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  • Is there a quick way to convert camera raw files to DNG?

    - by dericke
    Before I switched from Windows to Ubuntu for my daily computing, I used Adobe's Photoshop Lightroom for processing photos from my DSLR. Adobe made it really straightforward to convert from proprietary camera raw files (in my case, .NEF) to DNG. I haven't found any way to convert NEF to DNG in Ubuntu yet. Most photography programs do process NEFs to JPG/TIFF/PNG/etc., but I'm looking for a converter for archival purposes. Are there any tools available, either standalone or built into another app, that can losslessly convert from NEF to DNG?

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  • Best setup/workflow for distributed team to integrated DSVC with fragmented huge .NET site?

    - by lazfish
    So we have a team with 2 developers one manager. The dev server sits in a home office and the live server sits in a rack somewhere handled by the larger part of my company. We have freedom to do as we please but I want to incorporate Kiln DSVC and FogBugz for us with some standard procedures to make sense of our decisions/designs/goals. Our main product is web-based training through our .NET site with many videos etc, and we also do mobile apps for multiple platforms. Our code-base is a 15 yr old fragmented mess. The approach has been rogue .asp/.aspx pages with some class management implemented in the last 6 years. We still mix our html/vb/js all on the same file when we add a feature/page to our site. We do not separate the business logic from the rest of the code. Wiring anything up in VS for Intelli-sense or testing or any other benefit is more frustrating than it is worth, because of having to manually rejigger everything back to one file. How do other teams approach this? I noticed when I did wire everything up for VS it wants to make a class for all functions. Do people normally compile DLLs for page-specific functions that won't be reusable? What approaches make sense for getting our practices under control while still being able to fix old anti-patterns and outdated code and still moving towards a logical structure for future devs to build on?

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  • In WPF 3D, why can't a perspective camera's LookDirection be straight down?

    - by DanM
    I'm attempting to position my perspective camera 30 units above the origin and pointing straight down. If I set the LookDirection of the camera to "0,0,-1", however, everything disappears. I have to make it "0.01,0.01,-1" for it to work. Why? <Window x:Class="ThreeDeeTester.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300"> <Grid> <Viewport3D> <Viewport3D.Camera> <PerspectiveCamera Position="0,0,30" LookDirection="0.01,0.01,-1" UpDirection="0,0,1" /> <!-- LookDirection="0,0,-1" doesn't work...why? --> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup> <DirectionalLight Color="White" Direction="1,-1,-1" /> <GeometryModel3D> <GeometryModel3D.Geometry> <MeshGeometry3D Positions="0,0,10 -5,-5,0 -5,5,0 5,5,0 5,-5,0" TriangleIndices="2 1 0 2 0 3 4 3 0 1 4 0" /> </GeometryModel3D.Geometry> <GeometryModel3D.Material> <DiffuseMaterial Brush="Red" /> </GeometryModel3D.Material> </GeometryModel3D> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D> </Grid> </Window>

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  • How to use integrated support for dyndns clients in 2Wire router ?

    - by Frank
    I logged into the 2Wire web interface, and get to "Broadband Link Advanced Settings" page, how do I use it's integrated support for dyndns clients ? Under "Broadband DNS" it has "Obtain DNS information automatically" selected, under that : Manually configure your DNS information: Primary Server: Secondary Server: Domain Name: what do I need to do ?

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  • Is integrated graphics card Radeon HD 4200 capable to handle full HD?

    - by develroot
    I enjoy my integrated graphics card Radeon HD 4200 at resolution of 1280x1024 pixels on a 19" inches LG Flatron (5:4 aspect ratio) (playing FIFA 10 at max resolution, max quality). But recently i decided to upgrade my monitor and to get an 24" inches BENQ, 1920x1080, fullHD. Would I experience any problems with that graphics card on a such a big monitor? Usually I don't play games, just movies/music/and of programming, but it would be nice to be able to play some Counter Strike without artifacts.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • How to stream H264 Video from camera over FTP?

    - by Jay
    I bought a h264 security camera system last year and set it up to ftp video to my computer. I was able to get the video to play (even though it played a little fast) on Ubuntu 11.04 using mplayer. A few months ago, I did a fresh install of 12.04 and I cannot seem to get the video to play with mplayer, smplayer or VLC. I have the restricted formats video packages installed and when playing with any of the players, all I get is a gray video. When calling mplayer from the command line to play the video with no options, I get a lot of these errors: [h264 @ 0x7f278c61f280]concealing 1320 DC, 1320 AC, 1320 MV errors No pts value from demuxer to use for frame! pts after filters MISSING I'm not a video expert and have been coming up with a lot of dead ends when Googling for this. Could someone offer some advice about how to play these videos? Here is the output of mediainfo for a sample file. mediainfo -f sec-cam01-m-20120921-212454.h264 General Count : 278 Count of stream of this kind : 1 Kind of stream : General Kind of stream : General Stream identifier : 0 Count of video streams : 1 Video_Format_List : AVC Video_Format_WithHint_List : AVC Codecs Video : AVC Complete name : sec-cam01-m-20120921-212454.h264 File name : sec-cam01-m-20120921-212454 File extension : h264 Format : AVC Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Format/Extensions usually used : avc h264 Commercial name : AVC Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec/Extensions usually used : avc h264 File size : 1097315 File size : 1.05 MiB File size : 1 MiB File size : 1.0 MiB File size : 1.05 MiB File size : 1.046 MiB File last modification date : UTC 2012-09-22 01:27:12 File last modification date (local) : 2012-09-21 21:27:12 Video Count : 205 Count of stream of this kind : 1 Kind of stream : Video Kind of stream : Video Stream identifier : 0 Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Commercial name : AVC Format profile : [email protected] Format settings : 1 Ref Frames Format settings, CABAC : No Format settings, CABAC : No Format settings, ReFrames : 1 Format settings, ReFrames : 1 frame Format settings, GOP : M=1, N=3 Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Family : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec profile : [email protected] Codec settings : 1 Ref Frames Codec settings, CABAC : No Codec_Settings_RefFrames : 1 Width : 704 Width : 704 pixels Height : 480 Height : 480 pixels Pixel aspect ratio : 1.000 Display aspect ratio : 1.467 Display aspect ratio : 3:2 Standard : NTSC Resolution : 8 Resolution : 8 bits Colorimetry : 4:2:0 Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 Bit depth : 8 bits Scan type : Progressive Scan type : Progressive Interlacement : PPF Interlacement : Progressive Edit: Here is a sample video using the same encoding: https://www.dropbox.com/s/l5acwzy8rtqn9xe/sec-cam08-m-20121118-105815.h264 (not the same video as mediainfo output)

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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  • addchild not displaying content

    - by Rajeev
    In the following code i dont have any error but why is that the addchild(video); i.e, the the video captured by webcam is not displayed <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Script> <![CDATA[ import org.com.figurew; import mx.controls.Button; import mx.controls.Alert; import flash.display.InteractiveObject; import flash.display.Sprite; import flash.media.*; import flash.net.*; public function addBody():void { var ret:Number = figurew.getInstance().getparam(); if( ret == 1) { Alert.show("Camera detected"); } if(ret == 0) { Alert.show("No camera detected"); } var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(30, 40); video.attachCamera(cam); addChild(video); } else { trace("No Camera Detected"); } } ]]> </mx:Script> <mx:Button label="Test camera" click="addBody();" x="99" y="116"/> </mx:Application > figurew.as package org.com { import flash.display.InteractiveObject; import flash.display.Sprite; import flash.media.*; import flash.net.*; public class figurew extends Sprite { public function figurew() { //getparam(); var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(300, 450); video.attachCamera(cam); addChild(video); } else { trace("No Camera Detected"); } } public function getparam():Number { var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(300, 450); video.attachCamera(cam); addChild(video); return 1; } else { return 0; trace("No Camera Detected"); } } private static var _instance:figurew = null; public static function getInstance():cldAS { if(_instance == null) { trace("No instance found"); _instance = new cldAS(); } return _instance; } } }

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  • Strange behaviour of Android debugger in Eclipse when using Camera for preview.

    - by Buzzy
    Hi, I have an Android application that uses a SurfaceView subclass and Camera object to preview images before capture. Once I capture an image, I stop the preview and release the camera. Execution stops at any breakpoint after this. However, apart from the "Suspend" and "Terminate" icons, the rest are disabled. This is strange because the "Debug Current Instruction Pointer" is clearly at the said breakpoint and execution is already suspended. I can't perform any debugging operations and have no option but to terminate the session. Sometimes (very rarely), the session terminates by itself. I can confirm that this odd behavior takes place only after I preview the camera capture. I am fairly new to Android development. Is there some obvious mistake I am making? Any help would be highly appreciated.

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  • OpenGL multiple threads, variable handling [closed]

    - by toeplitz
    I have written an OpenGL program which runs in the following way: Main: - Initialize SDL - Create thread which has the OpenGL context: - Renderloop - Set camera (view) matrix with glUniform. - glDrawElements() .... etc. - Swapbuffers(); - Main SDL loop handling input events and such. - Update camera matrix of type glm::mat4. This is how I pass my camera object to the class that handles opengl. Camera *cam = new Camera(); gl.setCam(cam); where void setCam(Camera *camera) { this->camera = camera; } For rendering in the opengl context thread, this happens: glm::mat4 modelView = camera->view * model; glUniformMatrix4fv(shader->bindUniform("modelView"), 1, GL_FALSE, glm::value_ptr(modelView)); In the main program where my SDL and other things are handles I then recompute the view matrix. This his working fine without me using any mutex locks. Is this correct? On the other hand, I add objects to my scene by an "upload queue" and in this case I have to mutex lock my upload queue vector (vector class type) when adding items to it or else the program crashes. In summary: I recompute my matrix in a different thread and then use it in the opengl thread without any mutex lock. Why is this working? Edit: I think my question is similar to what was asked here: Should I lock a variable in one thread if I only need it's value in other threads, and why does it work if I don't?, only in my case it is even more simple with only one matrix being changed.

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  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

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  • Rotate a particle system

    - by Blueski
    Languages / Libraries in use: C++, OpenGL, GLUT Okay, here's the deal. I've got a particle system which shoots out alpha blended textures to produce a flame. The system only keeps track of very basic things such as, time alive, life, xyz and spread. The direction in which the flames are currently moving in is purely based on other things which are going on in my code ( I assume ). My goal however, is to attach the flame to the camera (DONE) and have the flame pointing in the direction my camera is facing (NOT WORKING). I've tried glRotate for both x,y,z and I can't get it to work properly. I'm currently using gluLookAt to move the camera, and get the flame to follow the XYZ of the camera by calling glTranslatef(camX, camY - offset, camZ); Any suggestions on how I can rotate the direction of the flame with the camera would be greatly appreciated. Heres an image of what I've got: http://i.imgur.com/YhV4w.png Notes: Crosshair depicts where camera is facing if I turn the camera, flame doesn't follow the crosshair Also asked here: http://stackoverflow.com/questions/9560396/rotate-a-particle-system but was referred here

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Wireless internet is connected to an open network but has no internet

    - by Joshua Reeder
    I just installed Ubuntu on my laptop yesterday and it connected to the wireless fine. Then I took it to school, put it on their wired connection, downloaded some stuff, and now the wireless doesn't work. At first it would detect networks, but not connect. I restarted it and now it can connect, but it acts like it doesn't have internet in the browser. Wired connection still works fine on it. I know it isn't the network because my ipad is working on the wireless connection fine. I found another solution on here switching the security settings for the wireless, but this is the apartment's wireless so they have it open, and I won't be able to mess with it at all. Here is lspci output: 00:00.0 Host bridge: Intel Corporation Core Processor DMI (rev 11) 00:03.0 PCI bridge: Intel Corporation Core Processor PCI Express Root Port 1 (rev 11) 00:08.0 System peripheral: Intel Corporation Core Processor System Management Registers (rev 11) 00:08.1 System peripheral: Intel Corporation Core Processor Semaphore and Scratchpad Registers (rev 11) 00:08.2 System peripheral: Intel Corporation Core Processor System Control and Status Registers (rev 11) 00:08.3 System peripheral: Intel Corporation Core Processor Miscellaneous Registers (rev 11) 00:10.0 System peripheral: Intel Corporation Core Processor QPI Link (rev 11) 00:10.1 System peripheral: Intel Corporation Core Processor QPI Routing and Protocol Registers (rev 11) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 05) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 05) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [GeForce 310M] (rev a2) 01:00.1 Audio device: NVIDIA Corporation High Definition Audio Controller (rev a1) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 07:00.0 Network controller: Realtek Semiconductor Co., Ltd. RTL8191SEvB Wireless LAN Controller (rev 10) 16:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 20) 16:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 20) 16:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 20) 16:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 20) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-Core Registers (rev 04) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 04) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 04) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 04) ff:03.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller (rev 04) ff:03.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Target Address Decoder (rev 04) ff:03.4 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Test Registers (rev 04) ff:04.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Control Registers (rev 04) ff:04.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Address Registers (rev 04) ff:04.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Rank Registers (rev 04) ff:04.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Thermal Control Registers (rev 04) ff:05.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Control Registers (rev 04) ff:05.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Address Registers (rev 04) ff:05.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Rank Registers (rev 04) ff:05.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Thermal Control Registers (rev 04) Update: I re-installed Ubuntu 12.04 (I assumed I messed something up while toying with it) but it did not solve the problem. Eventually, I got it to work with my school's wireless internet (the default network settings were wrong), but the internet still doesn't work on my apartment's wifi (it has no security on it).

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  • tacacs+ integrated with LDAP or database. Which is better?

    - by chingupt
    We are setting up TACACS+ in our network which is a mix of Cisco AP's and other brands. However we have a centralized managemnet system which allows our customers to configure services. Hence we would like to setup a tacacs+ server integrated with some central system. We have two options: Integrate with a central Database server which stores the user configuration. OR Integrate with a LDAP Server. Which is a better solution? Can you please suggest the pros and cons of using LDAP or Database? TIA Sachin

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  • How would you diagnose an integrated network card that doesn't show up on the device list?

    - by Tomer Gabel
    I've been setting up a server based around a Gigabyte GA-G33M-DS2R motherboard (G33, PCH9R with integrated Realtek 811B network device. I've enabled it in the BIOS, but it doesn't show up in the pre-boot PCI device list, isn't recognized by Windows (even after installing the chipset and networking drivers) and doesn't even show up via lspci. I've tried cycling power, disabling, cycling again, enabling, cycling again etc. to no avail. I'm sort of at a loss at this point; the board isn't under warranty anymore, but I'd rather not have to replace it. Any advice would be greatly appreciated...

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  • How to save a png image to camera roll?

    - by Napolit
    I'd like to save screenshots from my game to camera roll. Right now I'm using UIImageWriteToSavedPhotosAlbum which saves the image in jpg format with way too much ugly jpg artifacts. Is there a way to save an UIImage in png format to camera roll?

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  • imagePickerController won't return camera photo. Will return album photo.

    - by yesimarobot
    i'm loading photos from my library just fine, but photos coming from he camera don't display in the imageView. I've used CFShow(info) and the data from the camera is not nil... - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { UIImage *image = [info objectForKey:@"UIImagePickerControllerEditedImage"]; [self.imageView setImage:image]; [self dismissModalViewControllerAnimated:YES]; [picker release]; }

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  • How can I stop IIS7 (integrated mode) from reporting a 404 before I get a chance to handle it?

    - by Gary McGill
    I have an ASP.NET MVC 2 application running on IIS7 in integrated mode. I'm trying to do my own 404 handling, but IIS7 seems to be intercepting the error and returning its own 404 message to the client before I get a chance to handle it. I'm not having much luck coming at the problem from a programming perspective over on Stack Overflow, so I wondered if maybe it's a configuration problem. Is there something I have to do to tell IIS to let me handle my own errors? (I'm trying to use Application_Error in my global.asax but it's not even getting there). There is a custom error page defined (at the machine level, I think) for 404 but when I tried removing that it didn't really help - it simply showed a bald one-liner message instead. My code still didn't get a look in. Is it perhaps something to do with the routing? Maybe the "mysite.com/nosuchpage" URL isn't being routed to me and that's why I don't get a chance to intercept it? Do I need to do something so that ALL requests get routed through my app?

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • Computer won't reboot without waiting for a while

    - by Benjamin
    I've got an unusual problem with my computer. When ever I reboot my computer it won't boot, I get a few beeps from the BIOS and nothing else, however if I wait for a few minuets the computer will boot perfectly. I tried to count the beeps and I get around 7-9 of them; the first two are noticeably closer together than the rest. [Edit: I'm now reasonably confident it's 1 long followed by 8 short beeps. That would be a display related issue: http://www.bioscentral.com/beepcodes/amibeep.htm] My BIOS is American Megatrends Inc and version P1.80, the Motherboard is an ASRock X58 Extreme (both according to dmidecode) Here's an output from LSPCI, I'm not sure what else might be useful but I can provide whatever's asked. 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:07.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 7 (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:14.3 PIC: Intel Corporation 5520/5500/X58 I/O Hub Throttle Registers (rev 13) 00:1a.0 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.5 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 6 00:1d.0 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 SATA controller: Intel Corporation 82801JI (ICH10 Family) SATA AHCI Controller 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) 02:00.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6315 Series Firewire Controller 02:00.1 IDE interface: VIA Technologies, Inc. VT6415 PATA IDE Host Controller (rev a0) 03:00.0 SATA controller: JMicron Technology Corp. JMB360 AHCI Controller (rev 02) 05:00.0 VGA compatible controller: nVidia Corporation GT200b [GeForce GTX 285] (rev a1) ff:00.0 Host bridge: Intel Corporation Xeon 5500/Core i7 QuickPath Architecture Generic Non-Core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Xeon 5500/Core i7 QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Xeon 5500/Core i7 QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Xeon 5500/Core i7 QPI Physical 0 (rev 05) ff:03.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller (rev 05) ff:03.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Target Address Decoder (rev 05) ff:03.4 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Test Registers (rev 05) ff:04.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Control Registers (rev 05) ff:04.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Address Registers (rev 05) ff:04.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Rank Registers (rev 05) ff:04.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Thermal Control Registers (rev 05) ff:05.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Control Registers (rev 05) ff:05.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Address Registers (rev 05) ff:05.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Rank Registers (rev 05) ff:05.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Thermal Control Registers (rev 05) ff:06.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Control Registers (rev 05) ff:06.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Address Registers (rev 05) ff:06.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Rank Registers (rev 05) ff:06.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Thermal Control Registers (rev 05) Update: ok I installed lm-sensors and here's the output. coretemp-isa-0000 Adapter: ISA adapter Core 0: +58.0°C (high = +80.0°C, crit = +100.0°C) Core 1: +59.0°C (high = +80.0°C, crit = +100.0°C) Core 2: +58.0°C (high = +80.0°C, crit = +100.0°C) Core 3: +57.0°C (high = +80.0°C, crit = +100.0°C) it8720-isa-0a10 Adapter: ISA adapter in0: +0.93 V (min = +0.00 V, max = +4.08 V) in1: +0.06 V (min = +0.00 V, max = +4.08 V) in2: +3.25 V (min = +0.00 V, max = +4.08 V) +5V: +2.91 V (min = +0.00 V, max = +4.08 V) in4: +3.04 V (min = +0.00 V, max = +4.08 V) in5: +2.94 V (min = +0.00 V, max = +4.08 V) in6: +2.14 V (min = +0.00 V, max = +4.08 V) 5VSB: +2.96 V (min = +0.00 V, max = +4.08 V) Vbat: +3.28 V fan1: 1869 RPM (min = 0 RPM) fan2: 0 RPM (min = 0 RPM) fan3: 0 RPM (min = 0 RPM) fan4: 1106 RPM (min = -1 RPM) fan5: 225000 RPM (min = -1 RPM) temp1: +39.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor temp2: +56.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor temp3: +127.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor cpu0_vid: +1.650 V intrusion0: ALARM If it helps here's the summery from sensors-detect Driver `it87': * ISA bus, address 0xa10 Chip `ITE IT8720F Super IO Sensors' (confidence: 9) Driver `adt7475': * Bus `NVIDIA i2c adapter 3 at 5:00.0' Busdriver `nvidia', I2C address 0x2e Chip `Analog Devices ADT7473' (confidence: 5) Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9)

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  • Why when I render a scene with a revolving camera objects that you'd expect to appear behind others

    - by seaworthy
    Hello, I am rendering a scene in which I have two spheres. I am revolving a camera around one of them. What happens is counter-intuitive. When the camera goes around the sphere the other gets in front of it when you'd expect it to be behind. So it appears as though the spheres aren't revolving around each other and the one the should go around is always upfront. Please help. Here is the code that renders the scene: glLoadIdentity(); [self positionCamera]; glutSolidSphere(2, 12,12); glPushMatrix(); glTranslatef(5, 0, 0); glutSolidSphere(0.5, 12,12); glPopMatrix(); glFlush(); This block is part of a class that gets called on using. [NSTimer scheduledTimerWithTimeInterval:DEFAULT_ANIMATION_INTERVAL target:self selector:@selector(drawRect) userInfo:nil repeats:YES]; And -(void)positionCamera{} Contains math do camera revolution and gluLookAt()

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