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  • Dumping mod_perlified variables--what's the local namespace?

    - by Kev
    I have a mod_perl script: use strict; use warnings FATAL => 'all'; use 5.010001; my $face = 'ugly'; use Data::Dump qq(pp); die pp($ModPerl::ROOT::ModPerl::Registry::C_3a_www_test_2epl::face); It dies undef at C:/www/test.pl line 8. I was expecting "ugly" at C:/www/test.pl line 8. If instead I die pp(%ModPerl::ROOT::ModPerl::Registry::C_3a_www_test_2epl::); ...after restarting the service to clear any cached variables, face is not even listed. I could have sworn this code was working the last time I used it...I wrote a whole die hook around this way of naming local variables so that I could get at certain local variables to dump debug information. What's the local namespace?

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • How do I render 3d model into directshow virtual camera output

    - by Mr Bell
    I want to provide a virtual webcam via DirectShow that will use the video feed from an existing camera running some tracking software against it to find the users face and then overlay a 3d model oriented just that it appears to move the users face. I am using a third party api to do the face tracking and thats working great. I get position and rotation data from that api. My question is whats the best way to render the 3d model and get into the video feed and out to direct show? I am using c++ on windows xp.

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  • How can I quote strings in SASS?

    - by Stavros Korokithakis
    I'm using SASS to generate a @font-face mixin, however this: =remotefont(!name, !url) @font-face font-family = !name src = url(!url + ".eot") src = local(!name), url(!url + ".ttf") format("truetype") +remotefont("My font", "/myfont.ttf") becomes this: @font-face { font-family: My font; src: url(/myfont.ttf.eot); src: local(My font), url(/myfont.ttf.ttf) format(truetype); } No matter how much I try, I can't have it quote either "My font" (with "!name") or "truetype" (it removes the quotes). Any ideas on how I can do this?

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  • Array output for option of command in bash script

    - by dewaforex
    Hi, Sorry for my bad english I'm stuck figure out with my bash script with array for option of command I make bash script to extract attachments from mkv file, and at the end merge again that attachments to mkv file after the video/audio has been encoding.. this is for extract attachment #find the total of attachment A=$(mkvmerge -i input.mkv | grep -i attachment | awk '{printf $3 "\n"}' | sed 's;\:;;' | awk 'END { print NR }') #extract it for (( i=1; i<=$A; i++ )) do font[${i}]="$(mkvmerge -i input.mkv | grep -i attachment | awk '{for (i=11; i <= NF; i++) printf($i"%c" , (i==NF)?ORS:OFS) }' | sed "s/'//g" | awk "NR==$i")" mkvextract attachments input.mkv $i:"${font[${i}]}" done And now for merge again the attachment for (( i=1; i<=$A; i++ )) do #seach for space between file name and and '\' before the space because some attachment has space in filename font1[${i}]=$(echo ${font[${i}]} | sed 's/ /\\ /g') #make option for add attachment attachment[${i}]=$"--attach-file ${font1[${i}]}" done mkvmerge -o output.mkv -d 1 -S test.mp4 sub.ass ${attachment[*]} The problem, still can't work for file name with space. When I tried echo the ${attachment[*]}, It's seem all right --attach-file Beach.ttf --attach-file Candara.ttf --attach-file CASUCM.TTF --attach-file Complete\ in\ Him.ttf --attach-file CURLZ_.TTF --attach-file Frostys\ Winterland.TTF --attach-file stilltim.ttf But the output still recognize the file name with space only the first word. mkvmerge v3.0.0 ('Hang up your Hang-Ups') built on Dec 6 2010 19:19:04 Automatic MIME type recognition for 'Beach.ttf': application/x-truetype-font Automatic MIME type recognition for 'Candara.ttf': application/x-truetype-font Automatic MIME type recognition for 'CASUCM.TTF': application/x-truetype-font Error: The file 'Complete\' cannot be attached because it does not exist or cannot be read. I hope somebody can help me. Thanks

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  • Calling unmanaged c++ code in C# Mixed with STL

    - by Turtle
    Hey, I want to call unmanaged c++ code in C# The function interface is like following(I simplified it to make it easy to understand) Face genMesh(int param1, int param2); Face is a struct defined as: struct Face{ vector<float> nodes; vector<int> indexs; } I googled and read the MSDN docs found ways to call simple c/c++ unmanged code in C#, also know how to hand the struct as return value. And My question is how to handle "vector". I did not find rules about mapping between vector and some types in C# Thanks!

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  • Folder path before project

    - by Annie Chua
    I am trying to get a folder path in my C drive that I did not want to hard code with my program. I know that I can use string path = System.AppDomain.CurrentDomain.BaseDirectory; However its give me : C:\FACE\Camera\Camera\bin\Debug . Which I want to only have C:\FACE\ as I want to initialise something in the FACE folder but outside of my Camera folder. I do not wish to hardcode the file path. Is it possible to do it? Thanks for the help!

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  • AGENT: The World's Smartest Watch

    - by Rob Chartier
    AGENT: The World's Smartest Watch by Secret Labs + House of Horology Disclaimer: Most if not all of this content has been gleaned from the comments on the Kickstarter project page and comments section. Any discrepancies between this post and any documentation on agentwatches.com, kickstarter.com, etc.., those official sites take precedence. Overview The next generation smartwatch with brand-new technology. World-class developer tools, unparalleled battery life, Qi wireless charging. Kickstarter Page, Comments Funding period : May 21, 2013 - Jun 20, 2013 MSRP : $249 Other Urls http://www.agentwatches.com/ https://www.facebook.com/agentwatches http://twitter.com/agentwatches http://pinterest.com/agentwatches/ http://paper.li/robchartier/1371234640 Developer Story The first official launch of the preview SDK and emulator will happen on 20-Jun-2013.  All development will be done in Visual Studio 2012, using the .NET Micro Framework SDK 2.3.  The SDK will ship with the first round of the expected API for developers along with an emulator. With that said, there is no need to wait for the SDK.  You can download the tooling now and get started with Apps and Faces immediately.  The only thing that you will not be able to work with is the API; but for example, watch faces, you can start building the basic face rendering with the Bitmap graphics drawing in the .NET Micro Framework.   Does it look good? Before we dig into any more of the gory details, here are a few photos of the current available prototype models.   The watch on the tiny QI Charter   If you wander too far away from your phone, your watch will let you know with a vibration and a message, all but one button will dismiss the message.   An app showing the premium weather data!   Nice stitching on the straps, leather and silicon will be available, along with a few lengths to choose from (short, regular, long lengths). On to those gory details…. Hardware Specs Processor 120MHz ARM Cortex-M4 processor (ATSAM4SD32) with secondary AVR co-processor Flash & RAM 2MB of onboard flash and 160KB of RAM 1/4 of the onboard flash will be used by the OS The flash is permanent (non-volatile) storage. Bluetooth Bluetooth 4.0 BD/EDR + LE Bluetooth 4.0 is backwards compatible with Bluetooth 2.1, so classic Bluetooth functions (BD/EDR, SPP/AVRCP/PBAP/etc.) will work fine. Sensors 3D Accelerometer (Motion) ST LSM303DLHC Ambient Light Sensor Hardware power metering Vibration Motor (You can pulse it to create vibration patterns, not sure about the vibration strength - driven with PWM) No piezo/speaker or microphone. Other QI Wireless Charging, no NFC, no wall adapter included Custom LED Backlight No GPS in the watch. It uses the GPS in your phone. AGENT watch apps are deployed and debugged wirelessly from your PC via Bluetooth. RoHS, Pb-free Battery Expected to use a CR2430-sized rechargeable battery – replaceable (Mouser, Amazon) Estimated charging time from empty is 2 hours with provided charger 7 Days typical with Bluetooth on, 30 days with Bluetooth off (watch-face only mode) The battery should last at least 2 years, with 100s of charge cycles. Physical dimensions Roughly 38mm top-to-bottom on the front face 35mm left-to-right on the front face and around 12mm in depth 22mm strap Two ~1/16" hex screws to attach the watch pin The top watchcase material candidates are PVD stainless steel, brushed matte ceramic, and high-quality polycarbonate (TBD). The glass lens is mineral glass, Anti-glare glass lens Strap options Leather and silicon straps will be available Expected to have three sizes Display 1.28" Sharp Memory Display The display stays on 100% of the time. Dimensions: 128x128 pixels Buttons Custom "Pusher" buttons, they will not make noise like a mouse click, and are very durable. The top-left button activates the backlight; bottom-left changes apps; three buttons on the right are up/select/down and can be used for custom purposes by apps. Backup reset procedure is currently activated by holding the home/menu button and the top-right user button for about ten seconds Device Support Android 2.3 or newer iPhone 4S or newer Windows Phone 8 or newer Heart Rate monitors - Bluetooth SPP or Bluetooth LE (GATT) is what you'll want the heart monitor to support. Almost limitless Bluetooth device support! Internationalization & Localization Full UTF8 Support from the ground up. AGENT's user interface is in English. Your content (caller ID, music tracks, notifications) will be in your native language. We have a plan to cover most major character sets, with Latin characters pre-loaded on the watch. Simplified Chinese will be available Feature overview Phone lost alert Caller ID Music Control (possible volume control) Wireless Charging Timer Stopwatch Vibrating Alarm (possibly custom vibrations for caller id) A few default watch faces Airplane mode (by demand or low power) Can be turned off completely Customizable 3rd party watch faces, applications which can be loaded over bluetooth. Sample apps that maybe installed Weather Sample Apps not installed Exercise App Other Possible Skype integration over Bluetooth. They will provide an AGENT app for your smartphone (iPhone, Android, Windows Phone). You'll be able to use it to load apps onto the watch.. You will be able to cancel phone calls. With compatible phones you can also answer, end, etc. They are adopting the standard hands-free profile to provide these features and caller ID.

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  • Access Insurance Company Wins 2010 Technology Innovation Award at IASA

    - by [email protected]
    Helen Pitts, senior product marketing manager for Oracle Insurance, is blogging from the 2010 IASA Annual Conference and Business Show this week. For the second time in two weeks an Oracle Insurance customer has earned recognition at an insurance industry event for its innovative use of technology to transform their business. Access Insurance Company received the 2010 Technology Innovation Award during the 2010 IASA Annual Conference and Business Show this week in Grapevine, Texas. The company earned the recognition for its "Instant Access" application, which executes all the business rules and processes needed to provide a quote, bind, and issue a policy. CIO Andy Dunn and Tim Reynolds stopped by the Oracle Insurance Booth at IASA to visit with the team, show their award, and share how the platform has provided a strategic advantage to the company and helped it increase revenue by penetrating new markets, increasing market share and improving customer retention. Since implementing Instant Access in 2009 - a platform that leverages both Oracle Insurance Insbridge Rating and Underwriting and Oracle Documaker - the carrier has: Increased policies in force by 22%, from 140,185 to more than 270,000 Grown market share by 4.6% Increased 2009 revenue by 26.5% Increased ratio of policyholders per CSR by 30% Increased its appointed independent producers by 43 percent Now that's true innovation! You can learn more about the company's formula for success by reading Access Insurance Holdings CEO and president Michael McMenamin's interview with Insurance & Technology, Data Mastery Drives Access Insurance's 'Instant Access' Business Technology Platform. Congratulations to Michael, Andy, Tim and the entire team at Access Insurance on this well deserved honor - and for your role as a technology leader for the industry. Helen Pitts is senior product marketing manager for Oracle Insurance.

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  • 5 ways the Exceptional DBA Award could boost your career

    - by Rebecca Amos
    Winning the Exceptional DBA Award won’t just get you full conference registration for the PASS Summit – it could also change your life and career. With a little help from our past winners, here are the top 5 ways the Exceptional DBA Award could take your career to the next level: 1. Recognition from your peers As 2009 winner Josef Richberg says, “Being recognized by your peers is the highest honor one can receive.” Whether you enter yourself, or are nominated by a friend or colleague, the fact that the winner is selected by the SQL Server community is a great chance for your peers to recognize your achievements as a DBA. 2. Boost your CV Winning the Exceptional DBA Award not only shows that you excel as a DBA, but that SQL Server experts think so too – a huge vote of confidence for any prospective employer. 2008 winner Dan McClain agrees, “It brings another level of 'wow' to my resume”. 3. Networking opportunities within the community Whether you want to increase your experience as a writer, speaker or blogger, winning the Exceptional DBA Award can open up new opportunities within the SQL Server community. Plus you’ll make new friends along the way, as Josef has discovered: “It is an unbelievable community that has become an extended family.” 4. Award ceremony at the world's largest technical SQL Server conference The Exceptional DBA Award is presented at the PASS Summit, giving you great networking opportunities and a chance to be seen by people throughout the SQL Server community. 5. Increased personal confidence Finally, the Exceptional DBA Award should give a huge boost to your personal confidence. Last year’s winner, Tracy Hamlin has certainly found this: “The recognition has given me new confidence and the drive to accomplish even loftier goals.” Read the full interview with our past winners to find out how why they’re encouraging you to enter this year’s Exceptional DBA Awards. Already inspired? Then why not get started on your entry straightaway: www.exceptionaldba.com

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Oracle CloudWorld: Social, Mobile, Complete.

    - by Dana Singleterry
    Mobile, social, and cloud are redefining how business gets done. Discover what your company can do to take advantage of these new opportunities and gain a competitive advantage at Oracle CloudWorld. Experience insightful keynotes, real-world case studies, in-depth Q&A sessions, hands-on demos, face-to-face networking, and dedicated tracks for different audiences.In one day, you'll learn how Oracle Cloud can transform your organization. View Streams and Sessions. First event is coming soon: Dubai, UAE, January 15 followed by Los Angeles, US, January 29. Check out all the events around the world and find one that fits your schedule. Register Now!

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  • Oracle CloudWorld: Social, Mobile, Complete.

    - by Dana Singleterry
    Mobile, social, and cloud are redefining how business gets done. Discover what your company can do to take advantage of these new opportunities and gain a competitive advantage at Oracle CloudWorld. Experience insightful keynotes, real-world case studies, in-depth Q&A sessions, hands-on demos, face-to-face networking, and dedicated tracks for different audiences. In one day, you'll learn how Oracle Cloud can transform your organization. View Streams and Sessions. First event is coming soon: Dubai, UAE, January 15 followed by Los Angeles, US, January 29. Check out all the events around the world and find one that fits your schedule. Register Now!

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  • How will technological singularity affect programmers?

    - by Amir Rezaei
    I'm one of the believers that think that we will hit the technological singularity sooner or later. Then the question is if any profession will be unaffected by changes that will come. In the end it will be we programmers that will implement the first self-aware AI. How will technological singularity affect us programmer? What is your professional opinion regarding technological singularity? EDIT: By self-aware I refer to an entity that questions and seek answers, able to analyze and solve problem. Artificial neural network is branch in mathematics/statistics with many widely used algorithms. The algorithms are applied where recognition of data is needed. For example hidden Markov model is used for voice recognition. Another well-known area is business intelligence and data mining. Today algorithms are self-learning. That is a bit of AI what many never think of. Let an ultraintelligent machine be defined as a machine that can far surpass all the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an ‘intelligence explosion,’ and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make. Link to Ref.

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • Register Now! Oracle Hardware Sales Training: Hardware and Software - Engineered to be Sold Together!

    - by swalker
    Dear partner, You can now register for Oracle’s EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be Sold Together!" The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle’s products and solutions and to ensure that you are fully equipped to position and sell Oracle’s integrated stack. Please find agenda, schedule, details and registration information here. The EMEA Hardware Sales Training Roadshow is intended for Oracle Partners and Oracle Sales working together. Limited seats are available on a first-come-first-serve basis, so kindly register as early as possible to reserve your seat. We hope you will take maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe Facchetti Partner Business Development Manager, Servers, Oracle EMEA Sasan Moaveni Storage Partner Sales Manager Oracle EMEA

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  • REGISTER NOW! ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER!

    - by mseika
    REGISTER NOW!ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER! Dear partner You can now register for Oracle's EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be sold together!"The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle's products and solutions and to ensure that you are fully equipped to position and sell Oracle's integrated stack. Please find the agenda, schedule details and registration information here.The seats are limited and available on a first-come-first-serve basis. We recommend you to register yourself as early as possible and reserve your seat.Register Now We hope you will take the maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe FacchettiPartner Business Development Manager,Servers, Oracle EMEA Sasan MoaveniStorage Partner Sales ManagerOracle EMEA

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Facebook page design is not working in IE8 [closed]

    - by PrateekSaluja
    Hello Experts, We have designed a face book page.It is working fine in all browser including IE7 but it is not working in IE8.We checked then we got if we run our code outside the face book page it works in IE8 but when we put our code into face book page its not working.Here is the css code what we are using for IE8. <!--[if lt IE 8]> <style> .nv_a { width:90px; height:27px; float:left; text-align:center; padding-top:8px; } .nvt_a { width:66px; height:27px; float:left; text-align:center; padding-top:8px; } .nv_a a { width:90px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; } .nv_a a:hover { width:90px; height:27px; padding-top:8px; float:left; color:#000; text-align:center; background-color:#ccc; } .nvt_a a { width:66px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; border:1px solid red; } Please help us to solve the issue.

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  • Middleware Oracle Excellence Awards 2012 - HAPPY NEW YEAR!

    - by JuergenKress
    Thanks for the FY12 middleware business! Make sure you become our SOA & BPM partner of the year! The Oracle Excellence Awards 2012 are Open for Nominations Middleware Specialized Partners: Submit your Nominations for the Middleware Specialized Partner of the Year by 29 June! The Specialized Partner of the Year Award celebrates OPN Specialized partners in EMEA who have demonstrated success with specialization, delivering customer value, and outstanding solution or service innovation in categories that complement OPN Specialization investments. Nominate now to receive the recognition you deserve! Winners of the Specialized Partner of the Year - EMEA Awards will each receive: $5k MDF for market expansion and promotion of their winning solutions/services extensive visibility across the extended Oracle community through interviews, advertising and video prestige and recognition by being awarded in a ceremony at Oracle OpenWorld. In addition, winners from all the Oracle Excellence Awards categories will receive a free registration to Oracle OpenWorld 2012 in San Francisco, California, as well as be showcased at the conference in October, be given an opportunity to mingle with Oracle executives and their peers, and be featured in Oracle Magazine. Nomination tips: · Build your nomination with Oracle · Provide evidence of your success · Send supporting documents here. · Get a quote from Oracle product management or myself! Closing date: 29 June Full details of all Oracle Awards offered this year are available on the Oracle Excellence Awards Website. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: Oracle Excellence Awards 2012,SOA Specialization award,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • Middleware Oracle Excellence Awards 2012 & HAPPY NEW YEAR!

    - by JuergenKress
    Thanks for the FY12 middleware business! Make sure you become our WebLogic partner of the year! The Oracle Excellence Awards 2012 are Open for Nominations Middleware Specialized Partners: Submit your Nominations for the Middleware Specialized Partner of the Year by 29 June! The Specialized Partner of the Year Award celebrates OPN Specialized partners in EMEA who have demonstrated success with specialization, delivering customer value, and outstanding solution or service innovation in categories that complement OPN Specialization investments. Nominate now to receive the recognition you deserve! Winners of the Specialized Partner of the Year - EMEA Awards will each receive: $5k MDF for market expansion and promotion of their winning solutions/services extensive visibility across the extended Oracle community through interviews, advertising and video prestige and recognition by being awarded in a ceremony at Oracle OpenWorld. In addition, winners from all the Oracle Excellence Awards categories will receive a free registration to Oracle OpenWorld 2012 in San Francisco, California, as well as be showcased at the conference in October, be given an opportunity to mingle with Oracle executives and their peers, and be featured in Oracle Magazine. Nomination tips: · Build your nomination with Oracle · Provide evidence of your success · Send supporting documents here. · Get a quote from Oracle product management or myself! Closing date: 29 June Full details of all Oracle Awards offered this year are available on the Oracle Excellence Awards Website. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: Oracle Excellence Awards 2012,SOA Specialization award,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • Legal concern over "borrowed" code

    - by iandisme
    A company my friend works for (let's call him Me) recently unveiled a new face for their internal "networking" website. This new face looks remarkably like Facebook, and indeed, examination of the source code reveals that it's almost identical: The code, class names, and even the fonts are the same. There is also no indication that Facebook is in any way involved or aware. I know this is unethical, but is it illegal? I can't find anything concrete about this to help Me decide what to do about it. EDIT: We're talking front-end code. It does not appear to be linking to Facebook in any way.

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  • Thank You For Visiting Us At Oracle OpenWorld And JavaOne

    - by Brandye Barrington
    Thanks to everyone who visited us at the Oracle OpenWorld and JavaOne conferences last week. We always enjoy putting faces with names and meeting those of you who are certified or are interested in Certification. Personally, I spent my week on sunny Taylor street at the Java Certification Zone in Taylor Street Cafe.  I talked to over 100 people last week about certification and handed out over 65 ribbons. The Oracle Certification Lounge at OpenWorld, at Moscone South enjoyed more than 200 visitors over the week. Both locations offered scheduled speakers and available experts, in addition to answers to all of your certification questions and account help when needed. We look forward to this opportunity every year to connect with you face to face. If you didn't make it out this year, we hope to see you next year - perhaps we will be so lucky as to enjoy another unseasonably warm week in San Francisco! Stay tuned to our blog for some customer success stories that we were able to record last week.

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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