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  • Visual History for Chrome Maps Out Your Browser History in an Interactive Graph

    - by Jason Fitzpatrick
    Curious how your adventures on the web interweave? Visual History for Chrome maps out related web sites in your browsing history into an interactive chart–visualize your browsing over the last hours, days, or months. One of the interesting elements of Visual History is that it doesn’t simply link sites together via activated hyperlinks but by consecutive use within 20 minute increments–thus if you frequently hit up Gmail, Facebook, and Reddit first thing in the morning, they’ll all appear together in a usage cluster. Site can be organized by URL, sub-domain, or domain. Visual History is free, Chrome only. Visual History for Chrome [Chrome Web Store] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • Trulia Adds Commute Time Calculator to Their Neighborhood Heat Maps

    - by Jason Fitzpatrick
    Trulia–a popular real estate site well known for their neighborhood heat maps covering crime, school locations, and property values–now shows commute times in heat map form; see instantly how far away your potential new place is from where you want to work. Accessing the commute heatmap is just like any of Trulia’s other top-down views. Search for your city, hit up the map, and select which heatmap overlay you want to view. Trulia [via Flowing Data] How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Google Maps in .NET Problem

    - by H(at)Ni
    Hello, I've been struggling with Google maps till I found that someone implemented a wrapper so that you can use Google Map as an ASP.Net user control which is a great effort indeed. You can download it from this link. However, after using it for a while, I've found out that it is storing the Google map object only once in the session and getting it from there whenever needed which was a problem for me that when you update the map in some page, you'll find it updated on another page. So, I've digged deep in the code and updated it so that it stores the map object with a unique identifier that you set it as a property in the user control object like that: this.googleMapCtrl.ControlID = Guid.NewGuid().ToString(); You can download the updated control files from here. Cheers,

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  • Transformation matrix that maps a window

    - by gbhall
    I'm currently learning OpenGL at uni, and they give us questions to help us learn (these are not worth anything), however I'm stuck on this one question and would have to travel over an hour and a half to uni for an answer. How do I do this question? Please include as many steps as you can, I want to be able to follow exactly how to do this. Find the transformation that maps a window whose lower left corner is at (1,1) and upper right corner is at (3,5) onto: The entire device screen whose dimension is (600, 500) A viewport that has lower left corner at (100,100) and upper right corner at (400,400) Edit: Damn sorry I should have added I am meant to find the matrix, so no code.

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  • google maps based desktop application

    - by dramaticlook
    I want to build a desktop application which has google maps embedded to it. This app should have a thread to read coordinate data online a usb microphone to use. This application will move the google map markers to their new locations based on the data retrieved from online connections on each refresh. As far as I know gmaps has a javascript API so the first idea in my mind was to embed this mapview into a java applet. So the application will run on a browser. Im not sure if this will work. Do you guys have any idea about this or any other advices you might have? Thanks in advance!!!

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Google met à jour l'API Google Maps, qui permet aux applications Android d'exploiter au maximum le service de cartographie

    Google met à jour l'API Google Maps qui permet désormais aux applications Android d'exploiter au maximum le service de cartographie Google vient d'annoncer dans un billet de blog la mise à jour de son API Google Maps. Pour rappel, Google Maps API est une bibliothèque permettant d'intégrer dans une application une carte du service Google Maps et d'utiliser ses fonctionnalités comme le zoom, le marker et bien d'autres. Cette mise à jour de l'API concerne essentiellement les développeurs d'applications pour les terminaux Android. Google Maps Android API v2 s'enrichit de plusieurs nouvelles fonctionnalités permettant d'exploiter au maximum le service Google Maps...

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  • How can I fetch Google static maps with TIdHTTP?

    - by cloudstrif3
    I'm trying to return content from maps.google.com from within Delphi 2006 using the TIdHTTP component. My code is as follows procedure TForm1.GetGoogleMap(); var t_GetRequest: String; t_Source: TStringList; t_Stream: TMemoryStream; begin t_Source := TStringList.Create; try t_Stream := TMemoryStream.Create; try t_GetRequest := 'http://maps.google.com/maps/api/staticmap?' + 'center=Brooklyn+Bridge,New+York,NY' + '&zoom=14' + '&size=512x512' + '&maptype=roadmap' + '&markers=color:blue|label:S|40.702147,-74.015794' + '&markers=color:green|label:G|40.711614,-74.012318' + '&markers=color:red|color:red|label:C|40.718217,-73.998284' + '&sensor=false'; IdHTTP1.Post(t_GetRequest, t_Source, t_Stream); t_Stream.SaveToFile('google.html'); finally t_Stream.Free; end; finally t_Source.Free; end; end; However I keep getting the response HTTP/1.0 403 Forbidden. I assume this means that I don't have permission to make this request but if I copy the url into my web browser IE 8, it works fine. Is there some header information that I need or something else?

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  • google maps api keys to be set webserver-wide, (as env var? inside apache?)

    - by ~knb
    I have a web site with many virtual hosts and each registered with several domain names (ending in .org, .de), site1.mysite.de, site2.mysite.org Then I have different templating systems based on several programming languages (perl and php) in use on the web server. The Google Maps Api requires a unique Google Maps api key for each vhost. I want to have something like a web-server wide variable $goomapkey that I can call from inside my code. In PHP code, Now I have a kludgy case-analysis solution like $domain = substr($_SERVER['SERVER_NAME'], -3); if (".de" == $domain){ //if ("xxxxxx" eq substr($ENV{SERVER_NAME}, 0, 5)){ // $gookey = "ABQIAAA..."; //} else { //site1.de $gookey = "ABQIAAAA1Js..."; //} } elseif ("dev" == substr($_SERVER['SERVER_NAME'], 0, 3)){ //dev.mysite.org $gookey = "ABQIAAAA1JsSb..."; } else { //www.mysite.org $gookey = "ABQIAAAA1JsS..."; //TODO: Add more keys for each virtual host, for my.machinename.de, IP-address based URL, ... } ... inside my php-based CMS. A non-ideal solution, because it is, php-only, and I still have to set it at several html templates inside the CMS, and there are too many cases. I want the google maps api key to be set by the apache web server who examines the request *early in the request loop before any php page template code is constructed and evaluated. is an environment variable a good solution? which technology should be used to set the $goomapkey variable? I'd prefer mod_perl2 Apache request handler, but the documentation is confusing (many API changes in the past ). Which Apache module could I use? Is there a built-in Apache module that does the same thing?

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  • How can I make my Google Maps api v3 address search bar work by hitting the enter button on the keyboard?

    - by Gavin
    I'm developing a webpage and I would just like to make something more user friendly. I have a functional Google Maps api v3 and an address search bar. Currently, I have to use the mouse to select search to initialize the geocoding function. How can I make the map return a placemark by hitting the enter button on my keyboard? I just want to make it as user-friendly as possible. Here is the javascript and div, respectively, I created for the address bar: var geocoder; function initialize() { geocoder = new google.maps.Geocoder (); function codeAddress () { var address = document.getElementById ("address").value; geocoder.geocode ( { 'address': address}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { map.setCenter(results [0].geometry.location); marker.setPosition(results [0].geometry.location); map.setZoom(14); } else { alert("Geocode was not successful for the following reason: " + status); } }); } <div id="geocoder"> <input id="address" type="textbox" value=""> <input type="button" value="Search" onclick="codeAddress()"> </div> Thank you in advance for your help

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  • Broken JS Loop with Google Maps...

    - by Oscar Godson
    My code is below, and I had an issue with nearly the same code, and it was fixed here on StackOverflow, but, again, its not working. I haven't changed the working code, but i did wrap it in the for...in loop youll see below. The issue is that no matter what marker I click it always triggers the last marker/infoWindow that was placed. $(function(){ var latlng = new google.maps.LatLng(45.522015,-122.683811); var settings = { zoom: 10, center: latlng, disableDefaultUI:true, mapTypeId: google.maps.MapTypeId.SATELLITE }; var map = new google.maps.Map(document.getElementById("map_canvas"), settings); $.getJSON('api',function(json){ for (var property in json) { if (json.hasOwnProperty(property)) { var json_data = json[property]; var the_marker = new google.maps.Marker({ title:json_data.item.headline, map:map, clickable:true, position:new google.maps.LatLng( parseFloat(json_data.item.geoarray[0].latitude), parseFloat(json_data.item.geoarray[0].longitude) ) }); var infowindow = new google.maps.InfoWindow({ content: '<div><h1>'+json_data.item.headline+'</h1><p>'+json_data.item.full_content+'</p></div>' }); new google.maps.event.addListener(the_marker, 'click', function() { infowindow.open(map,the_marker); }); } } }); }); Thank you for whoever figures this out!

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  • Best way to solve tile drawing in 2D side scroller?

    - by TheCompBoy
    What i still can't figure out is which would be the more sane way / easier and faster way to draw the map on the screen.. I mean i will use many tiles for my maps in my side scroller.. But problem is should i make the maps in whole images like one .png file for each map (Example) or should i draw the tiles by code like a for loop in c++.. Which way is most recomended or where can i read about which way is the best.

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  • How to blend multiple normal maps?

    - by János Turánszki
    I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a rendertarget which is cleared with the color (127,127,255,255). This color means that there is no distortion whatsoever. Then I want to render some images like this one onto it: If I draw one somewhere on the screen, then it looks correct because it blends in seamlessly with the background (which is the same color that appears on the edges of this image). If I draw another one on top of it then it will no longer be a seamless transition. For this I created a blendstate in directX 11 that keeps the maximum of two colors, so it is now a seamless transition, but this way, the colors lower than 127 (0.5f normalized) will not contribute. I am not making a simulation and the effect looks quite convincing and nice for a game, but in my spare time I am thinking how I could achieve a nicer or a more correct effect with a blend state, maybe averaging the colors somehow? I I did it with a shader, I would add the colors and then I would normalize them, but I need to combine arbitrary number of images onto a rendertarget. This is my blend state now which blends them seamlessly but not correctly: D3D11_BLEND_DESC bd; bd.RenderTarget[0].BlendEnable=true; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].RenderTargetWriteMask = 0x0f; Is there any way of improving upon this? (PS. I considered rendering each one with a separate shader incementally on top of each other but that would consume a lot of render targets which is unacceptable)

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  • Bing Maps WPF Hack

    - by Chris Gardner
    I've spent the past couple of days adding the Bing Maps WFP Control to an application I'm developing. I kept running into a strange thing that was driving me crazy. I have the control in the bottom of a StackPanel, under a Grid. No matter how hard I tried, setting the Height of the Bing control to Auto would cause the ActualHeight to always be 60.93. Now, I still don't know why this is happening. Truth be told, I'm not too sure I care. I did, however, find a reasonable hack around the problem. I do know the size of everything else. As such, I tied into the SizeChanged Event of the StackPanel. Using this, I could set the Height to the correct size based on the new size of the panel. private void ResizeMap( object sender, SizeChangedEventArgs e ) { myMap.Height = ((StackPanel)sender).ActualHeight - 75.0; } The hard-coded number is was because I had a fixed height of controls above my map. If you have dynamic elements, you could easily iterate through them and delete out the portions. So, there you have it. It's not much, but it annoyed the Smurf out of me for a brief period of time. Since I never found an answer, I figured I'd share.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • iphone google maps - direction using latitude and longitude

    - by satyam
    I'm working on iphone app. I know my current location (latitude and longitude) and destination's (latitude and longitude). How can I use "Google maps" to find the directions. URL for google maps is something like "http://maps.google.com/maps?daddr=San+Francisco,+CA&saddr=cupertino" From above URL, inspite of source and destination places i want to use latitude and longitude. how?

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  • Creating a multiplatform webapp with HTML5 and Google maps

    - by Bart L.
    I'm struggling how to develop a webapp for Android and iOS. My first app was a simple todo app which was easy to test in my browser and it only used html, javascript and css. However, I have to create an app which uses Google Maps Api to get the location. I created a simple html5 page to test which places a marker on a map. It works fine when testing it on my local server. But when I create an .apk file for Android, the app doesn't work. So I'm wondering, isn't it possible to use it like this? Do I have the use the phonegap libraries to use their geolocation library? And if so, how do you handle the development of a webapp in phonegap for multiple OS? Do you have to install an Android environment and an iOS environment to each include the right phonegap library and to test them properly? Update: I use the following code on my webserver and it works perfectly. When I upload it in a zip-folder to the photogap cloud and install the APK file on my phone, it doesn't work. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Simple Geo test</title> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8/jquery.min.js"></script> </head> <body> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=true"></script> <script> function success(position) { var mapcanvas = document.createElement('div'); mapcanvas.id = 'mapcontainer'; mapcanvas.style.height = '200px'; mapcanvas.style.width = '200px'; document.querySelector('article').appendChild(mapcanvas); var coords = new google.maps.LatLng(position.coords.latitude, position.coords.longitude); var options = { zoom: 15, center: coords, mapTypeControl: false, navigationControlOptions: { style: google.maps.NavigationControlStyle.SMALL }, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("mapcontainer"), options); var marker = new google.maps.Marker({ position: coords, map: map, title:"You are here!" }); } if (navigator.geolocation) { navigator.geolocation.getCurrentPosition(success); } else { error('Geo Location is not supported'); } </script> <article></article> </body> </html>

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  • JavaFX, Google Maps, and NetBeans Platform

    - by Geertjan
    Thanks to a great new article by Rob Terpilowski, and other work and research he describes in that article, it's now trivial to introduce a map component to a NetBeans Platform application. Making use of the GMapsFX library, as described in Rob's article, which provides a JavaFX API for Google Maps, you can very quickly knock this application together. Click to enlarge the image. Here's all the code (from Rob's article): @TopComponent.Description( preferredID = "MapTopComponent", persistenceType = TopComponent.PERSISTENCE_ALWAYS ) @TopComponent.Registration(mode = "editor", openAtStartup = true) @ActionID(category = "Window", id = "org.map.MapTopComponent") @ActionReference(path = "Menu/Window" /*, position = 333 */) @TopComponent.OpenActionRegistration( displayName = "#CTL_MapWindowAction", preferredID = "MapTopComponent" ) @NbBundle.Messages({ "CTL_MapWindowAction=Map", "CTL_MapTopComponent=Map Window", "HINT_MapTopComponent=This is a Map window" }) public class MapWindow extends TopComponent implements MapComponentInitializedListener { protected GoogleMapView mapComponent; protected GoogleMap map; private static final double latitude = 52.3667; private static final double longitude = 4.9000; public MapWindow() { setName(Bundle.CTL_MapTopComponent()); setToolTipText(Bundle.HINT_MapTopComponent()); setLayout(new BorderLayout()); JFXPanel panel = new JFXPanel(); Platform.setImplicitExit(false); Platform.runLater(() -> { mapComponent = new GoogleMapView(); mapComponent.addMapInializedListener(this); BorderPane root = new BorderPane(mapComponent); Scene scene = new Scene(root); panel.setScene(scene); }); add(panel, BorderLayout.CENTER); } @Override public void mapInitialized() { //Once the map has been loaded by the Webview, initialize the map details. LatLong center = new LatLong(latitude, longitude); MapOptions options = new MapOptions(); options.center(center) .mapMarker(true) .zoom(9) .overviewMapControl(false) .panControl(false) .rotateControl(false) .scaleControl(false) .streetViewControl(false) .zoomControl(false) .mapType(MapTypeIdEnum.ROADMAP); map = mapComponent.createMap(options); //Add a couple of markers to the map. MarkerOptions markerOptions = new MarkerOptions(); LatLong markerLatLong = new LatLong(latitude, longitude); markerOptions.position(markerLatLong) .title("My new Marker") .animation(Animation.DROP) .visible(true); Marker myMarker = new Marker(markerOptions); MarkerOptions markerOptions2 = new MarkerOptions(); LatLong markerLatLong2 = new LatLong(latitude, longitude); markerOptions2.position(markerLatLong2) .title("My new Marker") .visible(true); Marker myMarker2 = new Marker(markerOptions2); map.addMarker(myMarker); map.addMarker(myMarker2); //Add an info window to the Map. InfoWindowOptions infoOptions = new InfoWindowOptions(); infoOptions.content("<h2>Center of the Universe</h2>") .position(center); InfoWindow window = new InfoWindow(infoOptions); window.open(map, myMarker); } } Awesome work Rob, will be useful for many developers out there.

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  • Create Image Maps with GIMP

    - by SGWellens
    Having a clickable image in a web page is not a big deal. Having an image in a web page with clickable hotspots is a big deal. The powerful GIMP editor has a tool to make creating clickable hotspots much easier. GIMP stands for GNU Image Manipulation Program. Its home page and download links are here: http://www.gimp.org/ (it is completely free). Beware: GIMP is an extraordinarily advanced and powerful image editor. If you wish to use it for general image editing tasks, you have a steep learning curve to climb. FYI: I used it to create the shadows you see on the images below. Fortunately, the tool to make Image Maps is separate from the main program. To start, open an image with GIMP or, drag and drop an image onto the GIMP main window. I'm using the image of a bar graph. Next, we have to find the Image Map tool and launch it (Filters->Web->Image Map…): Why is the Image Map tool under Filters and not Tools? I don't know. It's mystery—much like the Loch Ness Monster, the Bermuda Triangle, or why my socks keep disappearing when I do laundry. I swear I've got twenty single unmatched socks. But I digress… Here is what the Image Map tool looks like: If we click the blue 'I' button, we can add information to the Image Map: Now we'll use the rectangle tool to create some clickable hotspots. Select the Blue Rectangle tool, drag a rectangle, click when done and you'll get something like this: You can also make circle/oval and polygon areas. You can edit all the parameters of an image map area after drawing it. Rectangle settings (for fine tweaking): JavaScript functions (it's up to you to write them): Here is a setup with two rectangles and one polygon area: When you hit save a map file is generated that looks something like this: Paste the contents into a web page and you are almost there. I made some tweaks before it became usable: Replaced &apos; with apostrophes in the javascript functions. Changed the image path so it would find the image in my images directory Tweaked the href urls. Added Title="Some Text" to get tool tips. Cleaned out the comments. Result: The final markup (with JavaScript function): function ImageMapMouseHover(Msg) { $("#Label1").html(Msg); } It may seem like a lot of bother but, the tool does the heavy lifting: i.e. the coordinates. Getting the regions positioned and sized is easy using a visual tool…much better than doing it by hand. This, of course, isn't a full treatise on the tool but it should give you enough information to decide if it's helpful. I hope someone finds this useful Steve Wellens

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Normal maps red in OpenGL?

    - by KaiserJohaan
    I am using Assimp to import 3d models, and FreeImage to parse textures. The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse textures. http://i42.tinypic.com/289ing3.png When I open the images in a image-viewing program they do indeed show up as blue. Heres when I create the texture; OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } Here is my fragment shader. You can see I just commented out the normal-map parsing and treated the normal map texture as the diffuse texture to display it and illustrate the problem. As for the rest of the code it interacts as expected with the diffuse textures so I dont see a obvious problem there. "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Why is this? does normal-map textures need some sort of special treatment in opengl?

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  • How to indicate map language?

    - by Matt
    Just like you type "maps.google.com.tw" or "maps.google.co.kr" or "maps.google.co.jp", you can see their own language shown on every country. Is there any property that I can use in Google maps api to dynamically set google maps using specific language to display?

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  • Get latlng and draw a polyline between that two latlng

    - by anup sharma
    I have some issue in my code in that first I want to get latlng of my given address/city name from two text boxes after that i converts it to from position's latlng and to position's latlng and at last i want to draw a polyline between these point and markers on both point also, But now i am trying to draw a line between these points. But still not working this code also no any error in console also. code is here for your help. function getRoute(){ var from_text = document.getElementById("travelFrom").value; var to_text = document.getElementById("travelTo").value; if(from_text == ""){ alert("Enter travel from field") document.getElementById("travelFrom").focus(); } else if(to_text == ""){ alert("Enter travel to field"); document.getElementById("travelTo").focus(); } else{ //google.maps.event.addListener(map, "", function (e) { var myLatLng = new google.maps.LatLng(28.6667, 77.2167); var mapOptions = { zoom: 3, center: myLatLng, mapTypeId: google.maps.MapTypeId.TERRAIN }; var map = new google.maps.Map(document.getElementById('map-canvas'), mapOptions); var geocoder = new google.maps.Geocoder(); var address1 = from_text; var address2 = to_text; var from_latlng,to_latlng; //var prepath = path; //if(prepath){ // prepath.setMap(null); //} geocoder.geocode( { 'address': address1}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { // do something with the geocoded result // alert(results[0].geometry.location); from_latlng = results[0].geometry.location; // from_lat = results[0].geometry.location.latitude; // from_lng = results[0].geometry.location.longitude; // alert(from_latlng); } }); geocoder.geocode( { 'address': address2}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { // do something with the geocoded result to_latlng = results[0].geometry.location; // to_lat = results[0].geometry.location.latitude; // to_lng = results[0].geometry.location.longitude; // results[0].geometry.location.longitude // alert(to_latlng) } }); setTimeout(function(){ var flightPlanCoordinates = [ new google.maps.LatLng(from_latlng), new google.maps.LatLng(to_latlng) ]; //alert("123") var polyline; polyline = new google.maps.Polyline({ path: flightPlanCoordinates, strokeColor: "#FF0000", strokeOpacity: 1.0, strokeWeight: 2 }); polyline.setMap(map); // assign to global var path // path = polyline; },4000); // }); } }

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