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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • XNA 4.0, Combining model draw calls

    - by MayContainNuts
    I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to the conclusion that the amount of draw calls I am making must be the root of my problems. I've looked around for a while now and couldn't quite find a satisfying solution. I can't cull any of those models, in a worst case scenario there could be 1000 of them visible at the same time. I also looked at Hardware geometry Instancing, but I don't think that's quite what I'm looking for, because the level consists of a lot of different parts. So, what I'd like to do is combining 100 or 200 of these Models into a single large one and draw it as a whole 'chunk'. The whole geometry is static so it wouldn't have to be changed after combining, but different parts of it would have to use different textures (I think I can accomplish that with a texture atlas). But I have no idea how to to that, so does anybody have any suggestions?

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  • Dojo and Separate JavaScript File

    - by Bunch
    For a project I needed to use the ArcGIS API for some mapping. To use this you need to use Dojo but in this case all it really comes down to is adding some require lines and a addOnLoad on your web page. At first everything was working great, the maps rendered and the various layers would populate as needed. Once it was working I started moving the various javascript functions into their own files to keep everything nice and neat. Then the problems started, mainly the map would not show up any more. So that was a pretty big problem. Luckily the fix was pretty simple, just move the dojo.addOnLoad line into it’s own script tag. If I had the dojo.addOnLoad in the same script block as the various require lines it would not work as expected. Works: <script type="text/javascript" language="javascript" src="javascript/test.js" />     <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");  </script>  <script type="text/javascript">      dojo.addOnLoad(init);  </script> Does not work: <script type="text/javascript" language="javascript" src="javascript/test.js" /> <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");       dojo.addOnLoad(init); </script> Technorati Tags: JavaScript,Dojo

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  • The purpose of using invert and transpose

    - by user699215
    In openGl ES and the World of 3D - why use the invers matrix? The thing is that I dont have any intuition to, why it is used, therefore please correct me: As fare as I understand, it is used in shaders - and can help you to figure out the opposite direction of the normals? Invers in ordinary numbers is like; The product of a number and its multiplicative inverse is 1. Observe that 3/5 * 5/3 = 1. In a matrix this will give you the Identity Matrix, which is the base coordinate system or the orion of the World space - right. But the invers is - some other coordinate system? You can use the transpose(Row-major order to Column-major order) of a square matrix to find the inverted matrix, as calculating the invers is process heavy - and the transpose is giving you the inverted matrix as a bi product? Again, I am looking for getting some intuition of this - and therefore be able to use it as intended. Thank you for any reply that will guide me in the right direction. Regards

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • 2D Image Creator for a video game

    - by user1276078
    I need to make a few images for an arcade video game I'm making in Java. As of right now, I have drawings that animate, but there are two problems. The drawings are horrible, and as a result, the game won't get enough attention. It's a pain to have to change each coordinate for the drawing, as the drawings are fairly complex. I'd like to use images. I feel they could solve my problem. They would look better than the drawings, and it would only have an x and a y coordinate, rather than the many coordinates I need for each drawing. So, in a sense, I have two questions. Would images actually help? Would they solve my 2 problems? I just want to clarify. How would I make these images. I don't think I can copy them off of the internet because I plan on publishing this game. So, is there any software where you can make your own images? (It has to be in an image type that Java can support. I'm working with java). It also, as stated by the header, needs to be a 2D image; not 3D

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • CSMA between APs in same channel & different SSID ?

    - by Ranganathan
    Would be great if someone clarifies this doubt. Lets assume two Wireless Access Points AP1 & AP2 with these conditions 1. both in the same 802.11 standard 2. same channel 3. using different SSIDs (just like in adjacent apartment houses). In this case, do these two Access points (and the clients associated to them) coordinate via CSMA/CA ? ie., if one of the AP's or a client station is about to transmit, does it wait & observe the other AP's & its clients' transmission before sending the frame in air ? Also, do the clients associated with these different APs coordinate via CSMA/CA ?

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  • Bubble sorting my array does not sort it

    - by Trixmix
    I sort an array of chunks by doing this: for (int i =0; i<this.getQueue().size();i++) { for (int j =0; j<this.getQueue().size()-i-1;j++) { Chunk temp1 = this.getQueue().get(i); Chunk temp2 = this.getQueue().get(i+1); if (temp1 != null &&temp2 != null && temp2.getLocation().getY() < temp1.getLocation().getY()) { this.getQueue().set(i, temp2); this.getQueue().set(i+1, temp1); } } } What I want is the the chunks with the lowest Y coordinate will be at the start of the array and the ones with the bigger Y coordinate will be at the end of the array. And this is my result: 1024.0 944.0 1104.0 944.0 1104.0 ----BEFORE----- 944.0 1024.0 944.0 1104.0 1104.0 ---AFTER--- Why is this not working It seams fine. I dont want to use a comparator so dont suggest it. More info, the Y cords are floats. I got the result by for each looping on this queue and printed the Y locations.

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • Portion from CGPDFPage + Scale (zoom)

    - by malcom
    I wanna take a rect from CGPDFPage (the portion of image around the user's touch point(x,y)) and scale it by a scaleFactor (ie 2x). Below the code I've used to get CGPDFPage's rect. The problem with it is the scaleFactor support. The idea is: 1) pageRect size is pageRect.size *2 2) myThumbRect (the region to zoom) become resultImageSize/scaleFactor (because the final output will be scaleFactor times bigger) 3) pointOfClick (x,y) become pointOfClick(2x,2y) 4) scale up the context by factor CGContextScaleCTM(ctx, scaleFactor, -scaleFactor); 5) grab the rect However the result is an empty image. Any idea? -(UIImage *) zoomedPDFImageAtPoint:(CGPoint) pointOfClick size:(CGSize) resultImageSize scale:(CGFloat) scaleFactor { // get the rect of our page CGRect pageRect = CGPDFPageGetBoxRect(myPageRef, kCGPDFCropBox); // my thumb rect is a portion of our CGPDFPage with size as /scaleFactor of resultImageSize // then we need to scale the image portiong by *scaleFactor and draw it in our resultImageSize sized graphic context CGSize myThumbRect = resultImageSize; // page rect has size as original size * scaleFactor //resultImageSize = pageRect.size; // to remove, i've used it to see where the rect is printed in final image pointOfClick = CGPointMake(-pointOfClick.x, -pointOfClick.y); NSLog(@"Click (%0.f,%0.f) Page (%0.f,%0.f ; %0.f,%0.f)",pointOfClick.x,pointOfClick.y,pageRect.origin.x,pageRect.origin.y,pageRect.size.width,pageRect.size.height); // create a new context for resulting image of my desidered size UIGraphicsBeginImageContext(resultImageSize); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextSaveGState(ctx); // because rect is that for drawing in a flipped coordinate system, this translate the lower-left corner of the rect // in an upright coordinate system CGContextTranslateCTM(ctx, CGRectGetMinX(pageRect),CGRectGetMaxY(pageRect)); // scale to flip the coordinate system so that the y axis goes up the drawing canvas CGContextScaleCTM(ctx, 1, -1); // translate so the origin is offset by exactly the rect origin CGContextTranslateCTM(ctx, -(pageRect.origin.x), -(pageRect.origin.y)); // zoomRect is interested region.the clickPoint is the center of this region CGRect zoomedRect = CGRectMake(-pointOfClick.x, (pageRect.size.height-(-pointOfClick.y)),myThumbRect.width,myThumbRect.height); zoomedRect.origin.y-=(myThumbRect.height/2.0); zoomedRect.origin.x-=(myThumbRect.width/2.0); NSLog(@"Zoom region at (%0.f,%0.f) (%0.f,%0.f)",zoomedRect.origin.x,zoomedRect.origin.y,zoomedRect.size.width,zoomedRect.size.height); // now we need to move clipped rect to the origin // x: x was moved subtracting current click x coordinate and adding the half of zoomed rect (because zoomedRect contains pointsOfClick at it's center) // same with y but inverse (because ctm is flipped) CGPoint translateToOrigin = CGPointMake(pointOfClick.x+(zoomedRect.size.width/2.0), -pointOfClick.y-(zoomedRect.size.height/2.0));//(pageRect.size.height-zoomedRect.size.height)+pointOfClick.y); NSLog(@"Translate zoomed region to origin using translate by (%0.f,%0.f)",translateToOrigin.x,translateToOrigin.y); CGContextTranslateCTM(ctx, translateToOrigin.x,translateToOrigin.y); CGContextClipToRect (ctx, zoomedRect); // now draw the document CGContextDrawPDFPage(ctx, myPageRef); CGContextRestoreGState(ctx); // generate image UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return finalImage; }

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  • Get the touch position inside the imageview in android

    - by Manikandan
    I have a imageview in my activity and I am able to get the position where the user touch the imageview, through onTouchListener. I placed another image where the user touch over that image. I need to store the touch position(x,y), and use it in another activity, to show the tags. I stored the touch position in the first activity. In the first activity, my imageview at the top of the screen. In the second activity its at the bottom of the screen. If I use the position stored from the first acitvity, it place the tag image at the top, not on the imageview, where I previously clicked in the first activity. Is there anyway to get the position inside the imageview. FirstActivity: cp.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub Log.v("touched x val of cap img >>", event.getX() + ""); Log.v("touched y val of cap img >>", event.getY() + ""); x = (int) event.getX(); y = (int) event.getY(); tag.setVisibility(View.VISIBLE); int[] viewCoords = new int[2]; cp.getLocationOnScreen(viewCoords); int imageX = x - viewCoords[0]; // viewCoods[0] is the X coordinate int imageY = y - viewCoords[1]; // viewCoods[1] is the y coordinate Log.v("Real x >>>",imageX+""); Log.v("Real y >>>",imageY+""); RelativeLayout rl = (RelativeLayout) findViewById(R.id.lay_lin); ImageView iv = new ImageView(Capture_Image.this); Bitmap bm = BitmapFactory.decodeResource(getResources(), R.drawable.tag_icon_32); iv.setImageBitmap(bm); RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams( RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); params.leftMargin = x; params.topMargin = y; rl.addView(iv, params); Intent intent= new Intent(Capture_Image.this,Tag_Image.class); Bundle b=new Bundle(); b.putInt("xval", imageX); b.putInt("yval", imageY); intent.putExtras(b); startActivity(intent); return false; } }); In TagImage.java I used the following: im = (ImageView) findViewById(R.id.img_cam22); b=getIntent().getExtras(); xx=b.getInt("xval"); yy=b.getInt("yval"); im.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { int[] viewCoords = new int[2]; im.getLocationOnScreen(viewCoords); int imageX = xx + viewCoords[0]; // viewCoods[0] is the X coordinate int imageY = yy+ viewCoords[1]; // viewCoods[1] is the y coordinate Log.v("Real x >>>",imageX+""); Log.v("Real y >>>",imageY+""); RelativeLayout rl = (RelativeLayout) findViewById(R.id.lay_lin); ImageView iv = new ImageView(Tag_Image.this); Bitmap bm = BitmapFactory.decodeResource(getResources(), R.drawable.tag_icon_32); iv.setImageBitmap(bm); RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams( 30, 40); params.leftMargin =imageX ; params.topMargin = imageY; rl.addView(iv, params); return true; } });

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  • My xcode mapview wont work when combined with webview

    - by user1715702
    I have a small problem with my mapview. When combining the mapview code with the code for webview, the app does not zoom in on my position correctly (just gives me a world overview where i´m supposed to be somewhere in California - wish I was). And it doesn´t show the pin that I have placed on a specific location. These things works perfectly fine, as long as the code does not contain anything concerning webview. Below you´ll find the code. If someone can help me to solve this, I would be som thankful! ViewController.h #import <UIKit/UIKit.h> #import <MapKit/MapKit.h> #define METERS_PER_MILE 1609.344 @interface ViewController : UIViewController <MKMapViewDelegate>{ BOOL _doneInitialZoom; IBOutlet UIWebView *webView; } @property (weak, nonatomic) IBOutlet MKMapView *_mapView; @property (nonatomic, retain) UIWebView *webView; @end ViewController.m #import "ViewController.h" #import "NewClass.h" @interface ViewController () @end @implementation ViewController @synthesize _mapView; @synthesize webView; - (void)viewDidLoad { [super viewDidLoad]; [_mapView setMapType:MKMapTypeStandard]; [_mapView setZoomEnabled:YES]; [_mapView setScrollEnabled:YES]; MKCoordinateRegion region = { {0.0,0.0} , {0.0,0.0} }; region.center.latitude = 61.097557; region.center.longitude = 12.126545; region.span.latitudeDelta = 0.01f; region.span.longitudeDelta = 0.01f; [_mapView setRegion:region animated:YES]; newClass *ann = [[newClass alloc] init]; ann.title = @"Hjem"; ann.subtitle = @"Her bor jeg"; ann.coordinate = region.center; [_mapView addAnnotation:ann]; NSString *urlAddress = @"http://google.no"; //Create a URL object. NSURL *url = [NSURL URLWithString:urlAddress]; //URL Requst Object NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; //Load the request in the UIWebView. [webView loadRequest:requestObj]; } - (void)viewDidUnload { [self setWebView:nil]; [self set_mapView:nil]; [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } - (void)viewWillAppear:(BOOL)animated { // 1 CLLocationCoordinate2D zoomLocation; zoomLocation.latitude = 61.097557; zoomLocation.longitude = 12.126545; // 2 MKCoordinateRegion viewRegion = MKCoordinateRegionMakeWithDistance(zoomLocation, 0.5*METERS_PER_MILE, 0.5*METERS_PER_MILE); // 3 MKCoordinateRegion adjustedRegion = [_mapView regionThatFits:viewRegion]; // 4 [_mapView setRegion:adjustedRegion animated:YES]; } @end NewClass.h #import <UIKit/UIKit.h> #import <MapKit/MKAnnotation.h> @interface newClass : NSObject{ CLLocationCoordinate2D coordinate; NSString *title; NSString *subtitle; } @property (nonatomic, assign) CLLocationCoordinate2D coordinate; @property (nonatomic, copy) NSString *title; @property (nonatomic, copy) NSString *subtitle; @end NewClass.m #import "NewClass.h" @implementation newClass @synthesize coordinate, title, subtitle; @end

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  • Announcing SonicAgile – An Agile Project Management Solution

    - by Stephen.Walther
    I’m happy to announce the public release of SonicAgile – an online tool for managing software projects. You can register for SonicAgile at www.SonicAgile.com and start using it with your team today. SonicAgile is an agile project management solution which is designed to help teams of developers coordinate their work on software projects. SonicAgile supports creating backlogs, scrumboards, and burndown charts. It includes support for acceptance criteria, story estimation, calculating team velocity, and email integration. In short, SonicAgile includes all of the tools that you need to coordinate work on a software project, get stuff done, and build great software. Let me discuss each of the features of SonicAgile in more detail. SonicAgile Backlog You use the backlog to create a prioritized list of user stories such as features, bugs, and change requests. Basically, all future work planned for a product should be captured in the backlog. We focused our attention on designing the user interface for the backlog. Because the main function of the backlog is to prioritize stories, we made it easy to prioritize a story by just drag and dropping the story from one location to another. We also wanted to make it easy to add stories from the product backlog to a sprint backlog. A sprint backlog contains the stories that you plan to complete during a particular sprint. To add a story to a sprint, you just drag the story from the product backlog to the sprint backlog. Finally, we made it easy to track team velocity — the average amount of work that your team completes in each sprint. Your team’s average velocity is displayed in the backlog. When you add too many stories to a sprint – in other words, you attempt to take on too much work – you are warned automatically: SonicAgile Scrumboard Every workday, your team meets to have their daily scrum. During the daily scrum, you can use the SonicAgile Scrumboard to see (at a glance) what everyone on the team is working on. For example, the following scrumboard shows that Stephen is working on the Fix Gravatar Bug story and Pete and Jane have finished working on the Product Details Page story: Every story can be broken into tasks. For example, to create the Product Details Page, you might need to create database objects, do page design, and create an MVC controller. You can use the Scrumboard to track the state of each task. A story can have acceptance criteria which clarify the requirements for the story to be done. For example, here is how you can specify the acceptance criteria for the Product Details Page story: You cannot close a story — and remove the story from the list of active stories on the scrumboard — until all tasks and acceptance criteria associated with the story are done. SonicAgile Burndown Charts You can use Burndown charts to track your team’s progress. SonicAgile supports Release Burndown, Sprint Burndown by Task Estimates, and Sprint Burndown by Story Points charts. For example, here’s a sample of a Sprint Burndown by Story Points chart: The downward slope shows the progress of the team when closing stories. The vertical axis represents story points and the horizontal axis represents time. Email Integration SonicAgile was designed to improve your team’s communication and collaboration. Most stories and tasks require discussion to nail down exactly what work needs to be done. The most natural way to discuss stories and tasks is through email. However, you don’t want these discussions to get lost. When you use SonicAgile, all email discussions concerning a story or a task (including all email attachments) are captured automatically. At any time in the future, you can view all of the email discussion concerning a story or a task by opening the Story Details dialog: Why We Built SonicAgile We built SonicAgile because we needed it for our team. Our consulting company, Superexpert, builds websites for financial services, startups, and large corporations. We have multiple teams working on multiple projects. Keeping on top of all of the work that needs to be done to complete a software project is challenging. You need a good sense of what needs to be done, who is doing it, and when the work will be done. We built SonicAgile because we wanted a lightweight project management tool which we could use to coordinate the work that our team performs on software projects. How We Built SonicAgile We wanted SonicAgile to be easy to use, highly scalable, and have a highly interactive client interface. SonicAgile is very close to being a pure Ajax application. We built SonicAgile using ASP.NET MVC 3, jQuery, and Knockout. We would not have been able to build such a complex Ajax application without these technologies. Almost all of our MVC controller actions return JSON results (While developing SonicAgile, I would have given my left arm to be able to use the new ASP.NET Web API). The controller actions are invoked from jQuery Ajax calls from the browser. We built SonicAgile on Windows Azure. We are taking advantage of SQL Azure, Table Storage, and Blob Storage. Windows Azure enables us to scale very quickly to handle whatever demand is thrown at us. Summary I hope that you will try SonicAgile. You can register at www.SonicAgile.com (there’s a free 30-day trial). The goal of SonicAgile is to make it easier for teams to get more stuff done, work better together, and build amazing software. Let us know what you think!

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  • Adaptive Layout for ADF Faces on Tablets

    - by Shay Shmeltzer
    In the 11.1.16 version of Oracle ADF we started adding specific features to the ADF Faces components so they'll work better on iPad tablets. In this entry I'm going to highlight some new capabilities that we have added to the 11.1.2.3 release. (note if you are still on the 11.1.1.* branch - you'll need to wait for 11.1.1.7 to get the features discussed here). The two key additions in the 11.1.2.3 version compared to the 11.1.1.6 features for iPad support include: pagination for tables and adaptive flow layout. The pagination for table is self explanatory, basically since iPad don't support scroll bars, we automatically switch the table component to render with a pagination toolbar that allow you to scroll set of records or directly jump to a specific set. See the image below. The adaptive flow layout takes a bit more explanation. On regular desktops the UI that you usually build for ADF Faces screens is going to use stretch layout - meaning that it stretches to fill the whole area of the browser window. If you resize the browser windoe, the ADF Faces page resizes with it. If your browser window is too small, scroll bars will appear to allow you to scroll to areas that are "hidden". However on an iPad, this is probably not the type of layout you want - you would rather have a flow layout that eliminates scroll bars and instead allows you to scroll down the page. Basically your want the page to be sized based on its content, rather then based on the browser window size. In ADF Faces terminology this can be done with the dimensionsFrom property set to "children". And here comes the tricky part, since in the past(and also today) when you create an ADF Faces page and add a stretchable component to it, the dimensionsFrom property is set to parent by default. This will be true to other layout components you'll add as well. At this point you might be wondering "Does this mean I'll need to go to each of the layout components in my page and modify the dimensionsFrom property value to be children?" ADF Faces to the rescue... To eliminate the need to do this tedious manual changes, we introduced a new web.xml parameter "oracle.adf.view.rich.geometry.DEFAULT_DIMENSIONS" You'll basically add the following to your web.xml <context-param>    <description>      This parameter controls the default value for component geometry on the page.      Supported values are:        legacy - component attributes use the default values as specified for the attributes                 in the tag documentation (default value)        auto   - component attributes use the correct default value given the value of their                 parent component. For example, with this setting, the panelStretchLayout                 will use "auto" as the default value for its "dimensionsFrom" attribute                 instead of "parent".    </description>    <param-name>oracle.adf.view.rich.geometry.DEFAULT_DIMENSIONS</param-name>    <param-value>auto</param-value>  </context-param> Once you set this parameter, you only need to set the dimensionsFrom attribute for the top level layout component on your page, and the rest of the components will adjust accordingly. One trick that you can use, and that is used in the demo below, is to have the dimensionsFrom property depend on the type of client that access your application. This way you can switch between stretch or flow layout based on the device accessing your application. For example I use the following in my page: <af:panelStretchLayout topHeight="70px" startWidth="0px" endWidth="0px"                                       dimensionsFrom="#{adfFacesContext.agent.capabilities['touchScreen'] eq 'none'  ? 'parent' : 'children' }"> Which results in a flow layout for iPads and a stretch layout for regular browsers. Check out the result in the below demo: &amp;lt;span id=&amp;quot;XinhaEditingPostion&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Java Simple WGS84 Lat Lon to Pixel X, Y

    - by Cnich
    I've read a multitude of information regarding map projection today. The amount of information available is overwhelming. I am attempting to simply convert lat, long values into a screen X, Y coordinate not using any map. I do not need the values projected onto any map, just on the window. The window itself is representing approx. a 1500x1500 meter location. Lat, Long accuracy needed is to a 1/10th of a second. What may be some simpler ways in converting lat/long representation to the screen? I've read several articles and post regarding translation onto images, but nothing related to the natural java coordinate system. Thanks for any insight.

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  • Visual State Manager in WPF not working for me

    - by Román
    Hi In a wpf project I have this XAML code <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:ic="clr-namespace:Microsoft.Expression.Interactivity.Core;assembly=Microsoft.Expression.Interactions" x:Class="WpfApplication1.MainWindow" xmlns:vsm="clr-namespace:System.Windows;assembly=WPFToolkit" x:Name="Window" Title="MainWindow" Width="640" Height="480"> <vsm:VisualStateManager.VisualStateGroups> <vsm:VisualStateGroup x:Name="VisualStateGroup"> <vsm:VisualState x:Name="Loading"> <Storyboard> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Duration="00:00:00.0010000" Storyboard.TargetName="control" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00" Value="{x:Static Visibility.Visible}"/> </ObjectAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Duration="00:00:00.0010000" Storyboard.TargetName="button" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00" Value="{x:Static Visibility.Collapsed}"/> </ObjectAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Duration="00:00:00.0010000" Storyboard.TargetName="button1" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00" Value="{x:Static Visibility.Visible}"/> </ObjectAnimationUsingKeyFrames> </Storyboard> </vsm:VisualState> <VisualState x:Name="Normal"> <Storyboard> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Duration="00:00:00.0010000" Storyboard.TargetName="control" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00" Value="{x:Static Visibility.Collapsed}"/> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> </vsm:VisualStateGroup> </vsm:VisualStateManager.VisualStateGroups> <Grid x:Name="LayoutRoot"> <Grid.Resources> <ControlTemplate x:Key="loadingAnimation"> <Image x:Name="content" Opacity="1"> <Image.Source> <DrawingImage> <DrawingImage.Drawing> <DrawingGroup> <GeometryDrawing Brush="Transparent"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,1,1"/> </GeometryDrawing.Geometry> </GeometryDrawing> <DrawingGroup> <DrawingGroup.Transform> <RotateTransform x:Name="angle" Angle="0" CenterX="0.5" CenterY="0.5"/> </DrawingGroup.Transform> <GeometryDrawing Geometry="M0.9,0.5 A0.4,0.4,90,1,1,0.5,0.1"> <GeometryDrawing.Pen> <Pen Brush="Green" Thickness="0.1"/> </GeometryDrawing.Pen> </GeometryDrawing> <GeometryDrawing Brush="Green" Geometry="M0.5,0 L0.7,0.1 L0.5,0.2"/> </DrawingGroup> </DrawingGroup> </DrawingImage.Drawing> </DrawingImage> </Image.Source> </Image> <ControlTemplate.Triggers> <Trigger Property="Visibility" Value="Visible"> <Trigger.EnterActions> <BeginStoryboard x:Name="animation"> <Storyboard> <DoubleAnimation From="0" To="359" Duration="0:0:1.5" RepeatBehavior="Forever" Storyboard.TargetName="angle" Storyboard.TargetProperty="Angle"/> </Storyboard> </BeginStoryboard> </Trigger.EnterActions> <Trigger.ExitActions> <StopStoryboard BeginStoryboardName="animation"/> </Trigger.ExitActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Grid.Resources> <Grid.ColumnDefinitions> <ColumnDefinition MinWidth="76.128" Width="Auto"/> <ColumnDefinition MinWidth="547.872" Width="Auto"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="0.05*"/> <RowDefinition Height="0.95*"/> </Grid.RowDefinitions> <Button x:Name="button" Margin="0,0,1,0.04" Width="100" Content="Load" d:LayoutOverrides="Height" Click="Button_Click"/> <Button x:Name="button1" HorizontalAlignment="Left" Margin="0,0,0,0.04" Width="100" Content="Stop" Grid.Column="1" d:LayoutOverrides="Height" Click="Button2_Click" Visibility="Collapsed"/> <Control x:Name="control" Margin="10" Height="100" Grid.Row="1" Grid.ColumnSpan="2" Width="100" Template="{DynamicResource loadingAnimation}" Visibility="Collapsed"/> </Grid> </Window> and the following code behind on the window public partial class MainWindow : Window { public MainWindow() { this.InitializeComponent(); } private void Button1_Click(object sender, System.Windows.RoutedEventArgs e) { VisualStateManager.GoToState(this, "Loading", true); } private void Button2_Click(object sender, System.Windows.RoutedEventArgs e) { VisualStateManager.GoToState(this, "Normal", true); } } However, when I click the first button (button1) the state change is not being triggered. What am I doing wrong? Thanks in advance

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  • fitbounds() in Google maps api V3 does not fit bounds

    - by jul
    hi, I'm using the geocoder from Google API v3 to display a map of a country. I get the recommended viewport for the country but when I want to fit the map to this viewport, it does not work (see the bounds before and after calling the fitBounds function in the code below). What am I doing wrong? How can I set the viewport of my map to results[0].geometry.viewport? thanks jul var geocoder = new google.maps.Geocoder(); if(geocoder) { geocoder.geocode({'address': '{{countrycode}}'}, function(results, status) { var bounds = new google.maps.LatLngBounds(); bounds = results[0].geometry.viewport; console.log(bounds); //((35.173, -12.524), (45.244, 5.098)) console.log(map.getBounds()); //((34.628757195038844, -14.683750000000012), (58.28355197864712, 27.503749999999986)) map.fitBounds(bounds); console.log(map.getBounds()); //((25.740113512090183, -24.806750000000005), (52.44233664523719, 17.380749999999974)) }); } }

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  • How to process images with paperclip on Heroku?

    - by Yuri
    I use Heroku for my app. I want to auto-orient image and then to resize it. So I do: class User < ActiveRecord::Base Paperclip.options[:swallow_stderr] = false has_attached_file :photo, :styles => { :square => "100%", :large => "100%" }, :convert_options => { :square => "-auto-orient -geometry 70X70#", :large => "-auto-orient -geometry X300" }, :storage => :s3, :s3_credentials => "#{RAILS_ROOT}/config/s3.yml", :path => ":attachment/:id/:style.:extension", :bucket => 'mybucket' validates_attachment_size :photo, :less_than => 5.megabyte end It does not work with error: There was an error processing the thumbnail for stream.20143 What am I doing wrong?

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  • Why the CLLocationManager delegate is not getting called in iPhone SDK 4.0 ???

    - by Biranchi
    Hi, This is the code that I have in my AppDelegate Class - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CLLocationManager *locationManager = [[CLLocationManager alloc] init]; locationManager.delegate = self; locationManager.distanceFilter = 1000; // 1 Km locationManager.desiredAccuracy = kCLLocationAccuracyKilometer; [locationManager startUpdatingLocation]; } And this is the delegate method i have in my AppDelegate Class //This is the delegate method for CoreLocation - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { //printf("AppDelegate latitude %+.6f, longitude %+.6f\n", newLocation.coordinate.latitude, newLocation.coordinate.longitude); } Its working in 3.0, 3.1, 3.1.3 , but its not working in 4.0 simulator and device both. What is the reason ?? I am getting frustrated ...... Thanks....

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  • iphone zoom to user location on mapkit

    - by satyam
    I'm using map kit and showing user's location using "showsUserLocation" I"m using following code to zoom to user's location, but not zooming. Its zooming to some location in Africa, though the user location on map is showing correct. MKCoordinateRegion newRegion; MKUserLocation* usrLocation = mapView.userLocation; newRegion.center.latitude = usrLocation.location.coordinate.latitude; newRegion.center.longitude = usrLocation.location.coordinate.longitude; newRegion.span.latitudeDelta = 20.0; newRegion.span.longitudeDelta = 28.0; [self.mapView setRegion:newRegion animated:YES]; Why is user's location correctly showing and not zooming properly. Can some one correct me please?

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