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  • wordpress servlet mapping not working

    - by Andrew
    I have the latest wordpress running in tomcat 6.0.26 virtual host with Quercus Servlet php servlet. It works, except when I try to use perm links. A url such as /index.php/my-page-name doesn't seem to ever hit the php server. It gets a browser error that request resource is not available. It's like it isn't matching the servlet urlmapping. I'm using a standard method in the web.xml <servlet-mapping> <servlet-name>Quercus Servlet</servlet-name> <url-pattern>*.php</url-pattern> </servlet-mapping> I see nothing showing up either in the tomcat logs when I use that url above. Any ideas please?

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  • Open Forms In Normal State

    - by baran
    Hi, I have a Mdi form. when I open a form in it in maximize state, after that every form will open in maximize state, and it's not OK for me. actually the second one must open in normal state what can I do?

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  • Using memory mapping in C for reading binary

    - by user1320912
    I am trying to read data from a binary file and process it.It is a very large file so I thought I would use memory mapping. I am trying to use memory mapping so I can read the file byte by byte. I am getting a few compiler errors while doing this. I am doing this on a linux platform #include <unistd.h> #include <sys/types.h> #include <sys/mman.h> int fd; char *data; fd = open("data.bin", O_RDONLY); pagesize = 4000; data = mmap((caddr_t)0, pagesize, PROT_READ, MAP_SHARED, fd, pagesize); The errors i get are : caddr not initialized, R_RDONLY not initialized, mmap has too few arguments. Could someone help me out ?

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  • how to declare datetime datatype in mysql in a normal pojo class

    - by Rajesh
    How to declare datetime datatype in normal java class Example: I have one SampleUser table, in that for UpdateDate column I declare datatype as datetime, for this table I need to create a pojo class, so how I have declare datetime datatype in Java-bean ?? class User { /* shall we use java.sql.Timestamp for **UpdateDate** field........? */ private Timestamp updateDate; } this Syntax is correct??

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  • Correct association mapping in Entity Framework

    - by Matt Thrower
    Hi, Trying to change two relationships in our entity framework from many-to-one to many-to-many relationships. So I tried the obvious thing: clicked on each association on the diagram, changed the appropriate end of the association accordingly and then changed the name of the navigation property to a plural to reflect the change. This lead to the following build error, or one each for the two changes I've made: Error 3002: Problem in mapping fragments starting at line 1761:Potential runtime violation of table CustomerServices's keys (CustomerServices.Id): Columns (CustomerServices.Id) are mapped to EntitySet CompiledDatabaseCustomerService's properties (CompiledDatabaseCustomerService.CustomerService.Id) on the conceptual side but they do not form the EntitySet's key properties (CompiledDatabaseCustomerService.CompiledDatabase.Id, CompiledDatabaseCustomerService.CustomerService.Id) I'm not entirely sure why this is happening, so unsurprisngly I haven't had much luck fixing it. I've tried fiddling with the mapping details and adding referential constraints to no avail. Anyone point me in the right direction? cheers, Matt

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  • How to do @OneToMany mapping on the field using @transient

    - by hemal
    I am using JPA annotations here , I want to do @OneToMany mapping on filed declared as @Transient. is it possible to do mapping on @transient field ? SimpleTagGroup.java @Entity @Table(name = "TagGroup") public class SimpleTagGroup { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) private long id = -1; @NotNull private String tagGroupName; @OneToMany(fetch = FetchType.EAGER) @JoinTable(name = "TagMapping", joinColumns = @JoinColumn(name = "id"), inverseJoinColumns = @JoinColumn(name = "tagId")) @Transient private List<SimpleTag> tags; SimpleTag.java @Entity @Table(name = "Tag") public class SimpleTag implements Tag{ @Id @GeneratedValue(strategy = GenerationType.IDENTITY) private long id = -1; @NotNull private String tagValue;

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  • understanding memory mapping in directx

    - by numerical25
    So my question is ... " When your using the mapping feature to write into a memory buffer, are you really just saving the whole procedure into a queue so directX executes it when finished with other tasks???" I ask this question because this is my perception of mapping when writing to a buffer. I just want to make sure my perception is correct. I understand that the monitor moves extremely slow in compared to the processor, and I am sure the processor can execute 10 times the amount the screen can refresh. So is this one of the reason you should map when writing to a buffer. so each procedure can be done in a orderly fashion. If someone could elaborate, that would be great. thanks

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  • Need new method for linking to native mapping from mobile web app

    - by Carter
    My mobile web apps use a map button which automatically starts the mapping features of Android and iPhone by simply linking to http://maps.google.com/maps?q=New+York. iOs 6 comes out, the links stop working, because Apple wants us to use "maps.APPLE.com". Turns out ANYTHING you send to "maps.apple.com" gets forwarded to "maps.google.com". So now I have to specially detect iOs 6 and swap out links just so Apple can forward everything back to Google anyway. Is there a clean way to open the device/native mapping app from a mobile web app that works on Android, iOs 6, and iOs pre-6, since iOs 6 nerfed it? Recently updated documentation on Apple dev site... http://developer.apple.com/library/ios/#featuredarticles/iPhoneURLScheme_Reference/Articles/MapLinks.html#//apple_ref/doc/uid/TP40007894-SW1 Both these links go to the same place http://maps.google.com/maps?q=New+York http://maps.apple.com/maps?q=New+York

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  • Entity Framework 4 & WCF Data Service: N:M mapping

    - by JJO
    I have three tables in my database: An A table, a B table, and a many-to-many ABMapping table. For simplicity, A and B are keyed with identity columns; ABMapping has just two columns: AId and BId. I built an Entity Framework 4 model from this, and it did correctly identify the N:M mapping between A and B. I then built a WCF Data Service based on this EF model. I'm trying to consume this WCF Data Service. Unfortunately, I can't figure out how to get a mapping between As and Bs to map back to the database. I've tried something like this: A a = new A(); B b = new B(); a.Bs.Add(b); connection.SaveChanges(); But this doesn't seem to have worked. Any clues? What am I missing?

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  • Encoded nsstring becomes invalid, "normal" nsstring remains

    - by shoreline
    I'm running into a problem with a string that contains encoded characters. Specifically, if the string has encoded characters it eventually becomes invalid while a "normal" string will not. in the .h file: @interface DirViewController : TTThumbsViewController <UIActionSheetDelegate,UINavigationControllerDelegate,UIImagePickerControllerDelegate> { NSString *sourceFolder; NSString *encodedSourceFolder; } @property (nonatomic, retain) NSString *sourceFolder; @property (nonatomic, retain) NSString *encodedSourceFolder; in the .m file: - (id)initWithFolder:(NSString*)folder query:(NSDictionary*)query { if (self = [super init]) { sourceFolder = folder; } return self; } Up to now everything seems to run as expected. In viewDidLoad I have the following: sourceFolderCopy = [self urlEncodeValue:(sourceFolder)]; //I also have this button, which I'll refer to later: UIBarButtonItem *importButton = [[UIBarButtonItem alloc] initWithTitle:@"Import/Export" style:UIBarButtonItemStyleBordered target:self action:@selector(importFiles:)]; self.navigationItem.rightBarButtonItem = importButton; Which uses the following method to encode the string (if it has characters I want encoded): - (NSString *)urlEncodeValue:(NSString *)str { NSString *result = (NSString *) CFURLCreateStringByAddingPercentEscapes (kCFAllocatorDefault, (CFStringRef)str, NULL, CFSTR(":/?#[]@!$&’()*+,;="), kCFStringEncodingUTF8); return [result autorelease]; } If I NSLog result, I get the expected values. If the string has characters like a white space, I get a string with encoding. If the string doesn't have any characters that need to be encoded, it just gives me the original string. I have a button on the nav bar which begins an image import process by opening an action sheet. Once the method for the action sheet starts, my string is invalid - but only if it contains encoded characters. If it is just a "normal" string, everything is fine and acts as expected. Am I off on my encoding? At first I thought it might be a memory problem but I can't figure out why that would affect only encoded strings. Here's where the action sheet is defined (and the first place I can see the encoded string becoming invalid) the NSLog statements are where it crashes: - (IBAction)importFiles:(id)sender { NSLog(@"logging encodedSF from import files:"); NSLog(@"%@",encodedSourceFolder);//crashes right here NSLog(@"%@",sourceFolder); if (shouldNavigate == NO) { NSString *msg = nil; msg = @"It is not possible to import or export images while in image selection mode."; UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Unable to Import/Export" message:msg delegate:self cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; [msg release]; } else{ UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:@"What would you like to do?" delegate:self cancelButtonTitle:@"Cancel" destructiveButtonTitle:nil otherButtonTitles:@"Import Photos (Picker)", @"Export Photos", nil, nil]; [actionSheet showInView:self.view]; [actionSheet release]; } } I don't get any crash errors going to the console. By using breakpoints I was able to see that the encodedSourceFolder is invalid in the action sheet method.

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  • Envista: Coordinating Utilities with Oracle Spatial 11g

    - by stephen.garth
    It's annoying when the same streets seem to be perpetually dug up for utility construction or maintenance by your water or sewer department, electric utility, gas company or telephone company. Can't they do a better job of coordinating these activities? In this podcast, Marc Fagan, Executive VP of Product Management from Envista describes a Software-as-a-Service solution that Envista provides for utilities and public works departments to coordinate upcoming construction work, using Oracle Database 11g with Oracle Spatial. Each participating utility enters key data into the Web-based application, including when and where their work is to take place, and who to contact for more information. The data is then available on a common base map, enabling all participants to coordinate their activities, save money, and minimize inconvenience to their customers. Listen to the podcast Find out more about Oracle Spatial 11g var gaJsHost = (("https:" == document.location.protocol) ? "https://ssl." : "http://www."); document.write(unescape("%3Cscript src='" + gaJsHost + "google-analytics.com/ga.js' type='text/javascript'%3E%3C/script%3E")); try { var pageTracker = _gat._getTracker("UA-13185312-1"); pageTracker._trackPageview(); } catch(err) {}

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  • LLBLGen Pro v3.0 has been released!

    - by FransBouma
    After two years of hard work we released v3.0 of LLBLGen Pro today! V3.0 comes with a completely new designer which has been developed from the ground up for .NET 3.5 and higher. Below I'll briefly mention some highlights of this new release: Entity Framework (v1 & v4) support NHibernate support (hbm.xml mappings & FluentNHibernate mappings) Linq to SQL support Allows both Model first and Database first development, or a mixture of both .NET 4.0 support Model views Grouping of project elements Linq-based project search Value Type (DDD) support Multiple Database types in single project XML based project file Integrated template editor Relational Model Data management Flexible attribute declaration for code generation, no more buddy classes needed Fine-grained project validation Update / Create DDL SQL scripts Fast Text-DSL based Quick mode Powerful text-DSL based Quick Model functionality Per target framework extensible settings framework much much more... Of course we still support our own O/R mapper framework: LLBLGen Pro v3.0 Runtime framework as well, which was updated with some minor features and was upgraded to use the DbProviderFactory system. Please watch the videos of the designer (more to come very soon!) to see some aspects of the new designer in action. The full version comes with Algorithmia in sourcecode as well. Algorithmia is an algorithm library written for .NET 3.5 which powers the heart of the designer with a fine-grained undo/redo command framework, graph classes and much more. I'd like to thank all beta-testers, our support team and others who have helped us with this massive release. :)

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  • LLBLGen Pro v3.5 has been released!

    - by FransBouma
    Last weekend we released LLBLGen Pro v3.5! Below the list of what's new in this release. Of course, not everything is on this list, like the large amount of work we put in refactoring the runtime framework. The refactoring was necessary because our framework has two paradigms which are added to the framework at a different time, and from a design perspective in the wrong order (the paradigm we added first, SelfServicing, should have been built on top of Adapter, the other paradigm, which was added more than a year after the first released version). The refactoring made sure the framework re-uses more code across the two paradigms (they already shared a lot of code) and is better prepared for the future. We're not done yet, but refactoring a massive framework like ours without breaking interfaces and existing applications is ... a bit of a challenge ;) To celebrate the release of v3.5, we give every customer a 30% discount! Use the coupon code NR1ORM with your order :) The full list of what's new: Designer Rule based .NET Attribute definitions. It's now possible to specify a rule using fine-grained expressions with an attribute definition to define which elements of a given type will receive the attribute definition. Rules can be assigned to attribute definitions on the project level, to make it even easier to define attribute definitions in bulk for many elements in the project. More information... Revamped Project Settings dialog. Multiple project related properties and settings dialogs have been merged into a single dialog called Project Settings, which makes it easier to configure the various settings related to project elements. It also makes it easier to find features previously not used  by many (e.g. type conversions) More information... Home tab with Quick Start Guides. To make new users feel right at home, we added a home tab with quick start guides which guide you through four main use cases of the designer. System Type Converters. Many common conversions have been implemented by default in system type converters so users don't have to develop their own type converters anymore for these type conversions. Bulk Element Setting Manipulator. To change setting values for multiple project elements, it was a little cumbersome to do that without a lot of clicking and opening various editors. This dialog makes changing settings for multiple elements very easy. EDMX Importer. It's now possible to import entity model data information from an existing Entity Framework EDMX file. Other changes and fixes See for the full list of changes and fixes the online documentation. LLBLGen Pro Runtime Framework WCF Data Services (OData) support has been added. It's now possible to use your LLBLGen Pro runtime framework powered domain layer in a WCF Data Services application using the VS.NET tools for WCF Data Services. WCF Data Services is a Microsoft technology for .NET 4 to expose your domain model using OData. More information... New query specification and execution API: QuerySpec. QuerySpec is our new query specification and execution API as an alternative to Linq and our more low-level API. It's build, like our Linq provider, on top of our lower-level API. More information... SQL Server 2012 support. The SQL Server DQE allows paging using the new SQL Server 2012 style. More information... System Type converters. For a common set of types the LLBLGen Pro runtime framework contains built-in type conversions so you don't need to write your own type converters anymore. Public/NonPublic property support. It's now possible to mark a field / navigator as non-public which is reflected in the runtime framework as an internal/friend property instead of a public property. This way you can hide properties from the public interface of a generated class and still access it through code added to the generated code base. FULL JOIN support. It's now possible to perform FULL JOIN joins using the native query api and QuerySpec. It's left to the developer to check whether the used target database supports FULL (OUTER) JOINs. Using a FULL JOIN with entity fetches is not recommended, and should only be used when both participants in the join aren't the target of the fetch. Dependency Injection Tracing. It's now possible to enable tracing on dependency injection. Enable tracing at level '4' on the traceswitch 'ORMGeneral'. This will emit trace information about which instance of which type got an instance of type T injected into property P. Entity Instances in projections in Linq. It's now possible to return an entity instance in a custom Linq projection. It's now also possible to pass this instance to a method inside the query projection. Inheritance fully supported in this construct. Entity Framework support The Entity Framework has been updated in the recent year with code-first support and a new simpler context api: DbContext (with DbSet). The amount of code to generate is smaller and the context simpler. LLBLGen Pro v3.5 comes with support for DbContext and DbSet and generates code which utilizes these new classes. NHibernate support NHibernate v3.2+ built-in proxy factory factory support. By default the built-in ProxyFactoryFactory is selected. FluentNHibernate Session Manager uses 1.2 syntax. Fluent NHibernate mappings generate a SessionManager which uses the v1.2 syntax for the ProxyFactoryFactory location Optionally emit schema / catalog name in mappings Two settings have been added which allow the user to control whether the catalog name and/or schema name as known in the project in the designer is emitted into the mappings.

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  • LLBLGen Pro feature highlights: model views

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) To be able to work with large(r) models, it's key you can view subsets of these models so you can have a better, more focused look at them. For example because you want to display how a subset of entities relate to one another in a different way than the list of entities. LLBLGen Pro offers this in the form of Model Views. Model Views are views on parts of the entity model of a project, and the subsets are displayed in a graphical way. Additionally, one can add documentation to a Model View. As Model Views are displaying parts of the model in a graphical way, they're easier to explain to people who aren't familiar with entity models, e.g. the stakeholders you're interviewing for your project. The documentation can then be used to communicate specifics of the elements on the model view to the developers who have to write the actual code. Below I've included an example. It's a model view on a subset of the entities of AdventureWorks. It displays several entities, their relationships (both relational and inheritance relationships) and also some specifics gathered from the interview with the stakeholder. As the information is inside the actual project the developer will work with, the information doesn't have to be converted back/from e.g .word documents or other intermediate formats, it's the same project. This makes sure there are less errors / misunderstandings. (of course you can hide the docked documentation pane or dock it to another corner). The Model View can contain entities which are placed in different groups. This makes it ideal to group entities together for close examination even though they're stored in different groups. The Model View is a first-class citizen of the code-generator. This means you can write templates which consume Model Views and generate code accordingly. E.g. you can write a template which generates a service per Model View and exposes the entities in the Model View as a single entity graph, fetched through a method. (This template isn't included in the LLBLGen Pro package, but it's easy to write it up yourself with the built-in template editor). Viewing an entity model in different ways is key to fully understand the entity model and Model Views help with that.

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • Use depth bias for shadows in deferred shading

    - by cubrman
    We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the second one stores the depth of the scene captured by the light's camera. We then ran a shader that analyzes the two maps and outputs the third one with the ready shadow areas for the current frame. The problem we face is a classic one: Self-Shadowing: A standard way to solve this is to use the slope-scale depth bias and depth offsets, however as we are doing things in a deferred way we cannot employ this algorithm. Any attempts to set depth bias when capturing light's view depth produced no or unsatisfying results. So here is my question: MSDN article has a convoluted explanation of the slope-scale: bias = (m × SlopeScaleDepthBias) + DepthBias Where m is the maximum depth slope of the triangle being rendered, defined as: m = max( abs(delta z / delta x), abs(delta z / delta y) ) Could you explain how I can implement this algorithm manually in a shader? Maybe there are better ways to fix this problem for deferred shadows?

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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  • Center directional light shadow to the cameras eye

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

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • CSM shadow errors when models are split

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

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