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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • jQuery lava-lamp-like effect bouncing all over the place!

    - by Nathan Loding
    I followed the tutorial found here and added my own flare to it: tutorial What I was looking to accomplish was to put a specific image on the left and right side of the list item. So instead of just the generic <li id="blob"></li> created in the tutorial, I did <li id="blob"><div class="blob-wrap"><div class="leftimage"></div><div class="rightimage"></div></li> to accomplish the particular effect I wanted. It works beautifully ... except that the image attempts to bounce back the "currentPageItem" if I leave the mouse hovering over one of the list items. Here's a JS Bin example: http://jsbin.com/odome What do I need to do to fix it? jQuery is firing the "hoverOut" function (or whatever you want to call it). But why?

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  • ImagickDraw::setFont has no effect on my system; suggestions?

    - by Dejay Clayton
    Running on Ubuntu LTS 8.04, PHP 5.2.8, ImageMagick 6.6.1-5 installed from source, and Imagick 2.3.0 installed from pecl. ImageMagick's 'convert' command sets fonts properly, and ImagickDraw::setFont properly complains if an invalid path to a font has been specified. However, specifying a valid font has no effect in changing the appearance of the drawn font whatsoever. Also, specifying a valid filename that contains invalid font data fails to trigger an error. It's almost as if Imagick isn't doing anything other than verifying that the specified file exists. Any suggestions?

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  • is it possible to achieve an image clipping/masking effect with html + css3?

    - by sa125
    Hi - I'm trying to place a nice border around an image that's 250x250, using only html and css. The markup is this: <div id="img-container"><img src="pic.jpg" border="0"/></div> And the css is: #img-container { height: 225px; width: 225px; padding: 3px; border: 1px solid black; z-index: 10; position: relative; overflow: hidden; border-radius: 10px; } #img-container img { z-index: 5; } Basically, I want the div container to clip the picture's edges that exceed its boundaries. This will achieve the rounded edges effect using the border-radius property (-moz-border-radius, -webkit-border-radius, etc) - if it actually works or could even be done. Looking for tips and tricks on this. Thanks. And, yes, I'm obviously not a web designer :)

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  • JavaScript accordion effect won't work, something to do with pseudoclass?

    - by Dennis Hodapp
    I tried to make an accordion effect with JavaScript based off this video altering a few things like using an input button instead of a link for the selector. However for some reason it's not working. Firefox error console outputs unkown pseudo-class or pseudo-element "visible" everytime I try to use it. What's the problem? $("div.example").hide(); $("input.exampleButton").click(function(){ $("div.example:visible").slideUp("slow"); $(this).parent().next().slideDown("slow"); //return false; if you don't want the link to follow }); Here is the HTML input type="button" value="See An Example" class="exampleButton" /> <div class="example"> ...content </div> input type="button" value="See An Example" class="exampleButton" /> <div class="example"> ...content </div>

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  • Getting "open_basedir restriction in effect" in spite of adding the correct entry.

    - by akshat
    I am trying to create a shared hosting scenario, using open_basedir option of php. I am doing this by adding the following to apache2.conf <VirtualHost *:80> ServerName lt1.example.net DocumentRoot /home/akshat/example/tmpblogs/tb1/ php_admin_value open_basedir /home/akshat/example/tmpblogs/tb1/ </VirtualHost> <VirtualHost *:80> ServerName lt2.example.net DocumentRoot /home/akshat/example/tmpblogs/tb2/ php_admin_flag open_basedir /home/akshat/example/tmpblogs/tb2/ </VirtualHost> Now when I access lt2.example.net, I get the error: Warning: Unknown: open_basedir restriction in effect. File(/home/akshat/example/tmpblogs/tb2/index.php) is not within the allowed path(s): (0) in Unknown on line 0 Warning: Unknown: failed to open stream: Operation not permitted in Unknown on line 0 Fatal error: Unknown: Failed opening required '/home/akshat/example/tmpblogs/tb2/index.php' (include_path='.:/usr/share/php:/usr/share/pear') in Unknown on line 0 I was getting the same error while accessing "lt1.example.net" too, but then it suddenly became alright. What am I doing wrong here?

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  • Why addming permissions to an existing AppDomain has no effect?

    - by MainMa
    Hi, I have a following code which behaves strangely in .NET 4.0: // AppDomain is created, and permissions which were added to `sandboxPermissions` are added successfully. sandboxAppDomain = AppDomain.CreateDomain("SandboxDomain", null, appDomainSetup, sandboxPermissions, new[] { commonStrongName }); // Trying to add a new permission to an AppDomain which is already created. sandboxAppDomain.PermissionSet.AddPermission(new FileIOPermission(FileIOPermissionAccess.AllAccess, @"C:\Some\Path\Here")); // Setting breakpoint to this line: `permissions` contains every permission which was added to `sandboxPermissions`, but no trace of C:\Some\Path\Here related permission. var permissions = sandboxAppDomain.PermissionSet.ToXml(); Every permission added before creating an AppDomain is just here, as expected. But adding permissions after an AppDomain is created has no effect at all. There are no exceptions thrown (nor first-chance ones). What can it be? If the framework method (AddPermission) fails to do what it was expected to do, mustn't it throw an exception?

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  • Why does adding permissions to an existing AppDomain have no effect?

    - by MainMa
    Hi, I have a following code which behaves strangely in .NET 4.0: // AppDomain is created, and permissions which were added to `sandboxPermissions` are added successfully. sandboxAppDomain = AppDomain.CreateDomain("SandboxDomain", null, appDomainSetup, sandboxPermissions, new[] { commonStrongName }); // Trying to add a new permission to an AppDomain which is already created. sandboxAppDomain.PermissionSet.AddPermission(new FileIOPermission(FileIOPermissionAccess.AllAccess, @"C:\Some\Path\Here")); // Setting breakpoint to this line: `permissions` contains every permission which was added to `sandboxPermissions`, but no trace of C:\Some\Path\Here related permission. var permissions = sandboxAppDomain.PermissionSet.ToXml(); Every permission added before creating an AppDomain is just here, as expected. But adding permissions after an AppDomain is created has no effect at all. There are no exceptions thrown (nor first-chance ones). What can it be? If the framework method (AddPermission) fails to do what it was expected to do, mustn't it throw an exception?

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  • Jquery effect problem : How to detect if mouseover is triggered by scroll ?

    - by Crupuk
    Hello, I have another problem, and because the reply is to fast here i come back again !! I would like to use "key navigation" and for that, i use the keypress event with down/up key ) When my mouse is over a div (div who's contenaing a big table) and i pull the down key : i scroll to next td + change css style + remove the current style And again, for each event.. So, because my mouse is over the main div, each time i scroll (auto) to a element, the mouseover event is triggered .. And so, the effect is missed.. This is the perfect script : User use keyboard navigation : Mouseover is disabled (so style change only with up/down key) User don't use keyboard : mouseover change the style Could you help me ? The code : $("#content tr").mouseover(function() { $("#content tr.use,#content tr.sel").removeClass("use sel"); $(this).addClass("sel"); }); And the keyboard navigation code : http://pastebin.com/Hgn5Y1FV (Sorry again for my english.. ) Thanks

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  • What is the Effect of Declaring 'extern "C"' in the Header to a C++ Shared Library?

    - by Adam
    Based on this question I understand the purpose of the construct in linking C libraries with C++ code. Now suppose the following: I have a '.so' shared library compiled with a C++ compiler. The header has a 'typedef stuct' and a number of function declarations. If the header includes the extern "C" declaration... #ifdef __cplusplus extern "C" { #endif // typedef struct ...; // function decls #ifdef __cplusplus } #endif ... what is the effect? Specifically I'm wondering if there are any detrimental side effects of that declaration since the shared library is compiled as C++, not C. Is there any reason to have the extern "C" declaration in this case?

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  • Can you apply a CSS hover effect to an element that’s not a child of the hovered element?

    - by WilliamB
    I was not sure if this is possible or not. I am working in CSS3 animations right now and I need to hover on a link that will effect other div element(non-child) on the page. I was not sure if there is a work around or not. <style type="text/css"> #header { background-color:red; } #header:hover .element { background-color:blue; } .element { background-color:green; } </style> - <header id="header"> <li><a href="#">Hover</a></li> </header> <div class="element" > <p>hello world </p> </div>

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  • Does ini_set('session.save_path', 'custom path'); effect the session garbage cleaner?

    - by newbtophp
    Hi! Does ini_set('session.save_path', 'custom path'); effect the session garbage cleaner? As I'm setting a custom directory for the sessions, because I've read from various php security guides, that setting a custom directory on shared hosting for sessions; can improve session security. But the problem is I've read somewhere that PHP does/handles the session garbage cleaning only when the session_save_path is the default and not modified (ie. using a custom directory)? - is this true, if so is their a solution for this?. (take into consideration I'm using shared hosting). Appreciate all help!

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  • Can someone please clarify the Birthday Effect for me?

    - by Mark
    Please help interpret the Birthday effect as described in Wikipedia: A birthday attack works as follows: Pick any message m and compute h(m). Update list L. Check if h(m) is in the list L. if (h(m),m) is already in L, a colliding message pair has been found. else save the pair (h(m),m) in the list L and go back to step 1. From the birthday paradox we know that we can expect to find a matching entry, after performing about 2^(n/2) hash evaluations. Does the above mean 2^(n/2) iterations through the above entire loop (i.e. 2^(n/2) returns to step 1), OR does it mean 2^(n/2) comparisons to individual items already in L.

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  • How do you combine a Move and Rotate effect in Flex 3?

    - by Impirator
    I realize you can make one of each effect, set the same target, and hit .play();, but this produces weird results (acknowledged by Adobe, fixed in Flex 4). I'm trying to have an object move from the top of the screen to the bottom while it rotates around it's own center. When called independently, both of these effects work perfectly. When called together, the object always rotates around the top left corner. I even tried putting them both inside a <Parallel> tag with no success. Has anyone come up with a workaround?

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  • How to TDD test that objects are being added to a collection if the collection is private?

    - by Joshua Harris
    Assume that I planned to write a class that worked something like this: public class GameCharacter { private Collection<CharacterEffect> _collection; public void Add(CharacterEffect e) { ... } public void Remove(CharacterEffect e) { ... } public void Contains(CharacterEffect e) { ... } } When added an effect does something to the character and is then added to the _collection. When it is removed the effect reverts the change to the character and is removed from the _collection. It's easy to test if the effect was applied to the character, but how do I test that the effect was added to _collection? What test could I write to start constructing this class. I could write a test where Contains would return true for a certain effect being in _collection, but I can't arrange a case where that function would return true because I haven't implemented the Add method that is needed to place things in _collection. Ok, so since Contains is dependent on having Add working, then why don't I try to create Add first. Well for my first test I need to try and figure out if the effect was added to the _collection. How would I do that? The only way to see if an effect is in _collection is with the Contains function. The only way that I could think to test this would be to use a FakeCollection that Mocks the Add, Remove, and Contains of a real collection, but I don't want _collection being affected by outside sources. I don't want to add a setEffects(Collection effects) function, because I do not want the class to have that functionality. The one thing that I am thinking could work is this: public class GameCharacter<C extends Collection> { private Collection<CharacterEffect> _collection; public GameCharacter() { _collection = new C<CharacterEffect>(); } } But, that is just silly making me declare what some private data structures type is on every declaration of the character. Is there a way for me to test this without breaking TDD principles while still allowing me to keep my collection private?

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Block Hover Effect - Why doesn't it work correctly in FF3.6?

    - by Brian Ojeda
    Why doesn't following code work correctly in FireFox 3.6? I have tested in IE7, IE8, and Chrome with out any issues. Issue: The first block hover link (the table's 3rd row) doesn't apply the same style/effect as the following below it. Notes: I am trying to create my own table framework. This project is something I am doing to learn more about CSS. Before I started, I thought I knew a lot about CSS. However, to my surprise I was wrong. Who knew? Moving on... As side note, I do not want to take the time to support IE6. So, if you see a problem related IE6, please don't waste your time telling. One another side note, the following style script and HTML listed when this question is strip-down/bare-bone of the complete CSS/HTML. It should be enough to assist me. CSS: /* Main Properties */ .ojtable{display:block;clear:both; margin-left:auto;margin-right:auto; margin-top:0px; width:650px;} .ojtable-row, .ojtable-head {display:block;clear:both;position:relative; margin-left:0px;margin-right:0px;padding:0px;} .col-1, .col-2, .col-3, .col-4, .col-5, .col-6, .col-7, .col-8, .col-9, .col-10, .col-11, .col-12, .col-13, .col-1-b1, .col-2-b1, .col-3-b1, .col-4-b1, .col-5-b1, .col-6-b1, .col-7-b1, .col-8-b1, .col-9-b1, .col-10-b1, .col-11-b1, .col-12-b1, .col-13-b1 {display:block;float:left;position:relative; margin-left:0px;margin-right:0px;padding:0px 2px;} /* Border */ .border-b1{border:solid #000000; border-width:0 0 1px 0;} .border-ltr{border:solid #000000; border-width:1px 1px 0 1px;} /* Header */ .ojtable-row{width:100%;} .ojtable-head{width:100%;} /* No Border*/ .col-2{width:96px;} /* Border: 1px */ .col-2-b1{width:95px;} .col-7-b1{width:345px;} /*--- Clear Floated Elements ---*/ /* Credit: http://sonspring.com/journal/clearing-floats */ .clear { clear: both; display: block; overflow: hidden; visibility: hidden; width: 0; height: 0; } /* Credit: http://perishablepress.com/press/2008/02/05/ lessons-learned-concerning-the-clearfix-css-hack/ */ .clearfix:after { visibility: hidden; display: block; font-size: 0; content: " "; clear: both; height: 0; } .clearfix { display:inline-block; } /* start commented backslash hack \*/ * html .clearfix { height: 1%; } .clearfix { display: block; } /* close commented backslash hack */ /*--- Hover Effect for the Tables ---*/ a {text-decoration:none;} * .ojtable a .ojtable-row{width:650px; display:block; text-decoration:none;} * html .ojtable a .ojtable-row {width:650px;}/* Hover Fix for IE */ .ojtable a:hover .ojtable-row{background:#AAAAAA; cursor:pointer;} HTML: <div class="ojtable border-ltr clearfix"> <div class="ojtable-row border-b1 clearfix"> <div class="col-13">Newest Blogs</div> </div> <div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1">Name</div> <div class="col-4-b1 border-r1">Creater's Name</div> <div class="col-2">Dated Created</div> </div> <a href="#"><div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1">Why jQuery?</div> <div class="col-4-b1 border-r1">Gramcracker</div> <div class="col-2">Mar 11 2010</div> </div></a> <a href="#"><div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1">Thank You For Your Help</div> <div class="col-4-b1 border-r1">O'Hater</div> <div class="col-2">Nov 2 2009</div> </div></a> <a href="#"><div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1">Click Me! Hahaha!</div> <div class="col-4-b1 border-r1">Brian Ojeda</div> <div class="col-2">Nov 29 2008</div> </div></a> <a href="#"><div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1">Moment of Zen</div> <div class="col-4-b1 border-r1">Jedi</div> <div class="col-2">Mar 11 2010</div> </div></a> <a href="#"><div class="ojtable-row border-b1 clearfix"> <div class="col-7-b1 border-r1"></div> <div class="col-4-b1 border-r1">SGT OJ</div> <div class="col-2">Mar 11 2010</div> </div></a> </div> <!-- End of Table --> PS: Thank you for assistant, if you do choose to help.

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