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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Fluent | Nhibernate multiple inheritance mapping?

    - by Broken Pipe
    I'm trying to map this classes: public interface IBusinessObject { Guid Id { get; set; } } public class Product { public virtual Guid Id { get; set; } public virtual int ProductTypeId { get; set; } } public class ProductWeSell : Product, IBusinessObject { } public class ProductWeDontSell : Product { } Using this Fluent mapping code: public class IBusinessObjectMap : ClassMap<IBusinessObject> { public IBusinessObjectMap() { Id(t => t.Id).GeneratedBy.Guid(); Table("BusinessObject"); } } public class ProductMap : ClassMap<Product> { public ProductMap() { Id(t => t.Id); DiscriminateSubClassesOnColumn("ProductTypeId", "null").Nullable(); } } public class ProductWeSellMap : SubclassMap<ProductWeSell> { public ProductWeSellMap() { DiscriminatorValue(1); KeyColumn("Id"); } } public class ProductWeDontSellMap : SubclassMap<ProductWeDontSell> { public ProductWeDontSellMap() { DiscriminatorValue(2); KeyColumn("Id"); } } But I get {"Duplicate class/entity mapping ProductWeSell"} error. And if we take a look at generated HBM, indeed it's duplicated, but i have no idea how to write this mapping without duplicating it if it's possible at all. Produced hbm: <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" name="IBusinessObject" table="BusinessObject"> <joined-subclass name="ProductWeSell" table="ProductWeSell"/> </class> </hibernate-mapping> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" discriminator-value="null" name="Product" table="Product"> <discriminator type="String"> <column name="ProductTypeId" not-null="false" /> </discriminator> <subclass name="ProductWeDontSell" discriminator-value="2" /> <subclass name="ProductWeSell" discriminator-value="1" /> </class> </hibernate-mapping> So far I was unable to figure out how to map this using fluent Nhibernate (i haven't tried mapping this using hmb files). Any help appreciated Fluent or HBM files. The thing I'm trying to solve look identical to this topic: NHibernate inheritance mapping question

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • yahoo doesn't accpet emails i send to it

    - by hd
    i am writing a sendmail module to email some things to my site users. for testing it i use my own email at yahoo to receive this email. but some thing woeful happend. about 1200 sent to my email address at yahoo at a moment and yahoo sent all of them to spam box. now i can't send any email to yahoo addresses and my server gives me this message in mailq: "delivery temporarily suspended: host g.mx.mail.yahoo.com[98.137.54.238] refused to talk to me..." how can i solve this problem?? many users of my site have yahoo email address. my server uses postfix. thanks for helping .

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  • Yahoo doesn't accept emails i send to it

    - by hd
    i am writing a sendmail module to email some things to my site users. for testing it i use my own email at yahoo to receive this email. but something woeful happened. about 1200 sent to my email address at yahoo at a moment and yahoo sent all of them to spam box. now i can't send any email to yahoo addresses and my server gives me this message in mailq: delivery temporarily suspended: host g.mx.mail.yahoo.com[98.137.54.238] refused to talk to me... how can i solve this problem?? many users of my site have yahoo email address. my server uses postfix. thanks for helping .

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  • DKIM passes everywhere apart from Yahoo!

    - by Ian
    Hi, I'm using dkim-milter, Postfix on Ubuntu (I think I used these instructions for setting up). Anyway, using the reflectors such as Port25, BlackOps and Altn.com I get passes for DKIM: X-DKIM: OpenDKIM Filter v2.0.1 medusa.blackops.org o2SGTMSg005616 Authentication-Results: medusa.blackops.org; dkim=pass (1024-bit key) [email protected]; dkim-adsp=pass dkim=pass header.d=example.com (b=miSIxi7TMX; 1:0:good); Authentication-Results: verifier.port25.com header.d=example.com; dkim=pass (matches From: [email protected]); Yahoo gives this: Authentication-Results: mta1031.mail.ukl.yahoo.com from=; domainkeys=neutral (no sig); from=example.com; dkim=permerror (key failed) Where, obviously, example.com is my site address. Is anyone aware of anything different with Yahoo! that would stop these from signing? TIA

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  • Problems with mailenable when sending to yahoo mail

    - by Mee
    I'm testing sending emails from mailenable webmail. I have no problems sending mail to gmail or hotmail, both work fine, but yahoo mail sends my messages to the spam folder and shows the attachment icon for the message even though the message doesn't contain any attachments, it's just plain text. It only includes a reply to a previous message, like this: message text ----- Original Message ----- original message text I copied the message content and sent it from gmail to yahoo and the attachment icon didn't show which makes me believe it's something with mailenable. What could possibly be wrong? Also, is there a white list for yahoo mail that I can join? And also for other popular webmail? I'm going to use this on a production website (site visitors use the contact us form to send messages to the site - the mail enable server running on the same machine as the web server - then I check the messages using the mailenable webmail and reply them). This is really important to me, your help would be really appreciated ...

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  • Prevent Sending Spam with my Yahoo Account?

    - by Mohammad
    Today morning I found my Yahoo Mail account sent several emails with Subject re: and this body : this is crazy you should give it a look http://www.wanews15.net/biz/?news=9080205 to all my contact emails !!! I have Eset Nod32(Up to date) Anti Virus, but it couldn't find any thing. I've installed Microsoft Security Essential and it could find a virus. I remove it and I change my mail password. What happened to my Yahoo Mail Account and what should I do ? Edit : My email password was 12 characters and I couldn't remember it , so I'm using RoboForm. Is it possible that my Roboform password divulge. !!! Edit 2 : I've changed my yahoo mail password, but this morning I received Failure Notice for sending mail to some invalid mail addresses again, but there is a different this time, the sent mails didn't exist in my Sent Box. Is it a good thing or I have to do something else ?

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  • Problems with mailenable when sending to yahoo

    - by Naresh
    I m testing sending emails from mailenable webmail. I have no problems sending mail to gmail or hotmail, both work fine, but yahoo mail shows the attachment icon for the message even though the message doesn't contain any attachments, it's just plain text. It only includes a reply to a previous message, like this: message text ----- Original Message ----- original message text I copied the message content and sent it from gmail to yahoo and the attachment icon didn't show which makes me believe it's something with mailenable. What could possibly be wrong? Also, is there a white list for yahoo mail that I can join? And also for other popular webmail? I'm going to use this on a production website (site visitors use the contact us form to send messages to the site - the mail enable server running on the same machine as the web server - then I check the messages using the mailenable webmail and reply them). This is really important to me, your help would be really appreciated ...

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  • Yahoo Messenger IP range

    - by Adrian
    I use PeerBlock (former PeerGuardian) and, as a consequence, Yahoo Messenger (actually Pidgin) fails to connect every once in a while; PeerBlock reports the access being blocked because the destination IP is in one of the block lists. Where can I get a list of all IP ranges belonging to Yahoo Messenger so I can configure an "allow" rule in PeerBlock?

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  • Yahoo Mail Does Not Have https

    - by Daniel
    Why is yahoo mail behind in security, they don't support https yet. Gmail and many others do, I'm shocked that yahoo still doesn't have https? Why is this? What is the logic behind not supporting https in their mail client?

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  • hibernate fail mapping two tables

    - by sebbalex
    Hi guys, I'd like to understand how it is possible: Until I was working with one table everything worked fine, when I have mapped another table it fails as shown below: Glassfish start: INFO: configuring from resource: /hibernate.cfg.xml INFO: Configuration resource: /hibernate.cfg.xml INFO: Reading mappings from resource : hibernate_centrale.hbm.xml //first table INFO: Mapping class: com.italtel.patchfinder.objects.centrale - centrale INFO: Reading mappings from resource : hibernate_impianti.hbm.xml //second table INFO: Mapping class: com.italtel.patchfinder.objects.Impianto - impianti INFO: Configured SessionFactory: null INFO: schema update complete INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ group by centrale0_.name INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ where centrale0_.name='ANCONA' order by centrale0_.name asc //Error org.hibernate.hql.ast.QuerySyntaxException: impianti is not mapped [from impianti where impianto='SD' order by modulo asc] at org.hibernate.hql.ast.util.SessionFactoryHelper.requireClassPersister(SessionFactoryHelper.java:181) ..... config: table1 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.Impianto" table="impianti"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="impianto"/> <property name="modulo"/> </class> </hibernate-mapping> table2 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.centrale" table="centrale"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="name"/> <property name="impianto"/> <property name="servizio"/> </class> </hibernate-mapping> connection stuff ... <property name="hbm2ddl.auto">update</property> <mapping resource="hibernate_centrale.hbm.xml"/> <mapping resource="hibernate_impianti.hbm.xml"/> </session-factory> </hibernate-configuration> Class: public List loadAll() { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale group by name").list(); } public List<centrale> loadImplants(String centrale) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale where name='" + centrale + "' order by name asc").list(); } public List<Impianto> loadModules(String implant) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from impianti where impianto='" + implant + "' order by modulo asc").list(); } } Do you have some advice? Thanks in advance

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • Yahoo flagging mail as spam when using relay server

    - by modulaaron
    I'm using Postfix to relay mail from my site to my mail server. Mail is received properly at my Gmail and Hotmail accounts - only Yahoo is the problem. The Yahoo mail headers state: Received-SPF: none (mta1133.mail.mud.yahoo.com: domain of [email protected] does not designate permitted sender hosts) In contrast, the Gmail headers state: Received-SPF: pass (google.com: domain of [email protected] designates 74.50.xxx.xxx as permitted sender) client-ip=74.50.xxx.xxx; Reverse DNS is set up correctly, as is my SPF record. Does anyone have any suggestions as to what I can do to solve the Yahoo problem (short of contacting Yahoo, as this is a brand new mail server)? FYI - I just set up domainkeys, but I'm not sure whether they should be on the origin or relay server. Thanks

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  • Work around for yahoo mail slowness (using 100% cpu)

    - by Tony Lee
    My yahoo mail is very slow sometimes. When it is, I notice that IE8 is using 100% cpu. Using sysinternals process explorer I discovered the thread using all the cpu in IE8 has Flash in the stackwalk. I upgraded flash from 9 to 10, but the problem persists. I'm about to edit hosts to block the flash content by redirecting the yahoo and ad click dns entries. Is there some easier way to get flash to behave? The fix for the long run will be switching to gmail.

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  • Yahoo toolbar and local sites (e.g. Intranet)

    - by Klaptrap
    We have local sites running on IIS in regular MS Windows network. User base has IE, FireFox and Chrome. Local sites are isolated by host headers and DNS record created for the common IP accordingly. This is a regular set-up. Users without Yahoo Toolbar type http://intranet and the sites resolves. Users with Yahoo toolbar type http://intranet and the toolbar goes off to search for this site in public domain. This is irrespective to whether the address is typed into the browser address bar or the toolbar. All versions of toolbar and IE are affected. I cannot see a setting on the toolbar to switch this "irritating" behaviour off and simply un-installing the toolbar is not an option. Any ideas?

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  • How to uninstall Yahoo toolbar for Firefox 15

    - by Pearsonartphoto
    My kids downloaded something, which installed the Yahoo toolbar. I have tried every trick I can think of, and all I can do is get the bar to not show itself. There still is a Yahoo! menu, and I think it might be interfering with other web sites, but I'm not completely sure... Anyways, I want to get it off completely. What do I need to do? I have tried: Removing it from Add-ons (Didn't show up). Removing it via the bar itself (No pencil menu showing up) Removing via add/remove programs (Again, nothing showing up) Massive google searching (I can't seem to find anything) Any other ideas? Thanks!

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  • Accessing Yahoo realtime stock quotes

    - by DVK
    There's a fairly easy way of retrieving 15-minute delayed quotes off of Yahoo! Finance web site ("quotes.csv" API). However, so far I was unable to find any info on how to access real-time quotes. The hang-ups with real-time quotes are: Only available to logged-in user No API Non-obvious how to scrape the info - I'm somewhat convinced they are placed on the page by some weird Ajax call. So I was wondering if anyone had managed to develop a publically available solution to retrieve real-time quotes for a stock from Yahoo! Finance. Notes: Implementation language/framework need is flexible but Perl or Excel is highly preferred. Assume that security is not an issue - I'm willing to supply yahoo userid and pasword, even in cleartext. I'm not 100% hung up on Yahoo - they are merely the only provider of free realtime stock quotes I'm familiar with. if the same thing can be done with Google Finance, I'd be just as happy. This is for a personal project, so scalability/fault tolerance/etc... are not important. I'm looking for a "do the whole retrieval" library ideally, but if I'm pointed to partial solutions (e.g. how to retrieve info from Yahoo's user-logged-in pages; how to scrape realtime quotes from Yahoo's page) I can fill in the blanks. I saw Finance::YahooQuote but it does not seem to allow you to supply log-in information and appears to use the lagging quotes.csv API Thanks!

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  • Yahoo Webmail - Garbled Quote Text

    - by baultista
    I've encountered a very strange problem when trying to reply to e-mail via my Yahoo Web Mail from a family member's computer. She received an e-mail from a client who is using Microsoft Outlook. When I receive the message it looks perfectly fine in my browser and I can read it. However, when I try to reply to the e-mail the quoted text looks as such: > #yiv9181642880 p.yiv9181642880msonormal1114, #yiv9181642880 > li.yiv9181642880msonormal1114, #yiv9181642880 > div.yiv9181642880msonormal1114 > {margin-right:0in;margin-left:0in;font-size:12.0pt;} > #yiv9181642880 p.yiv9181642880msoacetate1114, #yiv9181642880 > li.yiv9181642880msoacetate1114, #yiv9181642880 > div.yiv9181642880msoacetate1114 > {margin-right:0in;margin-left:0in;font-size:12.0pt;} > #yiv9181642880 p.yiv9181642880emailquote1114, #yiv9181642880 > li.yiv9181642880emailquote1114, #yiv9181642880 > div.yiv9181642880emailquote1114 > {margin-right:0in;margin-left:0in;font-size:12.0pt;} > #yiv9181642880 p.yiv9181642880msochpdefault1114, > #yiv9181642880 li.yiv9181642880msochpdefault1114, > #yiv9181642880 div.yiv9181642880msochpdefault1114 > {margin-right:0in;margin-left:0in;font-size:12.0pt;} > #yiv9181642880 p.yiv9181642880msonormal53, #yiv9181642880 > li.yiv9181642880msonormal53, #yiv9181642880 > div.yiv9181642880msonormal53 > {margin-right:0in;margin-left:0in;font-size:12.0pt;} It's the strangest thing. It doesn't happen with all e-mails except this particular one. At a glance it almost looks like raw CSS code that's being displayed, but I really can't understand why. So far I have tried the following: Try a different browser, both IE11 and Google Chrome Check the browser encoding settings Check Yahoo Web Mail's encoding/font settings My only other guess is that the client used some weird font or formatting on the e-mail that is throwing the message body out of sync. Unfortunately for my family member, she is a contractor working with a medium-sized company that refuses to provide her with a domain e-mail address, so she is forced to conduct business this way. Simply asking the sender to use a more widely supported font wouldn't be an acceptable solution here. Any thoughts?

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  • Facebook, Twitter, Yahoo doesn't work

    - by Toktik
    Some sites doesn't work normally, they are open, without css, images and javascript errors... Facebook stucks on static.ak.fbcdn.net Twitter stucks on a1.twimg.com Yahoo stucks on l.yimg.com On firefox I'm receiving Waiting for ...(any of those). I can access facebook only with SSL. Like https://facebook.com I ping them, only receive request timed out.

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