your internal or external consulting resources during the implementation to build the necessary product skills needed to operate and sustain the solution. Avoid treating IAM as a point solution and have appropriate level of communication and training plan for the IT and business users alike. Conclusion In our experience, Identity programs will struggle with scope, proper resourcing, and more. We suggest that companies consider the suggestions discussed in this post and leverage them to help enable their identity and access program. This concludes PwC blog series on R2 for the month and we sincerely hope that the information we have shared thus far has been beneficial. For more information or if you have questions, you can reach out to Rex Thexton, Senior Managing Director, PwC and or Dharma Padala, Director, PwC. We look forward to hearing from you. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0in; line-height:12.0pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial","sans-serif"; mso-ascii-font-family:Arial; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Arial; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Meet the Writers: Dharma Padala is a Director in the Advisory Security practice within PwC.  He has been implementing medium to large scale Identity Management solutions across multiple industries including utility, health care, entertainment, retail and financial sectors.   Dharma has 14 years of experience in delivering IT solutions out of which he has been implementing Identity Management solutions for the past 8 years. Praveen Krishna is a Manager in the Advisory Security practice within PwC.  Over the last decade Praveen has helped clients plan, architect and implement Oracle identity solutions across diverse industries.  His experience includes delivering security across diverse topics like network, infrastructure, application and data where he brings a holistic point of view to problem solving. Scott MacDonald is a Director in the Advisory Security practice within PwC.  He has consulted for several clients across multiple industries including financial services, health care, automotive and retail.   Scott has 10 years of experience in delivering Identity Management solutions. John Misczak is a member of the Advisory Security practice within PwC.  He has experience implementing multiple Identity and Access Management solutions, specializing in Oracle Identity Manager and Business Process Engineering Language (BPEL).

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • MATLAB fill area between lines

    - by dustynrobots
    I'm trying to do something similar to what's outlined in this post: MATLAB, Filling in the area between two sets of data, lines in one figure but running into a roadblock. I'm trying to shade the area of a graph that represents the mean +/- standard deviation. The variable definitions are a bit complicated but it boils down to this code, and when plotted without shading, I get the screenshot below: x = linspace(0, 100, 101)'; mean = torqueRnormMean(:,1); meanPlusSTD = torqueRnormMean(:,1) + torqueRnormStd(:,1); meanMinusSTD = torqueRnormMean(:,1) - torqueRnormStd(:,1); plot(x, mean, 'k', 'LineWidth', 2) plot(x, meanPlusSTD, 'k--') plot(x, meanMinusSTD, 'k--') But when I try to implement shading just on the lower half of the graph (between mean and meanMinusSTD) by adding the code below, I get a plot that looks like this: fill( [x fliplr(x)], [mean fliplr(meanMinusSTD)], 'y', 'LineStyle','--'); It's obviously not shading the correct area of the graph, and new near-horizontal lines are being created close to 0 that are messing with the shading. Any thoughts? I'm stumped.

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • Where are some good resources to learn Game Development with OpenGL ES 2.X

    - by Mahbubur R Aaman
    Background: From http://www.khronos.org/opengles/2_X/ OpenGL ES 2.0 combines a version of the OpenGL Shading Language for programming vertex and fragment shaders that has been adapted for embedded platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power consumption of advanced programmable graphics subsystems. Related Resources The OpenGL ES 2.0 specification, header files, and optional extension specifications The OpenGL ES 2.0 Online Manual Pages The OpenGL ES 3.0 Shading LanguageOnline Reference Pages The OpenGL ES 2.0 Quick Reference Card OpenGL ES 1.X OpenGL ES 2.0 From http://www.cocos2d-iphone.org/archives/2003 Cocos2d Version 2 released and one of primary key point noted as OpenGL ES 2.0 support From http://www.h-online.com/open/news/item/Compiz-now-supports-OpenGL-ES-2-0-1674605.html Compiz now supports OpenGL ES 2.0 My Question : Being as a Game Developer ( I have to work with several game engine Cocos2d, Unity). I need several resources to cope up with OpenGL ES 2.X for better outcome while developing games?

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  • Oracle bleibt auch 2011 Spitzenreiter im Bereich Datenbanken

    - by Anne Manke
    Mit der Veröffentlichung der aktuellen Ausgabe "Market Share: All Software Markets, Worldwide 2011" bestätigt das weltweit führende Marktanalyseunternehmen Gartner Oracle's Marktführerschaft im Bereich der Relationellen Datenbank Management Systeme (RDBMS). Oracle konnte innerhalb des letzten Jahres seinen Abstand zu seinen Marktbegleitern im Bereich der RDBMS mit einem stabilen Wachstum von 18% sogar ausbauen: der Marktanteil stieg im Jahr 2010 von 48,2% auf 48,8% im Jahr 2011. Damit ist der Abstand zu Oracle's stärkstem Verfolger IBM auf 28,6%.   Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; 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mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} Revenue 2010 ($USM) Revenue 2011 ($USM) Growth 2010 Growth 2011 Share 2010 Share 2011 Oracle 9,990.5 11,787.0 10.9% 18.0% 48.2% 48.8% IBM 4,300.4 4,870.4 5.4% 13.3% 20.7% 20.2% Microsoft 3,641.2 4,098.9 10.1% 12.6% 17.6% 17.0% SAP/Sybase 744.4 1,101.1 12.8% 47.9% 3.6% 4.6% Teradata 754.7 882.3 16.9% 16.9% 3.6% 3.7% Source: Gartner’s “Market Share: All Software Markets, Worldwide 2011,” March 29, 2012, By Colleen Graham, Joanne Correia, David Coyle, Fabrizio Biscotti, Matthew Cheung, Ruggero Contu, Yanna Dharmasthira, Tom Eid, Chad Eschinger, Bianca Granetto, Hai Hong Swinehart, Sharon Mertz, Chris Pang, Asheesh Raina, Dan Sommer, Bhavish Sood, Marianne D'Aquila, Laurie Wurster and Jie Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; 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mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2FirstRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-shading:#C0504D; mso-tstyle-shading-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;}

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