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  • How to I change the text location on my google map for map clusters in Fluster2?

    - by user347480
    Hi, I'm using google maps to create a bunch of POI on a map. I'm using the Fluster2 library to cluster the POI together when there are too many in a certain location. This all works fine and I'm very happy but I would like to move where the fluster2 text is written so it matches my custom icon. ie: it has a marker with 5 written over it so that you know there are 5 poi under that cluster. Does anyone know how to change this or set the text to a specific location? Thanks The Net Duck

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  • How can I know when SQL Full Text Index Population is finished?

    - by GarethOwen
    We are writing unit tests for our ASP.NET application that run against a test SQL Server database. That is, the ClassInitialize method creates a new database with test data, and the ClassCleanup deletes the database. We do this by running .bat scripts from code. The classes under test are given a connection string that connects to the unit test database rather than a production database. Our problem is, that the database contains a full text index, which needs to be fully populated with the test data in order for our tests to run as expected. As far as I can tell, the fulltext index is always populated in the background. I would like to be able to either: Create the full text index, fully populated, with a synchronous (transact-SQL?) statement, or Find out when the fulltext population is finished, is there a callback option, or can I ask repeatedly? My current solution is to force a delay at the end the class initialize method - 5 seconds seems to work - because I can't find anything in the documentation.

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  • How to get text in QlineEdit when QpushButton is pressed in a string?

    - by esafwan
    I have given my code below, have problem in implementing a function I want the text in lineedit with objectname 'host' in a string say 'shost'. when the user click the pushbutton with name 'connect'.How do i do it? I tried and failed. How to implement this function? import sys from PyQt4.QtCore import * from PyQt4.QtGui import * class Form(QDialog): def __init__(self, parent=None): super(Form, self).__init__(parent) le = QLineEdit() le.setObjectName("host") le.setText("Host") pb = QPushButton() pb.setObjectName("connect") pb.setText("Connect") layout.addWidget(le) layout.addWidget(pb) self.setLayout(layout) self.connect(pb, SIGNAL("clicked()"),self.button_click) self.setWindowTitle("Learning") def button_click(self): #i want the text in lineedit with objectname #'host' in a string say 'shost'. when the user click # the pushbutton with name connect.How do i do it? # I tried and failed. How to implement this function? app = QApplication(sys.argv) form = Form() form.show() app.exec_() Now how do i implement the function "def button_click(self):" ? I have just started with pyQt!

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  • How should i draw text and shapes in wpf and C#?

    - by peterhu
    I want to do basic WPF graphics, i.e. rectangles, lines, circles and text. When should I use Drawing and when should I use a DrawingVisual? I have some code that uses Drawing and I render those to a DrawingImage and display that in an image control. Is this the right way? I could not see how to add text to a drawing. I had trouble positioning it too. Should I be rendering to a Canvas? I have some code that uses DrawingVisual and writes to a DrawingContext. That is like WinForms. Is this the recommended way? Do you have any high level advice on which APIs to use for basic graphics and labels? Will they options work on Silver Light and Desktop?

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  • What is the correct way to customize Icon and Text position of items in a QListView?

    - by petermcg
    I'm using C++ and Qt's (4.6) model/view framework and wondering what is the correct way to change the display of items in a QListView or a class derived from QListView from: to: I'm not concerned about the sort order or Flow, I'm interested in the best way to correctly position the text to the right of the icon. If this can only be done by writing a custom QStyledItemDelegate that's totally fine, I want to rule out whether this is the correct approach or whether it's best to look at setLayout or similar, example code would help. The example application I'm looking at is the 'interview' example from qtdemo which amongst other things displays icons and text in a QListView.

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  • How does one receive and post text messages on a website, a la Twitter?

    - by Jason
    I've looked around at pretty much all the SMS posts here on SO and the best answer I've come up with so far is ZeepMobile. The only problem is, they're "in beta" and aren't readily accepting users. Is there a workaround for this, maybe receiving an email via text (kind of like how TwitPic does it?) somehow and parsing it? Basically all I want to do is have people text the site so that their message posts... I don't need to send any messages (actually I would prefer not to). Pretty much the same functionality as Twitter (same functionality, but no I'm not building a Twitter-esque service because I am not crazy). PS this will be a VB.NET ASP.NET 3.5 solution. Anyone have any ideas? Thanks

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  • Select <a> which is the second <a> on a page that contains some href text?

    - by Alex
    Hello there, I'm working with a page that has several links that contain the same href text, and I need to select the second anchor element on the page that contains said href text. Here's a simplified version of the link structure of the page: <a href="same/link/to/stuff/">same link</a> <a href="same/link/to/stuff/">same link</a> How do I fashion my selector so that it only selects the second anchor in the above example? Thanks!!

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  • HTML to automatically hide text depending on scrolled size (like in Gmail)?

    - by Stephen Cagle
    Look at your Gmail inbox. You have 3 main columns contains the Sender contains "THE_EMAIL_SUBJECT - THE_EMAIL_BODY" the date the email was sent on I note that when you resize the window, the Gmail web client automatically resizes the displayed text in the second column. It basically just truncates the text so that it always can display the sent on date to the right, and the sender to the left. It is a pretty neat effect, and I would like to have that effect for myself. Does anyone know how to do this in HTML/CSS/JS?

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  • how to remove error text from the email format checker code?

    - by rdesai
    I have been writing a code for validating forms using javascript/jquery. Following is a code snippet for checking email format. The problem is when I enter invalid email, it recognizes it, but when I go back to this field and enter correct email, the error text still stays even though I have used the 'else' part. How do I remove the error text in this case? if(e1.value!=''){ var emailRegEx = /^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i; if (document.signupForm.email1.value.search(emailRegEx) == -1) { $("#err_email1").html("Please enter valid email address."); } status=0; } else{ $("#err_email1").html(""); status=1; }

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  • Aligning textboxes via HTML

    - by Garry
    Here is my code: Classroom name: <input type="text" name="txtClassroomName" size="20"><br> School name: <input type="text" name="txtSchoolName" size="20"><br> School contact email address: <input type="text" name="txtSchoolEmail" size="20"><br> School address: <input type="text" name="txtSchoolAddress" size="20"><br> School telephone number: <input type="text" name="txtTelephoneNumber" size="20"><br> As you can probably guess, this code displays some text and then has some textboxes after this text. My question is this: I am wanting to align all the texboxes so that they are aligned. I have added spaces after the text, yet the textboxes just appear straight after the text, ignoring the spaces that I entered. What is the best, most effective way to do this? Maybe a table? thanks

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  • Replace non-html links with <A> tags

    - by tombazza
    I have a block of code that will take a block of text like the following: Sample text sample text http://www.google.com sample text Using the preg_replace_callback method and the following regular expression: preg_replace_callback('/http:\/\/([,\%\w.\-_\/\?\=\+\&\~\#\$]+)/', create_function( '$matches', '$url = $matches[1]; $anchorText = ( strlen($url) > 35 ? substr($url, 0, 35).\'...\' : $url); return \'<a href="http://\'. $url .\'">\'. $anchorText .\'</a>\';'), $str); Will convert the sample text to look like: Sample text sample text < a href="http://www.google.com"http://www.google.com< /a sample text My problem now is that we have introduced a rich text editor that can create links before being sent to the script. I need to update this piece of code so that it will ignore any URLs that are already inside an tag.

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  • Data-binding taking too long to update

    - by Justin
    In my application I have this code in my view model: hiddenTextContainer.PreHideVerticalOffset = VerticalOffset; hiddenTextContainer.HiddenText = Text.Remove(SelectionStart, SelectionLength); hiddenTextContainer.HasHiddenText = true; hiddenTextContainer.NonHiddenTextStart = SelectionStart; Text = Text.Substring(SelectionStart, SelectionLength); SelectionStart = Text.Length; hiddenTextContainer.ImmediatePostHideVerticalOffset = VerticalOffset; This code is used to hide selected text in a textbox. Text is a string property data bound to the text property of a textbox and VerticalOffset is a double property data bound to the VerticalOffset property of that same textbox. I need to save the VerticalOffset before and after the hiding of selected text takes place, but with my code below both hiddenTextContainer.PreHideVerticalOffset and hiddenTextContainer.ImmediatePostHideVerticalOffset are always set to the same value no matter what. I have figured out that this is because the text of the textbox has not been updated by the time the code reaches: hiddenTextContainer.ImmediatePostHideVerticalOffset = VerticalOffset; Is there any way I can fix this?

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  • Select <a> which is the second <a> on a page that contains the same href text? jQuery

    - by Alex
    Hello there, I'm working with a page that has several links that contain the same href text, and I need to select the second anchor element on the page that contains said href text. Here's a simplified version of the link structure of the page: <a href="same/link/to/stuff/">same link</a> <a href="same/link/to/stuff/">same link</a> How do I fashion my selector so that it only selects the second anchor in the above example? Currently I'm trying: $('a[href=same/link/to/stuff/] :eq(1)') but it is not working. Thanks!!

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  • Linking each text word or words divided by comma into an existing URL?

    - by Mezelderz
    I am trying to auto add each word or words divided by comma into an existing url. I have url lets say http://stackoverflow.com/search?q=HERE IS THAT TEXT. I have this function: function movie_cast( $atts, $content = null ) { return '<div class="movie_cast">Cast: '.$content.'</div>'; } add_shortcode( 'movie_cast', 'movie_cast' ); I am using it: [movie_cast]Actor 1, Actor 2[/movie_cast] Output from this is just text: Actor 1, Actor 2 How can I get otput it like this: <a href="http://stackoverflow.com/search?q=Actor 1">Actor 1</a>, <a href="http://stackoverflow.com/search?q=Actor 2">Actor 2</a>

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  • Excel Interop: Fastest way to change color of portions of text in a huge range of cells

    - by Kyopaxa
    There some articles about the fastest way to write data using Excel interop assigning directly an Array of data to the value of the range. Like: string[,] multidimensionalArrayData = new string[200, 3]; // (...) Fill multidimensionalArrayData with your data dataSheet.Range["A1:C200"].Value = multidimensionalArrayData; There are also some articles about how to change the Font color of a specific portion of text, for example (VB this time): With ActiveCell.Characters(Start:=3, Length:=3).Font .Name = "Arial" .FontStyle = "Regular" .Size = 10 .Color = "Red" .ThemeFont = xlThemeFontNone End With The question now is, what would be the fastest way to change the color of specific portions of text for thousands of cells? Currently, in my C# code, I have to do it cell by cell, with a horrible performance hit. Is there a way to fill an array of 'Characters' objects in C# and pass that array to a range in one go? Any other solutions?

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  • Can I float a block of text like an image?

    - by george.entenman.name
    If you change "float:right" to "float:left" in this W3schools example, you'll get an image floating to the left of the paragraph. I want to do the same thing with a block of text. The purpose is to be able to have little annotations to the left of paragraphs. If you know of any way to do this, I'd be very grateful. I'd be really grateful (and amazed) if there were a way to place this annotation midway in a paragraph and have text flow around it. I've searched all over for an answer but possibly don't know how to ask the question so that search engines can help me. So now I'm appealing to humans!!

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  • AutoFit in PowerPoint: Turn it OFF

    - by Daniel Moth
    Once a feature has shipped, it is very hard to eliminate it from the next release. If I was in charge of the PowerPoint product, I would not hesitate for a second to remove the dreadful AutoFit feature. Fortunately, AutoFit can be turned off on a slide-by-slide basis and, even better, globally: go to the PowerPoint "Options" and under "Proofing" find the "AutoCorrect Options…" button which brings up the dialog where you need to uncheck the last two checkboxes (see the screenshot to the right). AutoFit is the ability for the user to keep hitting the Enter key as they type more and more text into a slide and it magically still fits, by shrinking the space between the lines and then the text font size. It is the root of all slide evil. It encourages people to think of a slide as a Word document (which may be your goal, if you are presenting to execs in Microsoft, but that is a different story). AutoFit is the reason you fall asleep in presentations. AutoFit causes too much text to appear on a slide which by extension causes the following: When the slide appears, the text is so small so it is not readable by everyone in the audience. They dismiss the presenter as someone who does not care for them and then they stop paying attention. If the text is readable, but it is too much (hence the AutoFit feature kicked in when the slide was authored), the audience is busy reading the slide and not paying attention to the presenter. Humans can either listen well or read well at the same time, so when they are done reading they now feel that they missed whatever the speaker was saying. So they "switch off" for the rest of the slide until the next slide kicks in, which is the natural point for them to pick up paying attention again. Every slide ends up with different sized text. The less visual consistency between slides, the more your presentation feels unprofessional. You can do better than dismiss the (subconscious) negative effect a deck with inconsistent slides has on an audience. In contrast, the absence of AutoFit Leads to consistency among all slides in a deck with regards to amount of text and size of said text. Ensures the text is readable by everyone in the audience (presuming the PowerPoint template is designed for the room where the presentation is delivered). Encourages the presenter to create slides with the minimum necessary text to help the audience understand the basic structure, flow, and key points of the presentation. The "meat" of the presentation is delivered verbally by the presenter themselves, which is why they are in the room in the first place. Following on from the previous point, the audience can at a quick glance consume the text on the slide when it appears and then concentrate entirely on the presenter and what they have to say. You could argue that everything above has nothing to do with the AutoFit feature and all to do with the advice to keep slide content short. You would be right, but the on-by-default AutoFit feature is the one that stops most people from seeing and embracing that truth. In other words, the slides are the tool that aids the presenter in delivering their message, instead of the presenter being the tool that advances the slides which hold the message. To get there, embrace terse slides: the first step is to turn off this horrible feature (that was probably introduced due to the misuse of this tool within Microsoft). The next steps are described on my next post. Comments about this post welcome at the original blog.

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  • AutoFit in PowerPoint: Turn it OFF

    - by Daniel Moth
    Once a feature has shipped, it is very hard to eliminate it from the next release. If I was in charge of the PowerPoint product, I would not hesitate for a second to remove the dreadful AutoFit feature. Fortunately, AutoFit can be turned off on a slide-by-slide basis and, even better, globally: go to the PowerPoint "Options" and under "Proofing" find the "AutoCorrect Options…" button which brings up the dialog where you need to uncheck the last two checkboxes (see the screenshot to the right). AutoFit is the ability for the user to keep hitting the Enter key as they type more and more text into a slide and it magically still fits, by shrinking the space between the lines and then the text font size. It is the root of all slide evil. It encourages people to think of a slide as a Word document (which may be your goal, if you are presenting to execs in Microsoft, but that is a different story). AutoFit is the reason you fall asleep in presentations. AutoFit causes too much text to appear on a slide which by extension causes the following: When the slide appears, the text is so small so it is not readable by everyone in the audience. They dismiss the presenter as someone who does not care for them and then they stop paying attention. If the text is readable, but it is too much (hence the AutoFit feature kicked in when the slide was authored), the audience is busy reading the slide and not paying attention to the presenter. Humans can either listen well or read well at the same time, so when they are done reading they now feel that they missed whatever the speaker was saying. So they "switch off" for the rest of the slide until the next slide kicks in, which is the natural point for them to pick up paying attention again. Every slide ends up with different sized text. The less visual consistency between slides, the more your presentation feels unprofessional. You can do better than dismiss the (subconscious) negative effect a deck with inconsistent slides has on an audience. In contrast, the absence of AutoFit Leads to consistency among all slides in a deck with regards to amount of text and size of said text. Ensures the text is readable by everyone in the audience (presuming the PowerPoint template is designed for the room where the presentation is delivered). Encourages the presenter to create slides with the minimum necessary text to help the audience understand the basic structure, flow, and key points of the presentation. The "meat" of the presentation is delivered verbally by the presenter themselves, which is why they are in the room in the first place. Following on from the previous point, the audience can at a quick glance consume the text on the slide when it appears and then concentrate entirely on the presenter and what they have to say. You could argue that everything above has nothing to do with the AutoFit feature and all to do with the advice to keep slide content short. You would be right, but the on-by-default AutoFit feature is the one that stops most people from seeing and embracing that truth. In other words, the slides are the tool that aids the presenter in delivering their message, instead of the presenter being the tool that advances the slides which hold the message. To get there, embrace terse slides: the first step is to turn off this horrible feature (that was probably introduced due to the misuse of this tool within Microsoft). The next steps are described on my next post. Comments about this post welcome at the original blog.

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • Simple OpenGL program major slow down at high resolution

    - by Grieverheart
    I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face a big slow down of fps when I make my window large (i.e. above 1920x1080). I have monitors GPU usage when in full-screen and it shows GPU load of nearly 100% and Memory Controller load of ~85%. When at 600x600, these numbers are at about 45%, my CPU is also at full load. I use deferred rendering at the moment but even when forward rendering, the slow down was nearly as severe. I can't imagine my GPU is not powerful enough for something this simple when I play many games at 1080p (I have a GeForce GT 120M btw). Below are my shaders, First Pass #VS #version 330 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform float scale; layout(location = 0) in vec3 in_Position; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; void main(void){ pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; pass_Normal = NormalMatrix * in_Normal; TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } #FS #version 330 core uniform sampler2D inSampler; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; layout(location = 0) out vec3 outPosition; layout(location = 1) out vec3 outDiffuse; layout(location = 2) out vec3 outNormal; void main(void){ outPosition = pass_Position; outDiffuse = texture(inSampler, TexCoord).xyz; outNormal = pass_Normal; } Second Pass #VS #version 330 core uniform float scale; layout(location = 0) in vec3 in_Position; void main(void){ gl_Position = mat4(1.0) * vec4(scale * in_Position, 1.0); } #FS #version 330 core struct Light{ vec3 direction; }; uniform ivec2 ScreenSize; uniform Light light; uniform sampler2D PositionMap; uniform sampler2D ColorMap; uniform sampler2D NormalMap; out vec4 out_Color; vec2 CalcTexCoord(void){ return gl_FragCoord.xy / ScreenSize; } vec4 CalcLight(vec3 position, vec3 normal){ vec4 DiffuseColor = vec4(0.0); vec4 SpecularColor = vec4(0.0); vec3 light_Direction = -normalize(light.direction); float diffuse = max(0.0, dot(normal, light_Direction)); if(diffuse 0.0){ DiffuseColor = diffuse * vec4(1.0); vec3 camera_Direction = normalize(-position); vec3 half_vector = normalize(camera_Direction + light_Direction); float specular = max(0.0, dot(normal, half_vector)); float fspecular = pow(specular, 128.0); SpecularColor = fspecular * vec4(1.0); } return DiffuseColor + SpecularColor + vec4(0.1); } void main(void){ vec2 TexCoord = CalcTexCoord(); vec3 Position = texture(PositionMap, TexCoord).xyz; vec3 Color = texture(ColorMap, TexCoord).xyz; vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); out_Color = vec4(Color, 1.0) * CalcLight(Position, Normal); } Is it normal for the GPU to be used that much under the described circumstances? Is it due to poor performance of freeglut? I understand that the problem could be specific to my code, but I can't paste the whole code here, if you need more info, please tell me.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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