Search Results

Search found 1218 results on 49 pages for 'razor shadow'.

Page 3/49 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • How to copy files from shadow copy with long source path

    - by Jake
    The files and folders in my shared network drive (set up with DFS) were mass deleted. Currently I am trying to recover the files from the shadow copy "Previous Version". Problem is, thousands of files are deeply nested with long paths making the file path too long. When copying, it shows the dialog "Source Path Too Long". My guess is that the file path just barely hits the limit when saved into the network drive, but shadaw copy service appends the date and time to the folders so the path character limit is exceeded. How else can I copy the files from shadow copy?

    Read the article

  • Box Shadow on only 3 sides

    - by Connor
    I have two overlapping divs that have css3 box shadows. The trouble is that even when I set the z-index I will still need to eliminate one of the div's box-shadow. I have seen cases where negative spreads and zero values are used but I don't think that would work here. The code I have now is: #bulb-top { position: relative; width: 280px; height: 280px; background-color: #E5F7A3; -webkit-border-radius: 280px; -moz-border-radius: 280px; border-radius: 280px; border: 8px solid #FFF40C; top: -430px; margin-left: auto; margin-right: auto; -webkit-box-shadow: 0px 0px 15px 1px #FFF40C; -moz-box-shadow: 0px 0px 15px 1px #FFF40C; box-shadow: 0px 0px 15px 1px #FFF40C; z-index: 4; } #bulb-bottom { position: relative; width: 140px; height: 120px; background-color: #E5F7A3; -moz-border-radius-topleft: 0px; -moz-border-radius-topright: 0px; -moz-border-radius-bottomright: 30px; -moz-border-radius-bottomleft: 30px; -webkit-border-radius: 0px 0px 30px 30px; border-radius: 0px 0px 30px 30px; border-left: 8px solid #FFF40C; border-right: 8px solid #FFF40C; border-bottom: 8px solid #FFF40C; top: -455px; margin-left: auto; margin-right: auto; -webkit-box-shadow: 0px 0px 15px 1px #FFF40C; -moz-box-shadow: 0px 0px 15px 1px #FFF40C; box-shadow: 0px 0px 15px 1px #FFF40C; z-index: 5; } http://jsfiddle.net/minitech/g42vq/3/

    Read the article

  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

    Read the article

  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

    Read the article

  • Recovery of Windows DFS partion with shadow copy versioned files when overwritten with older modifie

    - by patjbs
    I've noticed the following "bug" on a DFS volume with shadow copies: Pretend you have the following folders/files under shadow copy versioning, going back two weeks. MyDirectory+ MyFile - Modified Date 8/1/2009 The current date: 8/30/2009 You have another version of MyFile stored elsewhere, with a modified date of 7/1/2009. Copy your other version of MyFile into MyDirectory, overwriting the newest version. I expected that you could roll back to the version that was there when it last imaged, say on the prior day and recover your 8/1 version. Not the case. Now, when you go to look at previous versions for the past two weeks, the versioning of that file will be entirely lost, and you'll be stuck with your older 7/1 version. Suckage. Questions: (1) Is this intentional, and if so, what's the rationale? I assume that DFS picks up on the versioning based on the current file, and that's what's wiping out prior versions, but it seems like a fairly stupid/naive way of handling versioning to me. (2) Is there a way to backtrack out of this, without resorting to restoration from other backup mediums? Thanks!

    Read the article

  • Razor - Unexpected "foreach" keyword after "@" character

    - by Jaco Pretorius
    I have a partial view done in razor. When I run it I get the following error - it seems like Razor gets stuck into thinking I'm writing code everywhere. Unexpected "foreach" keyword after "@" character. Once inside code, you do not need to prefix constructs like "foreach" with "@" Here is my view @model IEnumerable<SomeModel> <div> @using(Html.BeginForm("Update", "UserManagement", FormMethod.Post)) { @Html.Hidden("UserId", ViewBag.UserId) @foreach(var link in Model) { if(link.Linked) { <input type="checkbox" name="userLinks" value="@link.Id" checked="checked" />@link.Description<br /> } else { <input type="checkbox" name="userLinks" value="@link.Id" />@link.Description<br /> } } } </div>

    Read the article

  • Moving MVC2 Helpers to MVC3 razor view engine

    - by Dai Bok
    Hi, In my MVC 2 site, I have an html helper, that I use to add javascripts for my pages. In my master page I have the main javascripts I want to include, and then in the aspx pages, I include page specific javascripts. So for example, my Site.Master has something like this: .... <head> <%=html.renderScripts() %> </head> ... //core scripts for main page <%html.AddScript("/scripts/jquery.js") %> <%html.AddScript("/scripts/myLib.js") %> .... Then in the child aspx page, I may also want to include other scripts. ... //the page specific script I want to use <% html.AddScript("/scripts/register.aspx.js") %> ... So when the full page gets rendered the javascript files are all collected and rendered in the head by sitemaster placeholder function RenderScripts. This works fine. Now with MVC 3 and razor view engine, they layout pages behave differently, because now my page level javascripts are not rendered/included. Now all I see the LayoutMaster contents. How do I get the solution wo workwith MVC 3 and the razor view engine. (The helper has already been re-written to return a HTMLString ;-)) For reference: my MasterLayout looks like this: ... ... <head> @{ Html.AddJavaScript("/Scripts/jQuery.js"); Html.AddJavaScript("/Scripts/myLib.js"); } //Render scripts @html.RenderScripts() </head> .... and the child page looks like this: @{ Layout = "~/Views/Shared/MasterLayout.cshtml"; ViewBag.Title = "Child Page"; Html.AddJavaScript("/Scripts/register.aspx.js"); } .... <div>some html </div> Thanks for your help. Edit = Just to explain, if this question is not clear enough. When producing a "page" I collect all the javascript files the designers want to use, by using the html.addJavascript("filename.js") and store these in a dictionary - (1) stops people adding duplicate js files - then finally when the page is ready to render, I write out all the javascript files neatly in the header. (2) - this helper helps keep JS in one place, and prevents designers from adding javascript files all over the place. This used to work fine with Master/SiteMaster Pages in mvc 2. but how can I achieve this with razor?

    Read the article

  • Asp.net razor textbox array for list items

    - by yycdev
    I can't find or figure out how to take a list of items (cupcakes) and display them in razor with a quantity field. What is happening is I am not able to get the values for each cupcake quantity in the list. Can you do textbox arrays in Razor? VIEW <div class="form-group"> <label>Cupcakes</label> @foreach (var cupcake in Model.CupcakeList) { @Html.TextBox("CupcakeQuantities", cupcake.Id) @cupcake.Name <br/> } </div> MODEL public List<Cupcake> CupcakeList { get; set; } public List<int> CupcakeQuantities { get; set; } CONTROLLER public ActionResult Create() { var model = new PartyBookingModel() { CupcakeList = db.Cupcakes.ToList(), CupcakeQuantities = new List<int>() }; return View(model); }

    Read the article

  • Razor View Engine and jQuery

    - by rjovic
    Hi, does anybody know how to force Razor View engine to print exact line which is under foreach loop. Code follows : @section head{ <script type="text/javascript" src="@Url.Content("~/Content/Scripts/jquery-1.4.1.js")"></script> <script type="text/javascript" src="@Url.Content("~/Content/Scripts/jquery.progressbar.min.js")"></script> <script type="text/javascript"> $(document).ready(function() { @foreach(var player in Model) { jQuery("#pb@PlayerID").progressBar(); } }); </script> } I tried using $() and jQuery() but in both case razor don't know what to do. Is there any way to force him to print exact this : jQuery("#pb@PlayerID").progressBar(); . I want to have something like this : $(document).ready(function() { $("#pb1").progressBar(); $("#pb2").progressBar(); $("#pb3").progressBar(); }); Thank you in advance!

    Read the article

  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

    Read the article

  • IE9 not rendering box-shadow Elements inside of Table Cells

    - by Rick Strahl
    Ran into an annoying problem today with IE 9. Slowly updating some older sites with CSS 3 tags and for the most part IE9 does a reasonably decent job of working with the new CSS 3 features. Not all by a long shot but at least some of the more useful ones like border-radius and box-shadow are supported. Until today I was happy to see that IE supported box-shadow just fine, but I ran into a problem with some old markup that uses tables for its main layout sections. I found that inside of a table cell IE fails to render a box-shadow. Below are images from Chrome (left) and IE 9 (right) of the same content: The download and purchase images are rendered with: <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> where the .boxshadow and .roundbox styles look like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } And the Problem is… collapsed Table Borders Now normally these two styles work just fine in IE 9 when applied to elements. But the box-shadow doesn't work inside of this markup - because the parent container is a table cell.<td class="sidebar" style="border-collapse: collapse"> … <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> …</td> This HTML causes the image to not show a shadow. In actuality I'm not styling inline, but as part of my browser Reset I have the following in my master .css file:table { border-collapse: collapse; border-spacing: 0; } which has the same effect as the inline style. border-collapse by default inherits from the parent and so the TD inherits from table and tr - so TD tags are effectively collapsed. You can check out a test document that demonstrates this behavior here in this CodePaste.net snippet or run it here. How to work around this Issue To get IE9 to render the shadows inside of the TD tag correctly, I can just change the style explicitly NOT to use border-collapse:<td class="sidebar" style="border-collapse: separate; border-width: 0;"> Or better yet (thanks to David's comment below), you can add the border-collapse: separate to the .boxshadow style like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; border-collapse: separate; } With either of these approaches IE renders the shadows correctly. Do you really need border-collapse? Should you bother with border-collapse? I think so! Collapsed borders render flat as a single fat line if a border-width and border-color are assigned, while separated borders render a thin line with a bunch of weird white space around it or worse render a old skool 3D raised border which is terribly ugly as well. So as a matter of course in any app my browser Reset includes the above code to make sure all tables with borders render the same flat borders. As you probably know, IE has all sorts of rendering issues in tables and on backgrounds (opacity backgrounds or image backgrounds) most of which is caused by the way that IE internally uses ActiveX filters to apply these effects. Apparently collapsed borders are yet one more item that causes problems with rendering. There you have it. Another crappy failure in IE we have to check for now, just one more reason to hate Internet Explorer. Luckily this one has a reasonably easy workaround. I hope this helps out somebody and saves them the hour I spent trying to figure out what caused this problem in the first place. Resources Sample HTML document that demonstrates the behavior Run the Sample© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML  Internet Explorer   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

    Read the article

  • Free solution to backup folders to external SFTP server with shadow copy

    - by Sergiy Byelozyorov
    I have an account in university on Linux machine with 10TB of free space accessible via SFTP. I would like to backup my Windows 7 x64 laptop to university. Currently I am using rsync+cygwin, but backup is pretty slow (without shadow copy) and I hate console window appearing every day on my screen when I login. So I am looking for something like Windows Backup but with support for SFTP. Combination of tools will work too.

    Read the article

  • Box-shadow not working on Webkit?

    - by Martti Laine
    Hi I'm creating multiple borders to element using box-shadow, but they don't show at Webkit. What's wrong with this code? I'm using this four times to create shadow on each side, then border for extra border box-shadow: 1px 1px 0px rgba(0,0,0,0.1); Martti Laine

    Read the article

  • Draw an Inset NSShadow and Inset Stroke

    - by Alexsander Akers
    I have an NSBezierPath and I want to draw in inset shadow (similar to Photoshop) inside the path. Is there anyway to do this? Also, I know you can -stroke paths, but can you stroke inside a path (similar to Stroke Inside in Photoshop)? Update This is the code I'm using. The first part makes a white shadow downwards. The second part draws the gray gradient. The third part draws the black inset shadow. Assume path is an NSBezierPath instance and that clr(...) returns an NSColor from a hex string. NSShadow * shadow = [NSShadow new]; [shadow setShadowColor: [NSColor colorWithDeviceWhite: 1.0f alpha: 0.5f]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, 1)]; [shadow set]; [shadow release]; NSGradient * gradient = [[NSGradient alloc] initWithColorsAndLocations: clr(@"#262729"), 0.0f, clr(@"#37383a"), 0.43f, clr(@"#37383a"), 1.0f, nil]; [gradient drawInBezierPath: path angle: 90.0f]; [gradient release]; [NSGraphicsContext saveGraphicsState]; [path setClip]; shadow = [NSShadow new]; [shadow setShadowColor: [NSColor redColor]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, -1)]; [shadow set]; [shadow release]; [path stroke]; [NSGraphicsContext restoreGraphicsState]; Here you can see a gradient fill, a white drop shadow downwards, and a black inner shadow downwards.

    Read the article

  • CSS box shadow on container div causes scrollbars

    - by kaile
    I have a website with the following setup: <div id="container"> <div id="header"></div> <div id="content"></div> <div id="clearfooter"></div> </div> <div id="footer"></div> I use the clearfooter and a footer outside the container to keep the footer at the bottom of the page when there isn't enough content. My problem is that I would like to apply a box shadow on the container div in the following way: #container {width:960px; min-height:100%; margin:0px auto -32px auto; position:relative; padding:0px; background-color:#e6e6e6; -moz-box-shadow: -3px 0px 5px rgba(0,0,0,.8), 3px 0px 5px rgba(0,0,0,.8);} #header {height:106px; position:relative;} #content {margin:0px; padding:10px 30px 10px 30px; position:relative;} #clearFooter {height:32px; clear:both; display:block; padding:0px; margin:0px;} #footer {height:32px; padding:0px; position:relative; width:960px; margin:0px auto 0px auto;} As you can see its a drop shadow on on each side of the container div. However, in doing this, when the content doesn't take up the full height, there are still scroll bars caused by the shadow pushing past the bottom of the footer due to the blur. Is there some way of preventing the shadow from going past the edge of the container div and causing a scrollbar? Thanks for your help!

    Read the article

  • Box-shadow and border-radius bug in Chrome

    - by Klaster_1
    Hello, I've been experimenting with CSS3 and found something strange. Heres's the part of DIV style: border:#446429 solid 1px; border-radius:15px; -moz-border-radius:15px; -webkit-border-radius:15px; box-shadow:3px 0px 15px #000000 inset,0px 3px 15px #000000 inset; -moz-box-shadow:3px 0px 15px #000000 inset,0px 3px 15px #000000 inset; -webkit-box-shadow:3px 0px 15px #000000 inset,0px 3px 15px #000000 inset; Rendering in Opera and Firefox are same and perfect: But Chrome renders shadow outside the border: Is it supposed to be so or I missed something important?

    Read the article

  • Remove the white text shadow from disabled links in IE8

    - by mancub
    We are using Ext JS for an application in work, building a custom theme for it. We currently have a dark colour scheme including menus with dark backgrounds. In some of the menus some of the links are disabled at certain points, which all perfectly. However IE8 seems to add a sort of white text shadow, which I am sure is normally fine but as the text is light grey and the background is dark grey the white text shadow makes it look blurry and even makes the other enabled links more disabled as they look darker. Does anyone know of a way to remove the text shadow (I realise it is not css text-shadow as IE does not support it).

    Read the article

  • CSS3 box-shadow + inset + RGBA

    - by mkotechno
    I'm doing some tests with new features of CSS3, but this combination only works in lastest versions of Chrome and Firefox, but not in Safari or Opera: box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); -webkit-box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); -moz-box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); I really don't know if they fails in the box-shadow itself, in the inset parameter, or in RGBA color. It's a syntax error or simply Safari and Opera lacks on this?

    Read the article

  • jQuery getting text-shadow variabile

    - by Mircea
    Hi, I want to get 4 variables when I click on a span that have the CSS3 text-shadow propriety. So for a css propriety of text-shadow: -4px 11px 8px rgb(30, 43, 2);, my code should be: $("#element").click(function () { var text-shadow = $("#element").css("text-shadow") }); Would it be possible to get it split like: var y = "-4px"; var x = "11px"; var blur = "8px"; color = "rgb(30, 43, 2)"; I need to somehow split the first variable to get this data. Thanx

    Read the article

  • How to make MVC 4 Razor Html.Raw work for assignment in HTML within script tags

    - by Yarune
    For a project I'm using jqote for templating in JavaScript and HTML generated by MVC 4 with Razor. Please have a look at the following code in HTML and Razor: <script id="testTemplate" type="text/html"> <p>Some html</p> @{string id = "<%=this.Id%>";} <!-- 1 --> @if(true) { @Html.Raw(@"<select id="""+id+@"""></select>") } <!-- 2 --> @if(true) { <select id="@Html.Raw(id)"></select> } <!-- 3 --> @Html.Raw(@"<select id="""+id+@"""></select>") <!-- 4 --> <select id="@Html.Raw(id)"></select> <!-- 5 --> <select id="<%=this.Id%>"></select> </script> The output is this: <script id="testTemplate" type="text/html"> <!-- 1 --> <select id="<%=this.Id%>"></select> <!--Good!--> <!-- 2 --> <select id="&lt;%=this.Id%&gt;"></select> <!--BAD!--> <!-- 3 --> <select id="<%=this.Id%>"></select> <!--Good!--> <!-- 4 --> <select id="<%=this.Id%>"></select> <!--Good!--> <!-- 5 --> <select id="<%=this.Id%>"></select> <!--Good!--> </script> Now, the problem is with the second select under <!-- 2 -->. One would expect the Html.Raw to kick in here but somehow it doesn't. Or Razor wants to HtmlEncode what's in there. The question is: Does anyone have an idea why? Is this a bug or by design? Without the script tags it works. But we need the script tags cause we need to template in JavaScript. Hardcoded it works, but we need to use a variable because this will not always be a template. Without the @if it works, but it's there, we need it. Workarounds These lines give similar good outputs: @if(true) { <select id= "@Html.Raw(id)"></select> } @if(true) { <select id ="@Html.Raw(id)"></select> } @if(true) { <select id @Html.Raw("=")"@Html.Raw(id)"></select> } We're planning to do this: <script id="testTemplate" type="text/html"> @{string id = @"id=""<%=this.Id%>""";} @if(true) { <select @Html.Raw(id)></select> } </script> ...to keep as to markup intact as much as possible.

    Read the article

  • Windows Storage Server 2003: Shadow Copy (VSS) enabled for volume, but Previous Version not visible

    - by Jaap
    Windows Storage Server 2003 We have Shadow Copy (VSS) enabled for one volume. However Previous Version tab is not visible on the server on properties dialogs on any file or folder on that volume. We don't want this tab to be visible on the clients, just on the server. I've checked the VSS settings and they're definitly enabled for the volume. I'm stuck! Do I have to install the client-software on the server? The folder \%systemroot%\system32\clients\twclient contains 3 empty subdirs (location copies from docs)...

    Read the article

  • How to display a TimeSpan in MVC Razor

    - by John Mitchell
    So I have a duration in seconds of a video and I would like to display that duration in Razor. Currently I am using @TimeSpan.FromSeconds(item.Duration).ToString() However the rest of the code I am using uses @Html.DisplayFor(modelItem => item.Description) Is there way to get the duration (currently an int) to display a as a timespan? using the @Html.DisplayFor syntax. The item.duration is pulling form a Entity Framework model which is held as a int in the database.

    Read the article

  • Asp.net MVC 3 Razor code problem in a if statement

    - by ray247
    I have the following asp.net mvc 3 razor code, where "item" is my model, <a @if (item.Selected) { class="youarehere" } href="@item.Href" title="@item.Title">@item.Description</a> This code throws up the following error, CS1513: } expected which is pointing to class="youarehere" portion of the code, but I could not figure out why. Could someone help point out how to fix it please? Thank you.

    Read the article

  • PST backup with Volume Shadow Copy Service

    - by NoMadMan
    I was asked to implement the task of backing up 35 PST files ranging from 800Mb to 2000Mb. Windows XP and Windows 2000 workstations are assigned to the users and we have a Windows 2000 domain controller we use to back up files on 3x 500Gb external hard drives. I found several methods from applications to scripts. Local or remote applications would be my last resort. I came across this script based on Volume Shadow Copy Service. CopyWithVss I wanted to know if there would be a problem if the path had spaces. Would mounting the destination path of each PST folder with a drive letter be more practical? My concern with mounting option is that i would eventually run out of letters since I have 35 and possibly more workstations to back up. Lastly, can someone give me an example of CopyWithVss if it were run on a production network? The script is a bit cryptic even after reading several times. Where in the script do I enter the source and the destination? I'm a Mac user so please excuse my ignorance with Windows platform.

    Read the article

  • Prevent box shadow from showing on a specific side

    - by kaile
    Is there any way to create a css box-shadow in which regardless of the blur value, the shadow only appears on the desired sides? For example if I want to create a div with shadows on left and right sides and no shadow on the top or bottom. The div is not absolutely positioned and its height is determined by the content. -- Edit -- @ricebowl: I appreciate your answer. Maybe you can help with creating a complete solution to fix the problems stated in my reply to your solution... My page setup is as follows: <div id="container"> <div id="header"></div> <div id="content"></div> <div id="clearfooter"></div> </div> <div id="footer"></div> And CSS like this: #container {width:960px; min-height:100%; margin:0px auto -32px auto; position:relative; padding:0px; background-color:#e6e6e6; -moz-box-shadow: -3px 0px 5px rgba(0,0,0,.8), 3px 0px 5px rgba(0,0,0,.8);} #header {height:106px; position:relative;} #content {position:relative;} #clearFooter {height:32px; clear:both; display:block; padding:0px; margin:0px;} #footer {height:32px; padding:0px; position:relative; width:960px; margin:0px auto 0px auto;}

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >