Search Results

Search found 698 results on 28 pages for 'shader'.

Page 23/28 | < Previous Page | 19 20 21 22 23 24 25 26 27 28  | Next Page >

  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

    Read the article

  • CodePlex Daily Summary for Wednesday, April 28, 2010

    CodePlex Daily Summary for Wednesday, April 28, 2010New ProjectsArgument Handler: This project aims to help the handling of arguments in command line programs.Bing for BlackBerry: Bing for BlackBerry is a SDK that allows intergration and searching Bing in there applications.C4F - GeoWallpaper: This is an extension for my MEF Utility Runner to change desktop wallpaper based on Flickr images geotagged with your current location. Uses Windo...CRM 4.0 Contract Utilities: List of Contract Utilities (i.e. custom workflow actions) 1. Change contract status from Active to Draft 2. Copy Contract (with custom start/end da...ELIS: Multimedia player based on WPFEnterprise Administration with Powershell: The EnterpriseShell aims to produce a powershell code library that will enable Enterprise Administrators to quickly reconfigure their IT infrastruc...ExposedObject: ExposedObject uses dynamic typing in C# to provide convenient access to private fields and methods from code outside of the class – for testing, ex...F# Project Extender: Installing F# Project Extender provides tools to better organize files in F# projects by allowing project subdirectories and separating file manage...Hack Framework: Code bundle with the internets brains connected into one piece of .Net frameworkKrypton XNA: Krypton allows users of the XNA framework to easily add 2D lighting to their games. Krypton is fast, as it utilizes the GPU and uses a vertex shade...Net Darts: Provides an easy way to calculate the score left to throw. Users can easily click on the score.PlayerSharp: PlayerSharp is a library written entirely in C# that allows you to communicate your C# programs with the Player Server by Brian Gerkey et al (http:...Ratpoid: RatpoidRedeemer Tower Defense: 2d tower defense game. It is developed with XNA technology, using .Net Visual Studio 2008 or .Net Visual Studio 2010SelfService: Simple self service projectSharePoint Exchange Calendar: a jQuery based calendar web part for displaying Exchange calendars within SharePoint.SharpORM, easy use Object & Relation Database mapping Library: AIM on: Object easy storeage, Create,Retrieve,Update,Delete User .NET Attribute marking or Xml Standalone Mapping eg. public class Somethin...Silverlight Calculator: Silverlight Calculator makes it easier for people to do simple math calculations. It's developed in C# Silverlight 2. Silverlight Calendar: Silverlight Calendar makes it easier for people to view a calendar in silverlight way. It's developed in C# Silverlight 2.SPSocialUtil for SharePoint 2010: SPSocialUtil makes it easier for delevoper to use Social Tag, Tag Cloud, BookMark, Colleague in SharePoint 2010. It's developed in C# with Visual S...Sublight: Sublight open source project is a simple metadata utility for view models in ASP.NET MVC 2Veda Auto Dealer Report: Create work item tasks for the Veda Auto Dealer ReportWPF Meta-Effects: WPF Meta-Effects makes it easier for shader effect developpers to develop and maintain shader code. You'll no longer have to write any HLSL, instea...New ReleasesBing for BlackBerry: Bing SDK for BlackBerry: There are four downloadable components: The library, in source code format, in its latest stable release. A "getting started" doc that will gui...DotNetNuke® Store: 02.01.34: What's New in this release? Bugs corrected: - Fixed a bug related to encryption cookie when DNN is used in Medium Trust environment. New Features:...Encrypted Notes: Encrypted Notes 1.6.4: This is the latest version of Encrypted Notes, with general improvements and bug fixes for 'Batch Encryption'. It has an installer that will create...EPiServer CMS Page Type Builder: Page Type Builder 1.2 Beta 2: For more information about this release check out this blog post.ExposedObject: ExposedObject 0.1: This is an initial release of the ExposedObject library that lets you conveniently call private methods and access private fields of a class.Extended SSIS Package Execute: Ver 0.01: Version 0.01 - 2008 Compatible OnlyF# Project Extender: V0.9.0.0 (VS2008): F# project extender for Visual Studio 2008. Initial ReleaseFileExplorer.NET: FileExplorer.NET 1.0: This is the first release of this project. ---------------------------------------------------------------- Please report any bugs that you may en...Fluent ViewModel Configuration for WPF (MVVM): FluentViewModel Alpha3: Overhaul of the configuration system Separation of the configuratior and service locator Added support for general services - using Castle Wind...Home Access Plus+: v4.1: v4.1 Change Log: booking system fixes/additions Uploader fixes Added excluded extensions in my computer Updated Config Tool Fixed an issue ...ILMerge-GUI, merge .NET assemblies: 1.9.0 BETA: Compatible with .NET 4.0 This is the first version of ILMerge-GUI working with .NET 4.0. The final version will be 2.0.0, to be released by mid May...iTuner - The iTunes Companion: iTuner 1.2.3769 Beta 3c: Given the high download rate and awesome feedback for Beta 3b, I decided to release this interim build with the following enhancements: Added new h...Jet Login Tool (JetLoginTool): In then Out - 1.5.3770.18310: Fixed: Will only attempt to logout if currently logged in Fixed: UI no longer blocks while waiting for log outKooboo CMS: Kooboo CMS 2.1.1.0: New features Add new API RssUrl to generate RSS link, this is an extension to UrlHelper. Add possibility to index and search attachment content ...Krypton XNA: Krypton v1.0: First release of Krypton. I've tried to throw together a small testbed, but just getting tortoisehq to work the first time around was a huge pain. ...LinkedIn® for Windows Mobile: LinkedIn for Windows Mobile v0.5: Added missing files to installer packageNito.KitchenSink: Version 7: New features (since Version 5) Fixed null reference bug in ExceptionExtensions. Added DynamicStaticTypeMembers and RefOutArg for dynamically (lat...Numina Application/Security Framework: Numina.Framework Core 51341: Added multiple methods to API and classic ASP libraryOpenIdPortableArea: 0.1.0.3 OpenIdPortableArea: OpenIdPortableArea.Release: DotNetOpenAuth.dll DotNetOpenAuth.xml MvcContrib.dll MvcContrib.xml OpenIdPortableArea.dll OpenIdPortableAre...Play-kanaler (Windows Media Center Plug-in): Playkanaler 1.0.5 Alpha: Playkanaler version 1.0.5 Alpha Skärmsläckar-fix. helt otestad!PokeIn Comet Ajax Library: PokeIn v0.81 Library with ServerWatch Sample: Release Notes Functionality improved. Possible bugs fixed. Realtime server time sample addedSharpORM, easy use Object & Relation Database mapping Library: Vbyte.SharpOrm 1.0.2010.427: Vbyte.SharpOrm for Access & SQLServer.7z 1.0 alpha release for Access oledb provider and Sql Server 2000+.Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0: - Markup items can now be added seperately using the AddItem method. Alternatingly all items can be placed inside a listbox which can then be added...Silverlight Calculator: SilverCalculator: SilverCalculator version 1.0 Live demoSilverlight Calendar: Silverlight Calendar: Silverlight Calendar version 1.0 Live demoSpeakup Desktop Frontend: Speakup Desktop Frontend v0.2a: This is new version of Speakup Desktop Frontend. It requires .net 4.0 to be installed before using it. In this release next changes were done: - ...TwitterVB - A .NET Twitter Library: Twitter-2.5: Adds xAuth support and increases TwitterLocation information (html help file is not up to date, will correct in a later version.)VCC: Latest build, v2.1.30427.5: Automatic drop of latest buildXP-More: 1.1: Added a parent VHD edit feature. Moved VM settings from double-click to a button, and rearranged the buttons' layout.Yasbg: It's Static 1.0: Many changes have been made from the previous release. Read the README! This release adds settings tab and fixes bugs. To run, first unzip, then...Most Popular ProjectsRawrWBFS Managerpatterns & practices – Enterprise LibraryAJAX Control ToolkitSilverlight ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active ProjectsRawrpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationNB_Store - Free DotNetNuke Ecommerce Catalog ModuleIonics Isapi Rewrite FilterParticle Plot PivotFarseer Physics EngineBlogEngine.NETDotNetZip LibrarySqlDiffFramework-A Visual Differencing Engine for Dissimilar Data Sources

    Read the article

  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

    Read the article

  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

    Read the article

  • CodePlex Daily Summary for Tuesday, April 03, 2012

    CodePlex Daily Summary for Tuesday, April 03, 2012Popular ReleasesWiX Toolset: WiX v3.6 RC0: WiX v3.6 RC0 (3.6.2803.0) provides support for VS11 and a more stable Burn engine. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/4/3/WiX-v3.6-Release-Candidate-Zero-availableSageFrame: SageFrame 2.0: Sageframe is an open source ASP.NET web development framework developed using ASP.NET 3.5 with service pack 1 (sp1) technology. It is designed specifically to help developers build dynamic website by providing core functionality common to most web applications.Lightbox Gallery Module for DotNetNuke: 01.11.00: This version of the Lightbox Gallery Module adds the following features/bug fixes: Feature: Read image EXIF information Bug Fix: URL parsing bug for any folder provider Minimum System Requirements Please ensure that your environment meets or exceeds the following system requirements: DotNetNuke® Version 06.00.00 or higher SQL Server 2005 or later .Net Framework 3.5 SP1 or laterClosedXML - The easy way to OpenXML: ClosedXML 0.65.0: Aside from many bug fixes we now have Conditional Formatting The conditional formatting was sponsored by http://www.bewing.nl (big thanks)callisto: callisto 2.0.24: Implemented ares encryption protocol for supported clients. Also changed script loading method to read direct from source files.sb0t: sb0t 4.61: Added packet encryption protocol for supported clients.iTuner - The iTunes Companion: iTuner 1.5.4475: Fix to parse empty playlists in iTunes LibraryExtAspNet: ExtAspNet v3.1.1: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-04-02 v3.1.1 +????????,?????????????,????????????(...Document.Editor: 2012.2: Whats New for Document.Editor 2012.2: New Save Copy support New Page Setup support Minor Bug Fix's, improvements and speed upsVidCoder: 1.3.2: Added option for the minimum title length to scan. Added support to enable or disable LibDVDNav. Added option to prompt to delete source files after clearing successful completed items. Added option to disable remembering recent files and folders. Tweaked number box to only select all on a quick click.MJP's DirectX 11 Samples: Light Indexed Deferred Rendering: Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and per-pixel shading.Pcap.Net: Pcap.Net 0.9.0 (66492): Pcap.Net - March 2012 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes a packet interpretation framework. Version 0.9.0 (Change Set 66492)March 31, 2012 release of the Pcap.Net framework. Follow Pcap.Net on Google+Follow Pcap.Net on Google+ Files Pcap.Net.DevelopersPack.0.9.0.66492.zip - Includes all the tutorial example projects source files, the binaries in a 3rdParty directory and the documentation. It include...Extended WPF Toolkit: Extended WPF Toolkit - 1.6.0: Want an easier way to install the Extended WPF Toolkit?The Extended WPF Toolkit is available on Nuget. What's in the 1.6.0 Release?BusyIndicator ButtonSpinner Calculator CalculatorUpDown CheckListBox - Breaking Changes CheckComboBox - New Control ChildWindow CollectionEditor CollectionEditorDialog ColorCanvas ColorPicker DateTimePicker DateTimeUpDown DecimalUpDown DoubleUpDown DropDownButton IntegerUpDown Magnifier MaskedTextBox MessageBox MultiLineTex...Media Companion: MC 3.434b Release: General This release should be the last beta for 3.4xx. If there are no major problems, by the end of the week it will upgraded to 3.500 Stable! The latest mc_com.exe should be included too! TV Bug fix - crash when using XBMC scraper for TV episodes. Bug fix - episode count update when adding new episodes. Bug fix - crash when actors name was missing. Enhanced TV scrape progress text. Enhancements made to missing episodes display. Movies Bug fix - hide "Play Trailer" when multisaev...Better Explorer: Better Explorer 2.0.0.831 Alpha: - A new release with: - many bugfixes - changed icon - added code for more failsafe registry usage on x64 systems - not needed regfix anymore - added ribbon shortcut keys - Other fixes Note: If you have problems opening system libraries, a suggestion was given to copy all of these libraries and then delete the originals. Thanks to Gaugamela for that! (see discussion here: 349015 ) Note2: I was upload again the setup due to missing file!MonoGame - Write Once, Play Everywhere: MonoGame 2.5: The MonoGame team are pleased to announce that MonoGame v2.5 has been released. This release contains important bug fixes, implements optimisations and adds key features. MonoGame now has the capability to use OpenGLES 2.0 on Android and iOS devices, meaning it now supports custom shaders across mobile and desktop platforms. Also included in this release are native orientation animations on iOS devices and better Orientation support for Android. There have also been a lot of bug fixes since t...Circuit Diagram: Circuit Diagram 2.0 Alpha 3: New in this release: Added components: Microcontroller Demultiplexer Flip & rotate components Open XML files from older versions of Circuit Diagram Text formatting for components New CDDX syntax Other fixesUmbraco CMS: Umbraco 5.1 CMS (Beta): Beta build for testing - please report issues at issues.umbraco.org (Latest uploaded: 5.1.0.123) What's new in 5.1? The full list of changes is on our http://progress.umbraco.org task tracking page. It shows items complete for 5.1, and 5.1 includes items for 5.0.1 and 5.0.2 listed there too. Here's two headline acts: Members5.1 adds support for backoffice editing of Members. We support the pairing up of our content type system in Hive with regular ASP.NET Membership providers (we ship a def...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.2.11: One Click Install from NuGet Changes to Version 2.1.2.11Code Changes 1. The project is now licenced under the Mozilla Public Licence 2. 2. User interface control and associated data access layer classes have been added to aid developers integrating 51Degrees.mobi into wider projects such as content management systems or web hosting management solutions. Use the following in a web form or user control to access these new UI components. <%@ Register Assembly="FiftyOne.Foundation" Namespace="...ScintillaNET: ScintillaNET 2.5: A slew of bug-fixes with a few new features sprinkled in. This release also upgrades the SciLexer and SciLexer64 DLLs to version 3.0.4. The official stuff: Issue # Title 32402 32402 27137 27137 31548 31548 30179 30179 24932 24932 29701 29701 31238 31238 26875 26875 30052 30052 New Projects3DTweet: 3Dtweet is an effort to make tweets appear in a aesthetic manner to the users of windows phone.Its developed using VS2010 expresss.Alay Plugin for Windows Live Writer: a project for creating an alay languageAuthor-it Copy Folder Plug-in: The Copy Folder Plug-in is an Author-it plug-in that allows the user to create a duplicate of a folder and its contents, including subfolders and objects.Author-it Dependencies Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to drill down into object relationships to find objects that selected Author-it objects depend on.Author-it Word Count Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to get word counts for selected topics.Azure Configuration File Comparer: Compares two Azure configuration files and highlights the differencesBootstrap Footer Sticker: Bootstrap extensions for footer to stick at the bottomBulk Approval Webpart: This webpart can be added to any list, or document library that requires approval. When the button is clicked it will approve all items. It will also kick start any workflows attached to the list / library that are set to start when an item has been changed. CodeTimer: Code Execute TimeCRM 2011 - WinForm based User Settings Console: This is Windows Form based Utility to do bulk management of User Settings in CRM 2011Emergency System: An Imagine Cup projectFalafel Solution Rename Script: The Falafel Software Solution Rename PowerShell Script makes it easy to reuse an existing solution/project by performing a global rename. If you have a solution named ExampleSolution and want to reuse it as WidgetSolution, this script will rename everything for you.Gadgeteer Bluetooth Module: BETA Drivers for the .NET Gadgeteer Bluetooth modulesGreg's Channel 9 Utilities and Helpers: Utilities and helpers for Microsoft's Channel 9 (C9) site. These are utilities I've created to make my C9 work faster and easierHB's First Time: My first project hereHOMMFrame: Studying project about frames.ICNInformaticaCenter: * ICNInformaticaCenter *Insert a Favorite (Bookmark) plugin for Windows Live Writer: This Windows Live Writer plugin allows you to select a Favorite (Bookmark) and insert it into your blog entry.Kinect your Metro Style App: The main idea is to tell Metro Style App communicate with external environment via Kinect Sensor.Memo: Memo Intellegence SystemMGR.CommandLineParser: MGR.CommandLineParser is a multi-command line parser. It uses System.ComponentModel.DataAnnotations to declare and validate the commands.MusicStoreMVC3: ?????MVC3??????????,????????(???????)??? 1.EF4.1 2.MVC3 3.MvcPager 4.Linq ?????? NN Crew Calculator: Calculator project to help learn C#Reporte Ciudadano: Aplicación para que los ciudadanos reporten los problemas al ayuntamiento.Sejrssedler: This is a school project made, by four student in Aarhus, Denmark. During the Datamatiker study(2nd year).smartcamera: smart cameraSpecEx: Speculative ExecutionStructure Copier: This small program is supposed to copy tree structure of directory.TFS2010 Service Provider: Web Service (asmx) is a provider of Team Foundation Server 2010 object model. Was developed to enable the implementation of client application for Android and etc. platforms, which receives data from the server via Web services.totalem: totalem - free file manager for WindowsWebSharperWithTypeProviders: WebSharper project with Visual Studio 2011 Beta, .Net 4.5 and F# 3.0 with TypeProviders

    Read the article

  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

    Read the article

  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

    Read the article

  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

    Read the article

  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

    Read the article

  • Silverlight Cream for May 25, 2010 -- #869

    - by Dave Campbell
    In this Issue: Miroslav Miroslavov, Victor Gaudioso, Phil Middlemiss, Jonathan van de Veen, Lee, and Domagoj Pavlešic. From SilverlightCream.com: Book Folding effect using Pixel Shader On the new CompleteIT site, did you know the page-folding was done using PixelShaders? I hadn't put much thought into it, but that's pretty cool, and Miroslav Miroslavov has a blog post up discussing it, and the code behind it. New Silverlight Video Tutorial: How to create a Slider with a ToolTip that shows the Value of the Slider This is pretty cool... Victor Gaudioso's latest video tutorial shows how to put the slider position in the slider tooltip... code and video tutorial included. Backlighting a ListBox Put this in the cool category as well... Phil Middlemiss worked out a ListBox styling that makes the selected item be 'backlit' ... check out the screenshot on the post... and then grab the code :) Adventures while building a Silverlight Enterprise application part #33 Jonathan van de Veen is discussing changes to his project/team and how that has affected development. Read about what they did right and some of their struggles. RIA Services and Storedprocedures Lee's discussing Stored Procs and RIA Services ... he begins with one that just works, then moves on to demonstrate the kernel of the problem he's attacking and the solution of it. DoubleClick in Silverlight Domagoj Pavlešic got inspiration from one of Mike Snow's Tips of the Day and took off on the double-click idea... project source included. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

    Read the article

  • CodePlex Daily Summary for Thursday, June 21, 2012

    CodePlex Daily Summary for Thursday, June 21, 2012Popular ReleasesuComponents: uComponents v3.1.1: Continuing on from 84817, we are proud to announce our 3.1.1 release! The following issues have been resolved: 14640 14696 14704 14724 Please note: This release is not to be confused with the upcoming 80410 (which will support .NET 4.0)MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAuto Proxy Configuration: Windows Proxy Setup V1.2: Bug FixesXDA ROM Hub: XDA ROM HUB v0.5: Added XRH Backup -- Backup & restore data, system and cache USE AT YOUR OWN RISK! - USE ONLY IN RECOVERY!AcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...Apex: Apex 1.4: Apex 1.4Apex 1.4 provides a framework for rapid MVVM development. Download Apex 1.4 to get the core binaries, Visual Studio Extensions, Project Templates, Samples and Documentation. The 1.4 Release provides a vast number of enhancements via the Apex Broker. The Apex Broker is an object that can be used to retrieve models, get the view for a view model and more, much like an IoC container. The new Zune Style application templates for WPF and Silverlight give a great starting point for makin...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...JSON Toolkit: JSON Toolkit 4.0: Up to 2.5x performance improvement in stringify operations Up to 1.7x performance improvement in parse operations Improved error messages when parsing invalid JSON strings Extended support to .Net 2.0, .Net 3.5, .Net 4.0, Silverlight 4, Windows Phone, Windows 8 metro apps and Xbox JSON namespace changed to ComputerBeacon.Json namespaceXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...ASP.NET REST Services Framework: Release 1.3 - Standard version: The REST-services Framework v1.3 has important functional changes allowing to use complex data types as service call parameters. Such can be mapped to form or query string variables or the HTTP Message Body. This is especially useful when REST-style service URLs with POST or PUT HTTP method is used. Beginning from v1.1 the REST-services Framework is compatible with ASP.NET Routing model as well with CRUD (Create, Read, Update, and Delete) principle. These two are often important when buildin...NanoMVVM: a lightweight wpf MVVM framework: v0.10 stable beta: v0.10 Minor fixes to ui and code, added error example to async commands, separated project into various releases (mainly into logical wholes), removed expression blend satellite assembliesMFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeMonoGame - Write Once, Play Everywhere: MonoGame 2.5.1: Release Notes The MonoGame team are pleased to announce that MonoGame v2.5.1 has been released. This release contains important bug fixes and minor updates. Recent additions include project templates for iOS and MacOS. The MonoDevelop.MonoGame AddIn also works on Linux. We have removed the dependency on the thirdparty GamePad library to allow MonoGame to be included in the debian/ubuntu repositories. There have been a major bug fix to ensure textures are disposed of correctly as well as some ...????: ????2.0.2: 1、???????????。 2、DJ???????10?,?????????10?。 3、??.NET 4.5(Windows 8)????????????。 4、???????????。 5、??????????????。 6、???Windows 8????。 7、?????2.0.1???????????????。 8、??DJ?????????。Azure Storage Explorer: Azure Storage Explorer 5 Preview 1 (6.17.2012): Azure Storage Explorer verison 5 is in development, and Preview 1 provides an early look at the new user interface and some of the new features. Here's what's new in v5 Preview 1: New UI, similar to the new Windows Azure HTML5 portal Support for configuring and viewing storage account logging Support for configuring and viewing storage account monitoring Uses the Windows Azure 1.7 SDK libraries Bug fixesCodename 'Chrometro': Developer Preview: Welcome to the Codename 'Chrometro' Developer Preview! This is the very first public preview of the app. Please note that this is a highly primitive build and the app is not even half of what it is meant to be. The Developer Preview sports the following: 1) An easy to use application setup. 2) The Assistant which simplifies your task of customization. 3) The partially complete Metro UI. 4) A variety of settings 5) A partially complete web browsing experience To get started, download the Ins...KangaModeling: Kanga Modeling 1.0: This is the public release 1.0 of Kanga Modeling. -Cosmos (C# Open Source Managed Operating System): Release 92560: Prerequisites Visual Studio 2010 - Any version including Express. Express users must also install Visual Studio 2010 Integrated Shell runtime VMWare - Cosmos can run on real hardware as well as other virtualization environments but our default debug setup is configured for VMWare. VMWare Player (Free). or Workstation VMWare VIX API 1.11AutoUpdaterdotNET : Autoupdate for VB.NET and C# Developer: AutoUpdater.NET 1.1: Release Notes New feature added that allows user to select remind later interval.New Projects.NET Heatmap: This is a simple project using C#, JQuery, and heatmap.js that allows you to create a heatmap for a web page using static data from a SQL database.Advanced Data Server: Advanced Data Server (ADS) is a library that enables you to create powerful server applications with little code.ARPAMISproject: This is an ambitious project that aims to provide an extensive business solution to schools, universities or any academic institutions alike. ArraySegments (by Stephen Cleary): Lightweight extension methods for ArraySegment<T>, particularly useful for byte arrays.Auto Proxy Configuration: This Tool sets proxy server automatically according to the DNSDomain.Bongiozzo Photosite: Simple photo site written using ASP.NET MVC 4.0 over Flickr API and Galleria image gallery framework. Cloud Media SharePoint Extension: With this extensions you can easily add media from the cloud like YouTube or Vimeo. Metadata from Vimeo or YouTube are also .and will be added tooContent Organizer Rule Manager SharePoint 2010: Create and manage content organizer rules faster for SharePoint 2010.Crm Customization Manager: Crm Customization Manager (CCM) by N.JL helps Dynamics CRM System Adiminstrators to easly Import Customisations and Treanslations with scheduling possibilitydemoHello: asp.net Ghost Puzzle: Protect your files with Ghost Puzzle.IonoWumpus: A simple Hunt the Wumpus implementation.LargeSky Personal Project: This a personal project, just for code place.Maze Game: Maze Game is a game for children/ computer beginners to practice the mouse movement with fun.NASM Develop IDE (The Open Source NASM Development Environment For Windows): A simple, light weight, all one in application that can help developers develop NASM applications in Windows without the need of remember fancy commands.Navigational: Gator brings navigation to projects built around life situations.Real Folders for Visual Studio: Real Folders for Visual Studio is a free plugin which makes Solution Folders map to real file system folders. With Real Folders you have the opportunity to organize your files in a simpler way than standard Visual Studio Solution Folders behave (completely uncommited to any folder on your file system). SaltFx: SaltFx is an N-Layered Domain Driven Design (DDD) framework for .NET development.SharePoint Location-Based Weather Webpart: Uses UPS information to display local weather for the user via the Yahoo Weather service.SharePoint Publishing: The Project is aimed at supplying Publishers with tools & design elements to provide a means of publishing through SharePoint.SpellLight - Lightweight Silverlight Spell Checker Library: SpellLight is a lightweight Silverlight Spell Check librarySUDOKU APP: NoneTrainer: This is an application used for logging runs, nutrition, weight, and other goals.weibospace: An ios projecct

    Read the article

  • Will Dolphin emulator run (smoothly) on this machine?

    - by Mark
    Product Specs: Intel® NM10 Express chipset /w Intel® Atom® D525 (dual-core, 1.8 GHz) I think the most I can put in there for RAM is 4 GB. (They don't make 8 GB SODIMM do they?) The Dolphin site is pretty vague about requirements: Windows XP or higher, or Linux, or MacOSX Intel Fast CPU with SSE2. GPU with Pixel Shader 2.0 or greater. Some integrated graphics chips work but it depends on the model (and only with DirectX 9). I'm trying to make a light-weight quiet little machine for streaming video and playing eumulators, and I'm trying to figure out the minimum requirements I will need to do what I want. I know I'm not supposed to ask for product recommendations here, so if you could just advise the minimum requirements in terms of CPU, graphics card, and RAM, that'd be helpful.

    Read the article

  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

    Read the article

  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

    Read the article

  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

    Read the article

  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

    Read the article

  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

    Read the article

  • CodePlex Daily Summary for Monday, June 25, 2012

    CodePlex Daily Summary for Monday, June 25, 2012Popular ReleasesUmbraco CMS: Umbraco CMS 5.2: Development on Umbraco v5 discontinued After much discussion and consultation with leaders from the Umbraco community it was decided that work on the v5 branch would be discontinued with efforts being refocused on the stable and feature rich v4 branch. For full details as to why this decision was made please watch the CodeGarden 12 Keynote. What about all that hard work?!?? We are not binning everything and it does not mean that all work done on 5 is lost! we are taking all of the best and m...IIS Express Manager: IIS Express 0.31 B: V0.1B - 04 May, 2012 Initiated Project. V0.2B - 05May, 2012 1. Fixed small bug. Threw error when stop button was pressed in an already stopped application. 2. Removed start and stop button. Double clicking on list items will now stop / start the websites. 3. Improved code readability. 4. Changed Orientation of Buttons in UI. V0.3B - 06May, 2012 1. Complete modification of IISEM and process ID handling 2. IISEM is now capable of reflecting the existing IISExpress processes right from startup...SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a - *Refined the menu to allow for sub category additions. *Release 0.1.0.a did not allow for sub categories. *Also added a Javascript Array Prototype to facilitate removal of duplicates in the sub category return. (the prototype is added as a workaround as I am not able to get the CAML GroupBy function to work correctly against a lookup column)CodeGenerate: CodeGenerate Alpha: The Project can auto generate C# code. Include BLL Layer、Domain Layer、IDAL Layer、DAL Layer. Support SqlServer And Oracle This is a alpha program,but which can run and generate code. Generate database table info into MS WordXDA ROM HUB: XDA ROM HUB v0.9: Kernel listing added -- Thanks to iONEx Added scripts installer button. Added "Nandroid On The Go" -- Perform a Nandroid backup without a PC! Added official Android app!ExtAspNet: ExtAspNet v3.1.8.1: +2012-06-24 v3.1.8 +????Grid???????(???????ExpandUnusedSpace????????)(??)。 -????MinColumnWidth(??????)。 -????AutoExpandColumn,???????????????(ColumnID)(?????ForceFitFirstTime??ForceFitAllTime,??????)。 -????AutoExpandColumnMax?AutoExpandColumnMin。 -????ForceFitFirstTime,????????????,??????????(????????????)。 -????ForceFitAllTime,????????????,??????????(??????????????????)。 -????VerticalScrollWidth,????????(??????????,0?????????????)。 -????grid/grid_forcefit.aspx。 -???????????En...AJAX Control Toolkit: June 2012 Release: AJAX Control Toolkit Release Notes - June 2012 Release Version 60623June 2012 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found here: 11121. - Pages using ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.5: Version: 2.5.0.5 (Milestone 5): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add IsInDesignMode property to the WafConfiguration class. WAF: Introduce the IModuleController interface. WAF: Add ...Windows 8 Metro RSS Reader: Metro RSS Reader.v7: Updated for Windows 8 Release Preview Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesConfuser: Confuser 1.9: Change log: * Stable output (i.e. given the same seed & input assemblies, you'll get the same output assemblies) + Generate debug symbols, now it is possible to debug the output under a debugger! (Of course without enabling anti debug) + Generating obfuscation database, most of the obfuscation data in stored in it. + Two tools utilizing the obfuscation database (Database viewer & Stack trace decoder) * Change the protection scheme -----Please read Bug Report before you report a bug-----...XDesigner.Development: First release: First releaseBlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????DotNetNuke® Form and List: 06.00.01: DotNetNuke Form and List 06.00.01 Changes in 06.00.01 Icons are shown in module action buttons (workaraound to core issue with IconAPI) Fix to Token2XSL Editor, changing List type raised exception MakeTumbnail and ShowXml handlers had been missing in install package Updated help texts for better understanding of filter statement, token support in email subject and css style Major changes for fnL 6.0: DNN 6 Form Patterns including modal PopUps and Tabs http://www.dotnetnuke.com/Po...MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...3D Landmark Recognition: Landmark3D Dataset V1.0 (7z 1 of 3): Landmark3D Dataset Version 1.0Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...MFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeNew ProjectsAudio-Gallery-Suite: Audio-Gallery-Suite is a complete audio gallery solution that includes a web audio gallery and a windows application for its complete management.caoliu_????????-????: ????????????Decanini: Teste de SummaryDevToolkit: placeholderdotCommand: dotCommand project explores various .NET implementations of Command design pattern, by providing and measuring those implementations.Engine Wars Chess Manager Service: EngineWars is Client/Server framework to host chess matches of humans vs humans, humans vs Chess Engines, and engines vs engines in casual play and tournaments.FsHtml: A tiny HTML parser in F#JAVALINKDotHandler: BÁSICO Sistema para avaliação de A5LP1 - IFSP - Campi SÃO PAULOKylinORM ????: KylinORM???????,??AOP?DDD???????????。LegendJS 2D: A 2D engine written in Javascript and Canvas. Aims to be easy learn and flexible enough to develop complex 2D game or other 2D application. LegendJS manages youMetroToolbox: A library of useful tools for developer metro apps on windows rt.M-i-c-r-o-S-o-f-t-W-M-S: M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8tMineSweeping: 1234567890Multiplatform GTK Docking Panel in MONO: This is an open source project to develop a multiplatform dock-panel library in Gtk for Mono.MyAbcdefg_abcdefg: MyAbcdefg_abcdefgPlugin PagSeguro for NopCommerce 2.5: PagSeguro paymento module for nopcommerce 2.5 This is a brazilian payment method.Reckoning: Reckoning is a word counter that reports the frequencies of words in a piece of text. Seo Proxy: Seo Proxy is a proxy fetcher and checker. Project is intended to create ultimate tool to get proxies from websites and build quality lists.SharePoint Auriga blog: -SharpToolkit: placeholderShift2D: Shift2D????XNA?? Shift2D??????WPF、Silverlight????,????????,???????,?????????。Simple TFTP loader for Windows Embedded Compact EBOOT: Utility to download NK.BIN files to EBOOT without using PLatform Builder'SUMC Reader: SUMC reader - read info from http://m.sumc.bg I named SUMC, because that's the official nickname of Sofia public transport. t: tVertical Shooter RPG: Vertical Shooter RPG is an XNA open source game that will be an update to the vertical shooter genre by adding a world map and upgradable options.w___m___s___uupiwqewrqewypouyupqurpe: sdfasdfadsfafadsfsadfworkmanagesystem: This is the Course Project for School of E&M NCEPU owned by OLDBIG12. Now OLDBIG12 and Silent are develeoping it. It's just my first project on CodePlex.

    Read the article

  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

    Read the article

  • Rendering different materials in a voxel terrain

    - by MaelmDev
    Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value between 0 and 1). My current idea for rendering these different materials on the terrain mesh is to store eleven extra attributes in each vertex: six material values corresponding to the materials of the voxels that the vertices lie between, three decimal values that correspond to the interpolation each vertex has between each voxel, and two decimal values that are used to determine where the fragment lies on the triangle. The material and interpolation attributes are the exact same for each vertex in the triangle. The fragment shader samples each texture that corresponds to each material and then uses the aforementioned couple of decimal values to interpolate between these samples and obtain the final textured color of the fragment. It should work fine, but it seems like a big memory hog. I won't be able to reuse vertices in the mesh with indexing, and each vertex will have a lot of data associated with it. It also seems pretty slow. What are some ways to improve or replace this technique for drawing materials on a voxel terrain mesh?

    Read the article

  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

    Read the article

  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

    Read the article

  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

    Read the article

  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

    Read the article

  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28  | Next Page >