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  • Block filters using fragment shaders

    - by Nils
    I was following this tutorial using Apple's OpenGL Shader Builder (tool similar to Nvidia's fx composer, but simpler). I could easily apply the filters, but I don't understand if they worked correct (and if so how can I improve the output). For example the blur filter: OpenGL itself does some image processing on the textures, so if they are displayed in a higher resolution than the original image, they are blurred already by OpenGL. Second the blurred part is brighter then the part not processed, I think this does not make sense, since it just takes pixels from the direct neighborhood. This is defined by float step_w = (1.0/width); Which I don't quite understand: The pixels are indexed using floating point values?? Edit: I forgot to attach the exact code I used: Fragment Shader // Originally taken from: http://www.ozone3d.net/tutorials/image_filtering_p2.php#part_2 #define KERNEL_SIZE 9 float kernel[KERNEL_SIZE]; uniform sampler2D colorMap; uniform float width; uniform float height; float step_w = (1.0/width); float step_h = (1.0/height); // float step_w = 20.0; // float step_h = 20.0; vec2 offset[KERNEL_SIZE]; void main(void) { int i = 0; vec4 sum = vec4(0.0); offset[0] = vec2(-step_w, -step_h); // south west offset[1] = vec2(0.0, -step_h); // south offset[2] = vec2(step_w, -step_h); // south east offset[3] = vec2(-step_w, 0.0); // west offset[4] = vec2(0.0, 0.0); // center offset[5] = vec2(step_w, 0.0); // east offset[6] = vec2(-step_w, step_h); // north west offset[7] = vec2(0.0, step_h); // north offset[8] = vec2(step_w, step_h); // north east // Gaussian kernel // 1 2 1 // 2 4 2 // 1 2 1 kernel[0] = 1.0; kernel[1] = 2.0; kernel[2] = 1.0; kernel[3] = 2.0; kernel[4] = 4.0; kernel[5] = 2.0; kernel[6] = 1.0; kernel[7] = 2.0; kernel[8] = 1.0; // TODO make grayscale first // Laplacian Filter // 0 1 0 // 1 -4 1 // 0 1 0 /* kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; kernel[6] = 0.0; kernel[7] = 2.0; kernel[8] = 0.0; */ // Mean Filter // 1 1 1 // 1 1 1 // 1 1 1 /* kernel[0] = 1.0; kernel[1] = 1.0; kernel[2] = 1.0; kernel[3] = 1.0; kernel[4] = 1.0; kernel[5] = 1.0; kernel[6] = 1.0; kernel[7] = 1.0; kernel[8] = 1.0; */ if(gl_TexCoord[0].s<0.5) { // For every pixel sample the neighbor pixels and sum up for( i=0; i<KERNEL_SIZE; i++ ) { // select the pixel with the concerning offset vec4 tmp = texture2D(colorMap, gl_TexCoord[0].st + offset[i]); sum += tmp * kernel[i]; } sum /= 16.0; } else if( gl_TexCoord[0].s>0.51 ) { sum = texture2D(colorMap, gl_TexCoord[0].xy); } else // Draw a red line { sum = vec4(1.0, 0.0, 0.0, 1.0); } gl_FragColor = sum; } Vertex Shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • extracting a quadrilateral image to a rectangle

    - by Will
    In the image below, the sign on the side of the van is not face-on to the camera. I want to calculate, as best I can with the pixels I have, what it'd look like face on. I imagine that this is some kind of loop through the x and y axis doing a Bresenham's line on both dimensions at once with some kind of mixing when pixels in the source image overlap - some sub-pixel mixing of some sort? What approaches are there, and how do you mix the pixels? Is there a standard approach for this?

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  • HLSL How can one pass data between shaders / read existing colour value?

    - by RJFalconer
    Hello all, I have 2 HLSL ps2.0 shaders. Simplified, they are: Shader 1 Reads texture Outputs colour value based on this texture Shader 2 Needs to read in existing colour (or have it passed in/read from a register) Outputs the final colour which is a function of the previous colour (They need to be different shaders as I've reached the maximum vertex-shader outputs for 1 shader) My problem is I cannot work out how Shader 2 can access the existing fragment/pixel colour. Is the only way for shaders to interact really just the alpha blending options? These aren't sufficient if I want to use the colour as input to my function.

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  • How to save esri map as a image file

    - by Jin
    Hi, I am using Silverlight 3 and I am trying to take a screenshot of esri map. I was able to take a screenshot and save as a file for silverlight controls, but when I try to access Esri map image, I get "Pixel access not allowed" error. I heard this is because of different domain (I am trying to get map image on the client side, and map image is not accessible at server side in my silverlight application). So I am trying to find a function from esri so that I can save the map image as a file. does anybody know how to do this? or any other way around?

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  • Single Table Per Class Hierarchy with an abstract superclass using Hibernate Annotations

    - by Andy Hull
    I have a simple class hierarchy, similar to the following: @Entity @Table(name="animal") @Inheritance(strategy=InheritanceType.SINGLE_TABLE) @DiscriminatorColumn(name="animal_type", discriminatorType=DiscriminatorType.STRING) public abstract class Animal { } @Entity @DiscriminatorValue("cat") public class Cat extends Animal { } @Entity @DiscriminatorValue("dog") public class Dog extends Animal { } When I query "from Animal" I get this exception: "org.hibernate.InstantiationException: Cannot instantiate abstract class or interface: Animal" If I make Animal concrete, and add a dummy discriminator... such as @DiscriminatorValue("animal")... my query returns my cats and dogs as instances of Animals. I remember this being trivial with HBM based mappings but I think I'm missing something when using annotations. Can anyone help? Thanks!

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  • NHibernate HiLo - new column per entity and HiLo catches

    - by Gareth
    Im currently using the hilo id generator for my classes but have just been using the minimal of settings eg <class name="ClassA" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" / </id ... But should I really be specifying a new column for NHibernate to use foreach entity and providing it with a max lo? <class name="ClassA" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" <param name="table"hibernate_unique_key</param <param name="column"classA_nexthi</param <param name="max_lo"20</param </generator </id ... <class name="ClassB" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" <param name="table"hibernate_unique_key</param <param name="column"classB_nexthi</param <param name="max_lo"20</param </generator </id ... Also I've noticed that when I do the above the SchemaExport will not create all the columns - only classB_nexthi, is there something else im doing wrong. Thanks

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  • c#Repository pattern: One repository per subclass?

    - by Alex
    I am wondering if you would create a repository for each subclass of a domain model. There are two classes for example: public class Person { public virtual String GivenName { set; get; } public virtual String FamilyName { set; get; } public virtual String EMailAdress { set; get; } } public class Customer : Person { public virtual DateTime RegistrationDate { get; set; } public virtual String Password { get; set; } } Would you create both a PersonRepository and a CustomerRepository or just the PersonRepository which would also be able to execute Customer related queries?

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  • Ruby on Rails: having two xmlbuilder templates per action , one for errors one for regular output

    - by randombits
    What's the best way to handle having two templates (or should it be one, DRY?) for xml builder templates? I'm building a web api with Rails and wanted to see an example of how to have a view that does regular output vs one that does error output. I've been using @obj.to_xml for a while, but my requirements have changed and require me building my own error templates. do you typically have both views in one with a condition above for errors such as app/views/myresource/create.xml.builder unless @myobj.errors.empty? // xml for errors here? end // regular xml view

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  • 24 hours per day and freelance programming jobs

    - by Luca
    I'm working on stimulanting projects at my job. I like it. I like programming! I have accumulated several years of experience now. Sometime happens I develop other projects (even more stimulant of my main job). Some more money cannot hurts! The problem is that my free time has decreased a lot, leading me to develop until late evening. I usually program each day (I like to develop my own projects, even if only a few lines at a time). But it is one thing to plan for my pleasure, it is one thing to plan for business. So, my question is how to balance free time with these additional jobs? What experiences do you have? How much you can develop for long time (in a medium interval, say, weeks)? Every thought is welcome!

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  • SQL query to count and list the different counties per zip code

    - by Chris
    I have a sql server 2005 table called ZipCode, which has all the US ZIPs in it. For each entry, it lists the zip, county, city, state, and several other details. Some zipcodes span multiple cities and some even span multiple counties. As a result, some zipcodes appear many times in the table. I am trying to query the table to see which zipcodes go across multiple counties. This is what I have so far: select zipcode, count(zipcode) as total, county, state from zipcode group by zipcode, county, state order by zipcode Of 19248 records in the result set, here are the first several records returned: zipcode total county state 00501 2 SUFFOLK NY 00544 2 SUFFOLK NY 00801 3 SAINT THOMAS VI 00802 3 SAINT THOMAS VI 00803 3 SAINT THOMAS VI 00804 3 SAINT THOMAS VI 00805 1 SAINT THOMAS VI 00820 2 SAINT CROIX VI 00821 1 SAINT CROIX VI 00822 1 SAINT CROIX VI 00823 2 SAINT CROIX VI 00824 2 SAINT CROIX VI In this particular example, each zip with a total of two or more happens to be in the table more than once, and it's because the "cityaliasname" (not shown) or some other column differs. But I just want to know which zips are in there more than once because the county column differs. I searched before posting this and I found many questions about counting records but I could not figure out how to apply them to my problem. Please forgive me if there is already a question whose answer applies to this question.

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  • IText Lines Per Page?

    - by exit174
    I have used IText(Sharp) to make PDFs from raster images but have never used IText to build text based PDF's. In this new scenario, I have N words of ASCII text that I need to add as text pages to a new PDF. Each page should be 8.5 x 11, .5 margins, using some monospaced font. Is IText(Sharp) smart enough to automatically apply line and page breaks where necessary or do I need to do this manually? Are their any good IText tutorials for this scenario? thanks! scottm

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  • wordpress mu theme per-user options

    - by pixeline
    Is it possible to add an options screen to a Wordpress MU theme (options being saved for each user, so blogwide, not sitewide) ? I'm used to program wordpress themes, but i'm a bit puzzled as to how make customization happen in a multi-user environment.

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  • Nhibernate one-to-many with table per subclass

    - by Wayne
    I am customizing N2CMS's database structure, and met with an issue. The two classes are listed below. public class Customer : ContentItem { public IList<License> Licenses { get; set; } } public class License : ContentItem { public Customer Customer { get; set; } } The nhibernate mapping are as follows. <class name="N2.ContentItem,N2" table="n2item"> <cache usage="read-write" /> <id name="ID" column="ID" type="Int32" unsaved-value="0" access="property"> <generator class="native" /> </id> <discriminator column="Type" type="String" /> </class> <subclass name="My.Customer,My" extends="N2.ContentItem,N2" discriminator-value="Customer"> <join table="Customer"> <key column="ItemID" /> <bag name="Licenses" generic="true" inverse="true"> <key column="CustomerID" /> <one-to-many class="My.License,My"/> </bag> </join> </subclass> <subclass name="My.License,My" extends="N2.ContentItem,N2" discriminator-value="License"> <join table="License" fetch="select"> <key column="ItemID" /> <many-to-one name="Customer" column="CustomerID" class="My.Customer,My" not-null="false" /> </join> </subclass> Then, when get an instance of Customer, the customer.Licenses is always empty, but actually there are licenses in the database for the customer. When I check the nhibernate log file, I find that the SQL query is like: SELECT licenses0_.CustomerID as CustomerID1_, licenses0_.ID as ID1_, licenses0_.ID as ID2_0_, licenses0_1_.CustomerID as CustomerID7_0_, FROM n2item licenses0_ inner join License licenses0_1_ on licenses0_.ID = licenses0_1_.ItemID WHERE licenses0_.CustomerID = 12 /* @p0 */ It seems that nhibernate believes that the CustomerID is in the 'n2item' table. I don't know why, but to make it work, I think the SQL should be something like this. SELECT licenses0_.ID as ID1_, licenses0_.ID as ID2_0_, licenses0_1_.CustomerID as CustomerID7_0_, FROM n2item licenses0_ inner join License licenses0_1_ on licenses0_.ID = licenses0_1_.ItemID WHERE licenses0_1_.CustomerID = 12 /* @p0 */ Could any one point out what's wrong with my mappings? And how can I get the correct licenses of one customer? Thanks in advance.

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  • Line numbering per paragraph in Word 2007

    - by WaelJ
    How can I use line numbering in Word 2007, but for each paragraph? (By line numbering I mean the one from Page Layout/Setup, not regular list numbering) So something like this: 1 Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. 2 Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat 3 Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat

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  • django-admin formfield_for_* change default value per/depending on instance

    - by Nick Ma.
    Hi, I'm trying to change the default value of a foreignkey-formfield to set a Value of an other model depending on the logged in user. But I'm racking my brain on it... This: Changing ForeignKey’s defaults in admin site would an option to change the empty_label, but I need the default_value. #Now I tried the following without errors but it didn't had the desired effect: class EmployeeAdmin(admin.ModelAdmin): ... def formfield_for_foreignkey(self, db_field, request=None, **kwargs): formfields= super(EmployeeAdmin, self).formfield_for_foreignkey(db_field, request, **kwargs) if request.user.is_superuser: return formfields if db_field.name == "company": #This is the RELEVANT LINE kwargs["initial"] = request.user.default_company return db_field.formfield(**kwargs) admin.site.register(Employee, EmployeeAdmin) ################################################################## # REMAINING Setups if someone would like to know it but i think # irrelevant concerning the problem ################################################################## from django.contrib.auth.models import User, UserManager class CompanyUser(User): ... objects = UserManager() company = models.ManyToManyField(Company) default_company= models.ForeignKey(Company, related_name='default_company') #I registered the CompanyUser instead of the standard User, # thats all up and working ... class Employee(models.Model): company = models.ForeignKey(Company) ... Hint: kwargs["default"] ... doesn't exist. Thanks in advance, Nick

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  • One CSS per page in ASP.NET Theme

    - by Eduardo
    Does anybody know how to do this? Theme A style_for_x.aspx.css style_for_y.aspx.css Theme B style_for_x.aspx.css style_for_y.aspx.css Or even better: Theme A style_for_all_pages.css style_for_x.aspx.css style_for_y.aspx.css Theme B style_for_all_pages.css style_for_x.aspx.css style_for_y.aspx.css

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  • OpenGL basics: calling glDrawElements once per object

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

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  • multiple columns per day with fullcalendar

    - by Emanuel Schwarz
    I want to show a scheduling plan for a couple of seminar-rooms, each of them in a seperate column, within a fullcalendar day view. So it schould look like a current fullcalendar week view but for every single day. Is there an obvious solution for this? And if not, where in the source should i start, what to go for, what to avoid? Some suggestions would be nice. Thanks Emanuel

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  • Rails validation error messages: Displaying only one per field

    - by Sergio Oliveira Jr.
    Rails has an annoying "feature" which displays ALL validation error messages associated with a given field. So for example if I have 3 validates_XXXXX_of :email, and I leave the field blank I get 3 messages in the error list. This is non-sense. It is better to display one messages at a time. If I have 10 validation messages for a field does it mean I will get 10 validation error messages if I leave it blank? Is there an easy way to correct this problem? It looks straightforward to have a condition like: If you found an error for :email, stop validating :email and skip to the other field. Ex: validates_presence_of :name validates_presence_of :email validates_presence_of :text validates_length_of :name, :in = 6..30 validates_length_of :email, :in = 4..40 validates_length_of :text, :in = 4..200 validates_format_of :email, :with = /^([^@\s]+)@((?:[-a-z0-9]+.)+[a-z]{2,})$/i <%= error_messages_for :comment % gives me: 7 errors prohibited this comment from being saved There were problems with the following fields: Name can't be blank Name is too short (minimum is 6 characters) Email can't be blank Email is too short (minimum is 4 characters) Email is invalid Text can't be blank Text is too short (minimum is 4 characters)

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  • SQL Server 2008 Splitting string variable number of token per line

    - by josephj1989
    I have a fairly simple requirement -I have a table with the following (relevant) structure. with cte as( select 1 id,'AA,AB,AC,AD' names union all select 2,'BA,BB' union all select 3,'CA,CB,CC,CD,CE' union all select 4,'DA,DB,DC' ) i would like to create a select statement which will split each "names" column into multiple rows. For example the first row should produce 1,'AA' 1,'AB' 1,'AC' 1,'AD' Can we do it using only SQL. This is failry easy to do in Oracle.

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  • ASP.Net MVC per area membership

    - by AdmSteck
    I am building an ASP.Net MVC app that will run on a shared hosting account to host multiple domains. I started with the default template that includes membership and created an mvc area for each domain. Routing is set up to point to the correct area depending on the domain the request is for. Now I would like to set up membership specific to each mvc area. I tried the obvious first and attempted to override the section of the web.config for each area to change the applicationName attribute of the provider. That doesn't work since the area is not set up as an application root. Is there an easy way to separate the users for each area?

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  • Changing POST data used by Apache Bench per iteration

    - by Alabaster Codify
    I'm using ab to do some load testing, and it's important that the supplied querystring (or POST) parameters change between requests. I.e. I need to make requests to URLs like: http://127.0.0.1:9080/meth?param=0 http://127.0.0.1:9080/meth?param=1 http://127.0.0.1:9080/meth?param=2 ... to properly exercise the application. ab seems to only read the supplied POST data file once, at startup, so changing its content during the test run is not an option. Any suggestions?

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