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  • What is the difference between Constant Vertex Attributes and Uniforms?

    - by Samaursa
    According to the OpenGL ES 2.0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices of a primitive. For uniforms the book states: ...any parameter to a shader that is constant across either all vertices or fragments (but that is not known at compile time) should be passed in as a uniform. I've always used uniforms for data that is constant for a primitive but now it appears that attributes can also be used in the same way. Is there more to constant vertex attribute than simply 'they are the same as uniforms'?

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  • Les pirates peuvent cacher une page entière dans un lien, une méthode de phishing via URI fonctionnant sur Firefox et Opera détaillée

    Les pirates peuvent cacher une page entière dans un lien une méthode de phishing via URI fonctionnant sur Firefox et Opera détaillée L'hameçonnage, une technique utilisée par des pirates pour obtenir les informations personnelles des internautes pour usurper leur identité pourrait se faire sans avoir recours à un site de phishing. Selon un rapport de recherche d'Henning Klevjer, un étudiant en sécurité informatique de l'université d'Oslo en Norvège, les pirates peuvent effectuer des attaques par phishing en intégrant le code complet d'une page Web dans un URI. Un URI (Uniform Resource Identifier) est une chaine de caractères identifiant une ressource sur un réseau. Une de ses impl...

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  • Smart Meter Management on the NetBeans Platform

    - by Geertjan
    Netinium® NCC is the operator console for the Netinium® AMM+ platform, a Head End system for multi-vendor smart meter and smart grid infrastructures. The role based NCC provides a uniform operations environment for grid operators and utilities to securely manage millions of smart meters, in-home displays and other smart devices using different types of communication networks such as IP, PLC, GPRS, CDMA and BPL. Based on the NetBeans Platform, the NCC offers the flexibility to easily extend the GUI with new functionality when new devices are added to the system.  For more information visit http://www.netinium.com.

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • Event Handling in jQuery

    - by bipinjoshi
    In the previous part of this series I discussed how HTML DOM can be manipulated using jQuery. Now let's proceed with one of the most common task you do in JavaScript - handling events. jQuery streamlines the JavaScript event handling mechanism by providing you a uniform and easy way to wire events with their handlers without bothering about the cross browser issues. As an example we will create a custom context menu (shortcut menu or right click menu) that displays some options specific to our website instead of the normal context menu of the browser.http://www.bipinjoshi.net/articles/fc9bf7fb-4b81-48cf-9b2d-cee10d2de2f9.aspx

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Extracting, Transforming, and Loading (ETL) Process

    The process of Extracting, Transforming, and Loading data in to a data warehouse is called Extract Transform Load (ETL) process.  This process can be used to obtain, analyze, and clean data from various data sources so that it can be stored in a uniform manner within a data warehouse. This data can then be used by various business intelligence processes to provide an organization with more of an in depth analysis of the current state of the company and where it is heading. A standard ETL process that might be used by a health care system may include importing all of their patients names, diagnoses and prescriptions in to a unified data warehouse so that trends can be spotted in regards to outbreaks like the flu and also predict potential illness that a patient might be affected by based on other patients with similar symptoms.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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  • FBO rendering different result between Galaxy S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Theme is broken in some places

    - by RidiculeSwarm
    I am using a computer that started out on 11.10. I have since updated it several times, and installed and used a great number of WMs (Unity, XFCE, Gnome, KDE, Cinnamon). I am not sure how, but somewhere along the way (probably when I upgraded to Ubuntu 13.04), some parts of my desktop theme were broken. I have tried switching themes and installing new themes, but that does not work. Neither did a removal of (and log out/login cycle) the ~/.config/dconf folder work. Specifically: on several menus, the central part of a button icon is a "grey square" that doesn't fit in with the theme (picture below). the window and desktop right click menus looks ugly. The same kind of grey field covers the items, and the square checkbox looks weird (just filled with a uniform blue). The separator is a thick line that looks out of place. It seems to be a similar problem to that of window buttons (picture below).

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  • Limitation of high level languages? [closed]

    - by user1705796
    My question may look bit philosophical and nonsense! But I need to know kind of instructions those are not well suitable in high level languages even in c? Or rarely use in the development of software? Like read/write content of CPU registers may useful in debugging programs. And access to cache memory required when developing OS (maybe I am wrong at this point). Is this kind of instruction available languages like Java, Python, C? I also have a second question: And Why all high level languages not having same uniform syntax; at-least same standard library interface name? In python there is and. Or operator is almost same as && and ||. I think Python is developed after C but space indentation is compulsory in Python. Why Python does not use brackets {}. I already know this question going to be highly down-voted.

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  • Implementing a Risk-style board

    - by pouzzler
    I have two images of the same dimensions. One is represents the game board in a user-appealing way, the other represents it in a computer-friendly way where each game area is painted in a unique, uniform color. When the user clicks the board, we get the click coordinates, find the color of the pixel at the same coordinates in our second image, and that color is directly translatable to a game area, since each area is painted in its own color. Is that a good implementation? Can you suggest better, if it isn't? Best regards.

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  • Single statement if block - braces or no? [on hold]

    - by Zannjaminderson
    Which is better/more generally accepted? This: if(condition) { statement; } Or: if(condition) statement; I tend to prefer the first one, because I think it makes it easier to tell what actually belongs in the if block, it saves others from adding the braces later (or creating a bug by forgetting to), and it makes all your if statements uniform instead of some with braces and some without. The second one, however, is still syntactically correct and definitely more compact. I'm curious to see which is more generally preferred by others though.

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  • CVE-2006-3744 Multiple Integer overflow vulnerabilities in ImageMagick

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2006-3744 Numeric Errors vulnerability 5.1 ImageMagick Solaris 10 SPARC: 136882-03 X86: 136883-03 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • MS12-070 : Security Updates for all supported versions of SQL Server

    - by AaronBertrand
    This week there was a security release for all supported versions of SQL Server . Each version has 32-bit and 64-bit patches, and each version has GDR (General Distribution Release) and QFE (Quick-Fix Engineering) patches. GDR should be applied if you are at the base (RTM or SP) build for your version, while QFE should be applied if you have installed any cumulative updates after the RTM or SP build. ( More details here .) SQL Server 2005 RTM, SP1, SP2, SP3 - not supported SP4 - GDR = 9.00.5069,...(read more)

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  • Merging /boot and rearring grub2 entries

    - by Tobias Kienzler
    I have used 10.10 and now for testing purposes installed 10.04 to a separate partition. 10.10 is currently on a single partition, while for 10.04 I decided to separate /boot to a third partition. Now my questions: How can I move and merge 10.10's /boot on the new /boot partition What do I have to modify to rearrange the (automatic) entries? How can I have the entries contain the distribution name to reduce confusion? How can I make sure the grub configuration stays identical?

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  • Closest to “Mathematica Graphics[]" drawing environment for Python

    - by 500
    Being only familiar with Mathematica and its Graphics, I have now to learn to draw Graphics using Python for a server. Mostly conditional combination of simple shape. What would be a package for Python that make drawing Graphics as close as possible as the Mathematica Graphics environment ? For Example, I would need to do such thing as in : http://mathematica.stackexchange.com/questions/1010/2d-gaussian-distribution-of-squares-coordinates#comment2475_1010

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  • AVG Rescue CD : détecter des virus sans recourir à votre OS, Par Poinsot Benjamin

    Bonjour, je partage avec vous aujourd'hui mon dernier article en date, à savoir AVG Rescue CD : détecter des virus sans recourir à votre OS. Vous pouvez le consulter à cette adresse : http://bpoinsot.developpez.com/tutor...avg-rescue-cd/. Synopsis : Citation: AVG Rescue CD offre la possibilité de réaliser un scan antivirus de votre ordinateur depuis une distribution Linux de type LiveCD. Ainsi, vous profitez de la...

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  • Hands-on: Ubuntu One music store will rock in Lucid Lynx

    <b>ars Technica:</b> "Canonical, the company behind the Ubuntu Linux distribution, has announced the official launch of the Ubuntu One music store. Integrated into the Rhythmbox music player in the upcoming Ubuntu 10.04 release, the store allows users to purchase downloadable songs and albums."

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