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  • Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

    - by vargonian
    I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a method like Matrix.CreateOrthographicOffCenter to create your own custom projection matrix, specifying the left, right, top, bottom, zNear and zFar values, when does XNA's coordinate system come into play? For example, I'm told that in a right-handed coordinate system, increasingly negative Z values go "into" the screen. But I can easily create my projection matrix like this: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, 0.1f, 10000f); I've now specified a lower value for the near Z than the far Z, which, as I understand it, means that positive Z now goes into the screen. I can similarly tweak the values of left/right/top/bottom to achieve similar results. If specifying a lower zNear than zFar value doesn't affect the Z direction of the coordinate system, what does it do? And when is the right-handed coordinate system enforced? The reason I ask is that I'm trying to implement a 2.5D camera that supports zooming and rotation, and I've spent two full days encountering one unexpected result after another.

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  • SEO effect of “You are leaving this site” page for outbound links?

    - by Timo Huovinen
    The problem I am working on an aggregation website that collects reviews about specific products from various websites. The site has many thousands of outbound links (with "nofollow" attributes) to the content source websites where the reviews were collected from. The site has far more outbound links than inbound links and I have read that this is bad for SEO. The question Would adding an intermediate «You are leaving this site» disclaimer/warning page like this hurt search engine rankings? And can you provide any links about this topic? p.s. The exit page would be a POST form instead of a script, that notifies the user that he/she is leaving this site and provides a button to continue to the other website. p.p.s This kind of idea is implemented on many forums, aggregation websites with the purpose of warning the user that he/she is leaving this site and to block search engine bots from following those links because search bots do not submit forms.

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  • Investigation: Can different combinations of components effect Dataflow performance?

    - by jamiet
    Introduction The Dataflow task is one of the core components (if not the core component) of SQL Server Integration Services (SSIS) and often the most misunderstood. This is not surprising, its an incredibly complicated beast and we’re abstracted away from that complexity via some boxes that go yellow red or green and that have some lines drawn between them. Example dataflow In this blog post I intend to look under that facade and get into some of the nuts and bolts of the Dataflow Task by investigating how the decisions we make when building our packages can affect performance. I will do this by comparing the performance of three dataflows that all have the same input, all produce the same output, but which all operate slightly differently by way of having different transformation components. I also want to use this blog post to challenge a common held opinion that I see perpetuated over and over again on the SSIS forum. That is, that people assume adding components to a dataflow will be detrimental to overall performance. Its not surprising that people think this –it is intuitive to think that more components means more work- however this is not a view that I share. I have always been of the opinion that there are many factors affecting dataflow duration and the number of components is actually one of the less important ones; having said that I have never proven that assertion and that is one reason for this investigation. I have actually seen evidence that some people think dataflow duration is simply a function of number of rows and number of components. I’ll happily call that one out as a myth even without any investigation!  The Setup I have a 2GB datafile which is a list of 4731904 (~4.7million) customer records with various attributes against them and it contains 2 columns that I am going to use for categorisation: [YearlyIncome] [BirthDate] The data file is a SSIS raw format file which I chose to use because it is the quickest way of getting data into a dataflow and given that I am testing the transformations, not the source or destination adapters, I want to minimise external influences as much as possible. In the test I will split the customers according to month of birth (12 of those) and whether or not their yearly income is above or below 50000 (2 of those); in other words I will be splitting them into 24 discrete categories and in order to do it I shall be using different combinations of SSIS’ Conditional Split and Derived Column transformation components. The 24 datapaths that occur will each input to a rowcount component, again because this is the least resource intensive means of terminating a datapath. The test is being carried out on a Dell XPS Studio laptop with a quad core (8 logical Procs) Intel Core i7 at 1.73GHz and Samsung SSD hard drive. Its running SQL Server 2008 R2 on Windows 7. The Variables Here are the three combinations of components that I am going to test:     One Conditional Split - A single Conditional Split component CSPL Split by Month of Birth and income category that will use expressions on [YearlyIncome] & [BirthDate] to send each row to one of 24 outputs. This next screenshot displays the expression logic in use: Derived Column & Conditional Split - A Derived Column component DER Income Category that adds a new column [IncomeCategory] which will contain one of two possible text values {“LessThan50000”,”GreaterThan50000”} and uses [YearlyIncome] to determine which value each row should get. A Conditional Split component CSPL Split by Month of Birth and Income Category then uses that new column in conjunction with [BirthDate] to determine which of the same 24 outputs to send each row to. Put more simply, I am separating the Conditional Split of #1 into a Derived Column and a Conditional Split. The next screenshots display the expression logic in use: DER Income Category         CSPL Split by Month of Birth and Income Category       Three Conditional Splits - A Conditional Split component that produces two outputs based on [YearlyIncome], one for each Income Category. Each of those outputs will go to a further Conditional Split that splits the input into 12 outputs, one for each month of birth (identical logic in each). In this case then I am separating the single Conditional Split of #1 into three Conditional Split components. The next screenshots display the expression logic in use: CSPL Split by Income Category         CSPL Split by Month of Birth 1& 2       Each of these combinations will provide an input to one of the 24 rowcount components, just the same as before. For illustration here is a screenshot of the dataflow containing three Conditional Split components: As you can these dataflows have a fair bit of work to do and remember that they’re doing that work for 4.7million rows. I will execute each dataflow 10 times and use the average for comparison. I foresee three possible outcomes: The dataflow containing just one Conditional Split (i.e. #1) will be quicker There is no significant difference between any of them One of the two dataflows containing multiple transformation components will be quicker Regardless of which of those outcomes come to pass we will have learnt something and that makes this an interesting test to carry out. Note that I will be executing the dataflows using dtexec.exe rather than hitting F5 within BIDS. The Results and Analysis The table below shows all of the executions, 10 for each dataflow. It also shows the average for each along with a standard deviation. All durations are in seconds. I’m pasting a screenshot because I frankly can’t be bothered with the faffing about needed to make a presentable HTML table. It is plain to see from the average that the dataflow containing three conditional splits is significantly faster, the other two taking 43% and 52% longer respectively. This seems strange though, right? Why does the dataflow containing the most components outperform the other two by such a big margin? The answer is actually quite logical when you put some thought into it and I’ll explain that below. Before progressing, a side note. The standard deviation for the “Three Conditional Splits” dataflow is orders of magnitude smaller – indicating that performance for this dataflow can be predicted with much greater confidence too. The Explanation I refer you to the screenshot above that shows how CSPL Split by Month of Birth and salary category in the first dataflow is setup. Observe that there is a case for each combination of Month Of Date and Income Category – 24 in total. These expressions get evaluated in the order that they appear and hence if we assume that Month of Date and Income Category are uniformly distributed in the dataset we can deduce that the expected number of expression evaluations for each row is 12.5 i.e. 1 (the minimum) + 24 (the maximum) divided by 2 = 12.5. Now take a look at the screenshots for the second dataflow. We are doing one expression evaluation in DER Income Category and we have the same 24 cases in CSPL Split by Month of Birth and Income Category as we had before, only the expression differs slightly. In this case then we have 1 + 12.5 = 13.5 expected evaluations for each row – that would account for the slightly longer average execution time for this dataflow. Now onto the third dataflow, the quick one. CSPL Split by Income Category does a maximum of 2 expression evaluations thus the expected number of evaluations per row is 1.5. CSPL Split by Month of Birth 1 & CSPL Split by Month of Birth 2 both have less work to do than the previous Conditional Split components because they only have 12 cases to test for thus the expected number of expression evaluations is 6.5 There are two of them so total expected number of expression evaluations for this dataflow is 6.5 + 6.5 + 1.5 = 14.5. 14.5 is still more than 12.5 & 13.5 though so why is the third dataflow so much quicker? Simple, the conditional expressions in the first two dataflows have two boolean predicates to evaluate – one for Income Category and one for Month of Birth; the expressions in the Conditional Split in the third dataflow however only have one predicate thus they are doing a lot less work. To sum up, the difference in execution times can be attributed to the difference between: MONTH(BirthDate) == 1 && YearlyIncome <= 50000 and MONTH(BirthDate) == 1 In the first two dataflows YearlyIncome <= 50000 gets evaluated an average of 12.5 times for every row whereas in the third dataflow it is evaluated once and once only. Multiply those 11.5 extra operations by 4.7million rows and you get a significant amount of extra CPU cycles – that’s where our duration difference comes from. The Wrap-up The obvious point here is that adding new components to a dataflow isn’t necessarily going to make it go any slower, moreover you may be able to achieve significant improvements by splitting logic over multiple components rather than one. Performance tuning is all about reducing the amount of work that needs to be done and that doesn’t necessarily mean use less components, indeed sometimes you may be able to reduce workload in ways that aren’t immediately obvious as I think I have proven here. Of course there are many variables in play here and your mileage will most definitely vary. I encourage you to download the package and see if you get similar results – let me know in the comments. The package contains all three dataflows plus a fourth dataflow that will create the 2GB raw file for you (you will also need the [AdventureWorksDW2008] sample database from which to source the data); simply disable all dataflows except the one you want to test before executing the package and remember, execute using dtexec, not within BIDS. If you want to explore dataflow performance tuning in more detail then here are some links you might want to check out: Inequality joins, Asynchronous transformations and Lookups Destination Adapter Comparison Don’t turn the dataflow into a cursor SSIS Dataflow – Designing for performance (webinar) Any comments? Let me know! @Jamiet

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  • Are there any empirical studies on the effect of different languages on software quality?

    - by jgre
    The proponents of functional programming languages assert that functional programming makes it easier to reason about code. Those in favor of statically typed languages say that their compilers catch enough errors to make up for the additional complexity of type systems. But everything I read on these topics is based on rational argument, not on empirical data. Are there any empirical studies on what effects the different categories of programming languages have on defect rates or other quality metrics? (The answers to this question seem to indicate that there are no such studies, at least not for the dynamic vs. static debate)

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Does the use of debuggers have an effect on the efficiency of programmers? [closed]

    - by alain.janinm
    Possible Duplicate: Are debugging skills important to become a good programmer? I'm a young Java developer and I make a systematic use of the Netbeans debugger. In fact, I often develop my applications when I debug step by step in order to see immediately if my code works. I feel spending a lot of time programming this way because the use of debugger increase execution time and I often wait for my app to jump from a breakpoint to an other (so much that I've the time to ask this question). I never learned to use a debugger at school, but at work I've been told immediately to use this functionality. I started teaching myself to use it two years ago, and I've never been told any key tips about it. I'd like to know if there are some rules to follow in order to use the debugger efficiently. I'm also wondering if using the debugger is eventually a good practice? Or is it a loss of time and I've to stop now this bad habit?

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  • Will rewriting your .htaccess to 404 to return search results from your site negatively effect your ranking in Google?

    - by leeand00
    Depending on the type of site that you are running, it may or may not be advantageous to display search results instead of a 404 page, when someone visits a non-existent page on your site. I believe that the site I've been maintaining recently would benefit from this as it is the site of a publication. With a publication the more people you can get to read your site the better. But after reading up on how Google ranks the "quality" of your site, where you will appear in SERPs, based on how much the meta text of a page relates to the content of the page, I have to wonder if making a 404 page link to the search results would harm the "quality" of your site in Google eyes.

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Is Linq having a mind-numbing effect on .NET programmers?

    - by Aaronaught
    A lot of us started seeing this phenomenon with jQuery about a year ago when people started asking how to do absolutely insane things like retrieve the query string with jQuery. The difference between the library (jQuery) and the language (JavaScript) is apparently lost on many programmers, and results in a lot of inappropriate, convoluted code being written where it is not necessary. Maybe it's just my imagination, but I swear I'm starting to see an uptick in the number of questions where people are asking to do similarly insane things with Linq, like find ranges in a sorted array. I can't get over how thoroughly inappropriate the Linq extensions are for solving that problem, but more importantly the fact that the author just assumed that the ideal solution would involve Linq without actually thinking about it (as far as I can tell). It seems that we are repeating history, breeding a new generation of .NET programmers who can't tell the difference between the language (C#/VB.NET) and the library (Linq). What is responsible for this phenomenon? Is it just hype? Magpie tendencies? Has Linq picked up a reputation as a form of magic, where instead of actually writing code you just have to utter the right incantation? I'm hardly satisfied with those explanations but I can't really think of anything else. More importantly, is it really a problem, and if so, what's the best way to help enlighten these people?

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • juju bootstrap key error?

    - by mxdog
    I followed the guides the best as i could. there is some information missing like do as root or as regular user ..formatting, quotes no quotes..what the password or paraphrase for ssh should be ..couple other trivial things. that im sure add up to where im at (stuck!) so i have a working mass server on mx-nas-01 and 3 nodes and have been trying to get juju to start. I have tried this as both root and my regular account, sudo no-sudo and here is the output i get from juju bootstrap (however i try it) I don't know if this could be a host,domain,account issue or what i will mention i did have to shut off my dhcp server and install masq (all defaults) to get the maas pxe to work for the nodes mxdog@mx-nas-01:/$ juju bootstrap Traceback (most recent call last): File "/usr/bin/juju", line 8, in main(sys.argv[1:]) File "/usr/lib/python2.7/dist-packages/juju/control/init.py", line 183, in main env_config.load_or_write_sample() File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 229, in load_or_write_sample self.load() File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 115, in load self.parse(file.read(), path) File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 138, in parse config = SCHEMA.coerce(config, []) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 266, in coerce new_dict[k] = self.schema[k].coerce(v, path) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 233, in coerce new_subvalue = self.value_schema.coerce(subvalue, value_path) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 301, in coerce return self.schemas[selected].coerce(value, path) KeyError: 'mass' environments: maas: type: mass mass-server: http://192.168.0.30:80/MAAS mass-oauth: tDRdtJeEKVARBh93eT:N5dK5HSZBsA45cBdx9:S8wMNrfkT9PeYvQN9YrnbHGxmKARv8vb admin-secret: ########## default-series: precise

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  • What Is latest & best effect on compiz in unity? [closed]

    - by Gaurav_Java
    Although I have downloaded compiz, ccsm, compiz-plugins, compiz-fusion-plugins-main and compiz-fusion-plugins-extra,compiz-plugins-main-dev,compiz-bcop,compiz-dev .build-essential,libtool,libglu1-mesa-dev,libxss-dev,libcairo2-dev,git-core i was just thinking may be i am not using some good plugins, i want to know some unsupported plugin . how i install them use them . some seeking for some good compiz profile

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  • Why would 70-persistent-net.rules have no effect?

    - by Wes Felter
    I've got a saucy server with a lot of NICs and they end up with weird names like "rename19". I know interface names can be changed by modifying the /etc/udev/rules.d/70-persistent-net.rules file. The first clue that something is wrong is that that file did not exist even though it's supposed to be created automatically. So I decided to write my own based on advice from Linux From Scratch: ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.0", NAME="eth0" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.1", NAME="eth1" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.2", NAME="eth2" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.3", NAME="eth3" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:0c:00.0", NAME="mezz0" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:0c:00.1", NAME="mezz1" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:1b:00.0", NAME="slot1a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:1b:00.1", NAME="slot1b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:20:00.0", NAME="slot2a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:20:00.1", NAME="slot2b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:11:00.0", NAME="slot3a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:11:00.1", NAME="slot3b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:8b:00.0", NAME="slot4a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:8b:00.1", NAME="slot4b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:90:00.0", NAME="slot5a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:90:00.1", NAME="slot5b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:95:00.0", NAME="slot6a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:95:00.1", NAME="slot6b" (I'm matching on PCI IDs instead of MAC addresses because I have multiple identical machines that I want to apply this configuration to.) After rebooting, nothing has changed. It's like these rules aren't even being read. There's not much going on in dmesg either: $ dmesg | grep udev [ 3.196629] systemd-udevd[323]: starting version 204 [ 6.719140] systemd-udevd[550]: starting version 204 [ 38.695050] init: udev-fallback-graphics main process (1658) terminated with status 1

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  • OpenGL ES 2. How do I Create a Basic Fading Streak Effect?

    - by dugla
    For the iPad app I am writing using OpenGL ES 2 I have a single quad - shaded using GLSL - that is dragged around the screen. Very basic. This works fine. But is rather boring. I want to increase the coolness a bit in the following way: when the user drags the quad it leaves a streak behind that fades over time. Continuous dragging would be a bit like a streaking comet across the night sky. What is the simplest way to implement this? Thanks.

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  • How to implement explosion in OpenGL with a particle effect?

    - by Chan
    I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of randomly generate a collection of vectors with $(x, y, z)$ as origin, then draw some particle (glutSolidCube) which move along this vector for some period of time, says after 1000 updates, it disappear. Is this approach feasible? A minimal example would be greatly appreciated.

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  • Elliptical orbit modeling

    - by Nathon
    I'm playing with orbits in a simple 2-d game where a ship flies around in space and is attracted to massive things. The ship's velocity is stored in a vector and acceleration is applied to it every frame as appropriate given Newton's law of universal gravitation. The point masses don't move (there's only 1 right now) so I would expect an elliptical orbit. Instead, I see this: I've tried with nearly circular orbits, and I've tried making the masses vastly different (a factor of a million) but I always get this rotated orbit. Here's some (D) code, for context: void accelerate(Vector delta) { velocity = velocity + delta; // Velocity is a member of the ship class. } // This function is called every frame with the fixed mass. It's a // method of the ship's. void fall(Well well) { // f=(m1 * m2)/(r**2) // a=f/m // Ship mass is 1, so a = f. float mass = 1; Vector delta = well.position - loc; float rSquared = delta.magSquared; float force = well.mass/rSquared; accelerate(delta * force * mass); }

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  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

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  • Locale variables have no effect in remote shell (perl: warning: Setting locale failed.)

    - by Janning
    I have a fresh ubuntu 12.04 installation. When i connect to my remote server i got errors like this: ~$ ssh example.com sudo aptitude upgrade ... Traceback (most recent call last): File "/usr/bin/apt-listchanges", line 33, in <module> from ALChacks import * File "/usr/share/apt-listchanges/ALChacks.py", line 32, in <module> sys.stderr.write(_("Can't set locale; make sure $LC_* and $LANG are correct!\n")) NameError: name '_' is not defined perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LC_TIME = "de_DE.UTF-8", LC_MONETARY = "de_DE.UTF-8", LC_ADDRESS = "de_DE.UTF-8", LC_TELEPHONE = "de_DE.UTF-8", LC_NAME = "de_DE.UTF-8", LC_MEASUREMENT = "de_DE.UTF-8", LC_IDENTIFICATION = "de_DE.UTF-8", LC_NUMERIC = "de_DE.UTF-8", LC_PAPER = "de_DE.UTF-8", LANG = "en_US.UTF-8" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_ALL to default locale: No such file or directory No packages will be installed, upgraded, or removed. 0 packages upgraded, 0 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B of archives. After unpacking 0 B will be used. ... I don't have this problem when i connect from an older ubuntu installation. This is output from my ubuntu 12.04 installation, LANG and LANGUAGE are set $ locale LANG=de_DE.UTF-8 LANGUAGE=de_DE:en_GB:en LC_CTYPE="de_DE.UTF-8" LC_NUMERIC=de_DE.UTF-8 LC_TIME=de_DE.UTF-8 LC_COLLATE="de_DE.UTF-8" LC_MONETARY=de_DE.UTF-8 LC_MESSAGES="de_DE.UTF-8" LC_PAPER=de_DE.UTF-8 LC_NAME=de_DE.UTF-8 LC_ADDRESS=de_DE.UTF-8 LC_TELEPHONE=de_DE.UTF-8 LC_MEASUREMENT=de_DE.UTF-8 LC_IDENTIFICATION=de_DE.UTF-8 LC_ALL= Does anybody know what has changed in ubuntu to get this error message on remote servers?

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  • What effect does using itemprop="significantLinks" on anchors have for SEO?

    - by hdavis84
    So as I've described in a previous post about span tags within head tags, I'm practicing application of microdata via http://schema.org. Anyone who's browsed the documentation there knows that there's a lot of need for improvement for more clear understandings on use for each property. My question on this post is more about the "significantLinks" property and how it effects SEO for on page, in content anchored text. Does anyone have any more information regarding whether its good to use for link optimization? I understand what schema.org means that it's to be used on "non-navigational links" and those links should be relevant to the current page's meaning. But will using this property hurt SEO or make SEO better for each page? Thanks in advance, as by answering this with accurate information you are helping not just me, but many people who are trying to make their customers more successful through helping their rank for relevant keywords to their business, bringing them more search engine traffic.

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  • EE vs Computer Science: Effect on Developers' Approaches, Styles?

    - by DarenW
    Are there any systematic differences between software developers (sw engineers, architect, whatever job title) with an electronics or other engineering background, compared to those who entered the profession through computer science? By electronics background, I mean an EE degree, or a self-taught electronics tinkerer, other types of engineers and experimental physicists. I'm wondering if coming into the software-making professions from a strong knowledge of flip flops, tristate buffers, clock edge rise times and so forth, usually leads to a distinct approach to problems, mindsets, or superior skills at certain specialties and lack of skills at others, when compared to the computer science types who are full of concepts like abstract data types, object orientation, database normalization, who speak of "closures" in programming languages - things that make little sense to the soldering iron crowd until they learn enough programming. The real world, I'm sure, offers a wild range of individual exceptions, but for the most part, can you say there are overall differences? Would these have hiring implications e.g. (to make up something) "never hire an electron wrangler to do database design"? Could knowing about any differences help job seekers find something appropriate more effectively? Or provide enlightenment or some practical advice for those who find themselves misfits in a particular job role? (Btw, I've never taken any computer science classes; my impression of exactly what they cover is fuzzy. I'm an electronics/physics/art type, myself.)

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  • Is this the most effect simple way to display a moving image? SDL2

    - by user36324
    I've looked around for tutorials on SDL2, but there isnt many so I am curious i was messing around and is this an effective way to move an image. One problem is that it drags along the image to where it moves. #include "SDL.h" #include "SDL_image.h" int main(int argc, char* argv[]) { bool exit = false; SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_Surface *png = IMG_Load("character.png"); SDL_Rect src; src.x = 0; src.y = 0; src.w = 161; src.h = 159; SDL_Rect dest; dest.x = 50; dest.y = 50; dest.w = 161; dest.h = 159; SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png); SDL_FreeSurface(png); while(exit==false){ dest.x++; SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, &src, &dest); SDL_RenderPresent(ren); } SDL_Delay(5000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); }

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  • What effect does using itemprop="significantLinks" on anchors have for SEO and what is the ideal use?

    - by hdavis84
    I'm practicing application of microdata via http://schema.org. Anyone who's browsed the documentation there knows that there's a lot of need for improvement for more clear understandings on use for each property. My question on this post is more about the "significantLinks" property and how it effects SEO for on page, in content anchored text. Does anyone have any more information regarding whether its good to use for link optimization? I understand what schema.org means that it's to be used on "non-navigational links" and those links should be relevant to the current page's meaning. But will using this property hurt SEO or make SEO better for each page?

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  • WiFi USB adapter showing the Network ..... but no connection in effect

    - by Idrees
    I have Pentium 4 system 3 GHz, 1 GB RAM ..... (no built-in WiFi) I installed Ubuntu 12.10 on my PC, works fine. It picked all the drivers for audio, video itself. I plugged TP-Link 54Mbps High Gain Wireless USB Adapter (TL-WN422G) ..... (link for the device: http://www.tp-link.com/en/products/details/?model=TL-WN422G) Now what happens is that the WiFi network is detected and shown in the "Network Connections", and it is also connected to it but when I open Firefox it is as if there no internet connection at all.

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  • How can I acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter. EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it.

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