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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • How to store generated eigen faces for future face recognition?

    - by user3237134
    My code works in the following manner: 1.First, it obtains several images from the training set 2.After loading these images, we find the normalized faces,mean face and perform several calculation. 3.Next, we ask for the name of an image we want to recognize 4.We then project the input image into the eigenspace, and based on the difference from the eigenfaces we make a decision. 5.Depending on eigen weight vector for each input image we make clusters using kmeans command. Source code i tried: clear all close all clc % number of images on your training set. M=1200; %Chosen std and mean. %It can be any number that it is close to the std and mean of most of the images. um=60; ustd=32; %read and show images(bmp); S=[]; %img matrix for i=1:M str=strcat(int2str(i),'.jpg'); %concatenates two strings that form the name of the image eval('img=imread(str);'); [irow icol d]=size(img); % get the number of rows (N1) and columns (N2) temp=reshape(permute(img,[2,1,3]),[irow*icol,d]); %creates a (N1*N2)x1 matrix S=[S temp]; %X is a N1*N2xM matrix after finishing the sequence %this is our S end %Here we change the mean and std of all images. We normalize all images. %This is done to reduce the error due to lighting conditions. for i=1:size(S,2) temp=double(S(:,i)); m=mean(temp); st=std(temp); S(:,i)=(temp-m)*ustd/st+um; end %show normalized images for i=1:M str=strcat(int2str(i),'.jpg'); img=reshape(S(:,i),icol,irow); img=img'; end %mean image; m=mean(S,2); %obtains the mean of each row instead of each column tmimg=uint8(m); %converts to unsigned 8-bit integer. Values range from 0 to 255 img=reshape(tmimg,icol,irow); %takes the N1*N2x1 vector and creates a N2xN1 matrix img=img'; %creates a N1xN2 matrix by transposing the image. % Change image for manipulation dbx=[]; % A matrix for i=1:M temp=double(S(:,i)); dbx=[dbx temp]; end %Covariance matrix C=A'A, L=AA' A=dbx'; L=A*A'; % vv are the eigenvector for L % dd are the eigenvalue for both L=dbx'*dbx and C=dbx*dbx'; [vv dd]=eig(L); % Sort and eliminate those whose eigenvalue is zero v=[]; d=[]; for i=1:size(vv,2) if(dd(i,i)>1e-4) v=[v vv(:,i)]; d=[d dd(i,i)]; end end %sort, will return an ascending sequence [B index]=sort(d); ind=zeros(size(index)); dtemp=zeros(size(index)); vtemp=zeros(size(v)); len=length(index); for i=1:len dtemp(i)=B(len+1-i); ind(i)=len+1-index(i); vtemp(:,ind(i))=v(:,i); end d=dtemp; v=vtemp; %Normalization of eigenvectors for i=1:size(v,2) %access each column kk=v(:,i); temp=sqrt(sum(kk.^2)); v(:,i)=v(:,i)./temp; end %Eigenvectors of C matrix u=[]; for i=1:size(v,2) temp=sqrt(d(i)); u=[u (dbx*v(:,i))./temp]; end %Normalization of eigenvectors for i=1:size(u,2) kk=u(:,i); temp=sqrt(sum(kk.^2)); u(:,i)=u(:,i)./temp; end % show eigenfaces; for i=1:size(u,2) img=reshape(u(:,i),icol,irow); img=img'; img=histeq(img,255); end % Find the weight of each face in the training set. omega = []; for h=1:size(dbx,2) WW=[]; for i=1:size(u,2) t = u(:,i)'; WeightOfImage = dot(t,dbx(:,h)'); WW = [WW; WeightOfImage]; end omega = [omega WW]; end % Acquire new image % Note: the input image must have a bmp or jpg extension. % It should have the same size as the ones in your training set. % It should be placed on your desktop ed_min=[]; srcFiles = dir('G:\newdatabase\*.jpg'); % the folder in which ur images exists for b = 1 : length(srcFiles) filename = strcat('G:\newdatabase\',srcFiles(b).name); Imgdata = imread(filename); InputImage=Imgdata; InImage=reshape(permute((double(InputImage)),[2,1,3]),[irow*icol,1]); temp=InImage; me=mean(temp); st=std(temp); temp=(temp-me)*ustd/st+um; NormImage = temp; Difference = temp-m; p = []; aa=size(u,2); for i = 1:aa pare = dot(NormImage,u(:,i)); p = [p; pare]; end InImWeight = []; for i=1:size(u,2) t = u(:,i)'; WeightOfInputImage = dot(t,Difference'); InImWeight = [InImWeight; WeightOfInputImage]; end noe=numel(InImWeight); % Find Euclidean distance e=[]; for i=1:size(omega,2) q = omega(:,i); DiffWeight = InImWeight-q; mag = norm(DiffWeight); e = [e mag]; end ed_min=[ed_min MinimumValue]; theta=6.0e+03; %disp(e) z(b,:)=InImWeight; end IDX = kmeans(z,5); clustercount=accumarray(IDX, ones(size(IDX))); disp(clustercount); QUESTIONS: 1.It is working fine for M=50(i.e Training set contains 50 images) but not for M=1200(i.e Training set contains 1200 images).It is not showing any error.There is no output.I waited for 10 min still there is no output. I think it is going infinite loop.What is the problem?Where i was wrong? 2.Instead of running the training set everytime how eigen faces generated are stored so that stored eigen faces are used for future face recoginition for a new input image.So it reduces wastage of time.

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  • Sentence Tree v/s Words List

    - by Rohit Jose
    I was recently tasked with building a Name Entity Recognizer as part of a project. The objective was to parse a given sentence and come up with all the possible combinations of the entities. One approach that was suggested was to keep a lookup table for all the know connector words like articles and conjunctions, remove them from the words list after splitting the sentence on the basis of the spaces. This would leave out the Name Entities in the sentence. A lookup is then done for these identified entities on another lookup table that associates them to the entity type, for example if the sentence was: Remember the Titans was a movie directed by Boaz Yakin, the possible outputs would be: {Remember the Titans,Movie} was {a movie,Movie} directed by {Boaz Yakin,director} {Remember the Titans,Movie} was a movie directed by Boaz Yakin {Remember the Titans,Movie} was {a movie,Movie} directed by Boaz Yakin {Remember the Titans,Movie} was a movie directed by {Boaz Yakin,director} Remember the Titans was {a movie,Movie} directed by Boaz Yakin Remember the Titans was {a movie,Movie} directed by {Boaz Yakin,director} Remember the Titans was a movie directed by {Boaz Yakin,director} Remember the {the titans,Movie,Sports Team} was {a movie,Movie} directed by {Boaz Yakin,director} Remember the {the titans,Movie,Sports Team} was a movie directed by Boaz Yakin Remember the {the titans,Movie,Sports Team} was {a movie,Movie} directed by Boaz Yakin Remember the {the titans,Movie,Sports Team} was a movie directed by {Boaz Yakin,director} The entity lookup table here would contain the following data: Remember the Titans=Movie a movie=Movie Boaz Yakin=director the Titans=Movie the Titans=Sports Team Another alternative logic that was put forward was to build a crude sentence tree that would contain the connector words in the lookup table as parent nodes and do a lookup in the entity table for the leaf node that might contain the entities. The tree that was built for the sentence above would be: The question I am faced with is the benefits of the two approaches, should I be going for the tree approach to represent the sentence parsing, since it provides a more semantic structure? Is there a better approach I should be going for solving it?

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  • Looking for mass cropping software

    - by Bart van Heukelom
    I'm looking for a tool than runs on Ubuntu that can let me: Open an image in a folder which has thousands Crop and rotate it Save as a copy, automatically named (not manually), with one click. Preferably with something in the name that I can later use to filter these cropped copies in Nautilus (unless it saves in another directory, that'd be even better). Move to next image and repeat Does it exist?

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  • Best Practice - XML To Excel

    - by MemLeak
    I've to read a big XML file with a lot of information. Afterwards I extract the needed information (~20 Points(columns) / ~80 relevant Data (rows, some of them with subdatasets) and write them out in a Excel File. My Question is how to handle the extraction (of unused Data) part, should I copy the whole file and delete the unused parts, and then write it to excel or is it a good approach to create Objects for each column? should I write the whole xml to excel and start to delete rows in excel? What would be performant and a acceptable solution?

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  • Vectorization of matlab code for faster execution

    - by user3237134
    My code works in the following manner: 1.First, it obtains several images from the training set 2.After loading these images, we find the normalized faces,mean face and perform several calculation. 3.Next, we ask for the name of an image we want to recognize 4.We then project the input image into the eigenspace, and based on the difference from the eigenfaces we make a decision. 5.Depending on eigen weight vector for each input image we make clusters using kmeans command. Source code i tried: clear all close all clc % number of images on your training set. M=1200; %Chosen std and mean. %It can be any number that it is close to the std and mean of most of the images. um=60; ustd=32; %read and show images(bmp); S=[]; %img matrix for i=1:M str=strcat(int2str(i),'.jpg'); %concatenates two strings that form the name of the image eval('img=imread(str);'); [irow icol d]=size(img); % get the number of rows (N1) and columns (N2) temp=reshape(permute(img,[2,1,3]),[irow*icol,d]); %creates a (N1*N2)x1 matrix S=[S temp]; %X is a N1*N2xM matrix after finishing the sequence %this is our S end %Here we change the mean and std of all images. We normalize all images. %This is done to reduce the error due to lighting conditions. for i=1:size(S,2) temp=double(S(:,i)); m=mean(temp); st=std(temp); S(:,i)=(temp-m)*ustd/st+um; end %show normalized images for i=1:M str=strcat(int2str(i),'.jpg'); img=reshape(S(:,i),icol,irow); img=img'; end %mean image; m=mean(S,2); %obtains the mean of each row instead of each column tmimg=uint8(m); %converts to unsigned 8-bit integer. Values range from 0 to 255 img=reshape(tmimg,icol,irow); %takes the N1*N2x1 vector and creates a N2xN1 matrix img=img'; %creates a N1xN2 matrix by transposing the image. % Change image for manipulation dbx=[]; % A matrix for i=1:M temp=double(S(:,i)); dbx=[dbx temp]; end %Covariance matrix C=A'A, L=AA' A=dbx'; L=A*A'; % vv are the eigenvector for L % dd are the eigenvalue for both L=dbx'*dbx and C=dbx*dbx'; [vv dd]=eig(L); % Sort and eliminate those whose eigenvalue is zero v=[]; d=[]; for i=1:size(vv,2) if(dd(i,i)>1e-4) v=[v vv(:,i)]; d=[d dd(i,i)]; end end %sort, will return an ascending sequence [B index]=sort(d); ind=zeros(size(index)); dtemp=zeros(size(index)); vtemp=zeros(size(v)); len=length(index); for i=1:len dtemp(i)=B(len+1-i); ind(i)=len+1-index(i); vtemp(:,ind(i))=v(:,i); end d=dtemp; v=vtemp; %Normalization of eigenvectors for i=1:size(v,2) %access each column kk=v(:,i); temp=sqrt(sum(kk.^2)); v(:,i)=v(:,i)./temp; end %Eigenvectors of C matrix u=[]; for i=1:size(v,2) temp=sqrt(d(i)); u=[u (dbx*v(:,i))./temp]; end %Normalization of eigenvectors for i=1:size(u,2) kk=u(:,i); temp=sqrt(sum(kk.^2)); u(:,i)=u(:,i)./temp; end % show eigenfaces; for i=1:size(u,2) img=reshape(u(:,i),icol,irow); img=img'; img=histeq(img,255); end % Find the weight of each face in the training set. omega = []; for h=1:size(dbx,2) WW=[]; for i=1:size(u,2) t = u(:,i)'; WeightOfImage = dot(t,dbx(:,h)'); WW = [WW; WeightOfImage]; end omega = [omega WW]; end % Acquire new image % Note: the input image must have a bmp or jpg extension. % It should have the same size as the ones in your training set. % It should be placed on your desktop ed_min=[]; srcFiles = dir('G:\newdatabase\*.jpg'); % the folder in which ur images exists for b = 1 : length(srcFiles) filename = strcat('G:\newdatabase\',srcFiles(b).name); Imgdata = imread(filename); InputImage=Imgdata; InImage=reshape(permute((double(InputImage)),[2,1,3]),[irow*icol,1]); temp=InImage; me=mean(temp); st=std(temp); temp=(temp-me)*ustd/st+um; NormImage = temp; Difference = temp-m; p = []; aa=size(u,2); for i = 1:aa pare = dot(NormImage,u(:,i)); p = [p; pare]; end InImWeight = []; for i=1:size(u,2) t = u(:,i)'; WeightOfInputImage = dot(t,Difference'); InImWeight = [InImWeight; WeightOfInputImage]; end noe=numel(InImWeight); % Find Euclidean distance e=[]; for i=1:size(omega,2) q = omega(:,i); DiffWeight = InImWeight-q; mag = norm(DiffWeight); e = [e mag]; end ed_min=[ed_min MinimumValue]; theta=6.0e+03; %disp(e) z(b,:)=InImWeight; end IDX = kmeans(z,5); clustercount=accumarray(IDX, ones(size(IDX))); disp(clustercount); Running time for 50 images:Elapsed time is 103.947573 seconds. QUESTIONS: 1.It is working fine for M=50(i.e Training set contains 50 images) but not for M=1200(i.e Training set contains 1200 images).It is not showing any error.There is no output.I waited for 10 min still there is no output. I think it is going infinite loop.What is the problem?Where i was wrong?

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  • Stitch scanned images using CLI

    - by Adam Matan
    I have scanned a newspaper article which was larger than the scanner glass. Each page was scanned twice: the top and the bottom parts, where the middle part appeared in both images. Is there a way to quickly match and stitch these scanned images, preferably using CLI? The panorama stitching tools I know require lengthy configuration, which is mostly irrelevant: lens size, focus, angle etc. Hugin has a solution for this issue, but it isn't practical for batch jobs.

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • Can non-IT people learn and take advantage of regular expressions? [closed]

    - by user1598390
    Often times, not-IT people has to deal with massive text data, clean it, filter it, modify it. Often times normal office tools like Excel lack the tools to make complex search and replace operations on text. Could this people benefit from regexps ? Can regexp be taught to them ? Are regular expressions the exclusive domain of programmers and unix/linux technicians ? Can they be learned by non-IT people, given regexps are not a programming language? Is this a valid or achievable goal to make some users regexp-literate through appopriate training ? Have you have any experiences on this issue? and if so, have it been successful ?

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  • Comunicate NodeJS and PHP

    - by Zenth
    i need ideas to solve this: I have a entire website in PHP (5.2) in a PHP "shared server", only i can use apache+PHP, CGI & NodeJS, no memcached, redis or another software. And i need to comunicate the PHP and the NodeJS Script. My first approach is using socket connection, creating in NodeJS a socket listener and connect to it witch PHP, and then, send commands, whait for response, and close connection (and end PHP Script). To the other side, i can call PHP script via ¿httprequest? ¿or using sockets again? The problem of using sockets fron Node to PHP, i CANT leave PHP script runing with set_time_limit(0) because the fuc... server, need to "call" PHP for another way. The NodeJS and Apache + PHP are in the same machine, i need to make the code for the fast response time (sockets better than web-calls). Better ideas or other solutions? thanks!

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  • Nginx routing script for NodeJS and Wordpress

    - by Nilay Parikh
    We are moving blogs and site from wordpress to nodejs and ready to move into production. However I'm not able to figure it out how to implement routing from front server (Nginx) to NodeJS (prefered web instance) and if data not synced yet into NodeJS website than (404 will throw by NodeJS) fall back to (using reverse proxy) to Wordpress and serve page, during the transformation period. Q1. Is the approach good for the scenario, or anyone can suggest better approach? Q2. Should NodeJS treat itself as Reverse proxy (using bouncy : https://github.com/substack/bouncy or similar package) in event of fall back or shoud stick with Nginx to do so using fastcgi approch. Both NodeJS and Wordpress are on single server only, In first scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then reverse query wordpress and serve content second scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then 404 to Nginx and Nginx script fallback to Wordpress (FastCGI PHP) Later we have plan to phase out Wordpress and PHP from the server environment completely. I'd like to see any examples of Nginx or Varnish scripts and/or NodeJS scripts if you have for me to refer. Thanks.

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  • Reverse all words in current line

    - by KasiyA
    I have a file and I want to reverse all word in it. Read line as long as (.) not seen, or seen (\n), if found first (.) in line then It is a word , so reverse this word and continue reading for next word in current line until end of file. ex input file: DCBA. HGFE.GI MLK,PON.RQ UTS. ZYXWV. 321 ex output file: (What I Want) ABCD. EFGH.IG KLM,NOP.QR STU. VWXYZ. 123 With this sed script: sed '/\n/!G;s/\(.\)\(.*\n\)/&\2\1/;//D;s/.//' in the entire line is reversed. The wrong output produced by the command above: IG.EFGH .ABCD QR.NOP,KLM 123 .VWXYZ .STU How can I get my desired output? Thanks for your help

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  • How to handle shoot instructions, in a multiplayer TD

    - by Martin Elvar Jensen
    I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running the master game, and the clients just follow the instruction from the server. Lets say there is about 20 towers on the stage, all needs instructions for which creeps to shoot at. Now lets say each towers fires twice in a second, that's 40 shots each second, (worst case scenario) which is 40 request per second to each client, would't this casue alot of stress to the server, saying that we have 50 games running the same time. So what i am really asking, is this method inefficient, and is there a smarter way to handle all these instructions. Thank you.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Text comparison algorithm using java-diff-utils

    - by java_mouse
    One of the features in our project is to implement a comparison algorithm between two versions of text and provide a % change between the two versions. While I was researching, I came across google java-diff-utils project. Has anyone used this for comparing text using java-diff-utils ? Using this utility, I can get a list of "delta" which I assume I can use it for the % of difference between two versions of the text? Is this a correct way of doing this? If you have done any text comparison algorithm using Java, could you give me some pointers?

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  • Can a NodeJS webserver handle multiple hostnames on the same IP?

    - by Matthew Patrick Cashatt
    I have just begun learning NodeJS and LOVE it so far. I have set up a Linux box to run it and, in learning to use the event-driven model, I am curious if I can use a common IP for multiple domain names. Could I point, for example, www.websiteA.com, www.websiteB.com, and www.websiteC.com all to the same IP (node webserver) and then route to the appropriate source files based on the request? Would this cause certain doom when it came to scaling to any reasonable size?

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  • Programmatically syncing with remote servers

    - by Joseph
    My application generates text files that need to be synced with remote servers, which may be windows or linux. Sync has to happen without user's intervention. I tried with rsync but windows doesn't come with rsync by default. Also it is not possible to supply password in the command line for rsync. Currently I'm going with ftp. But that seems like an inefficient way. Is there a way to rsync without user intervention? What are the ways to sync with a remote server programmatically? App is on nodejs.

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  • Inserting an Image into a PDF

    - by Cerin
    Are there Linux/Ubuntu programs capable of inserting a partially transparent image into a PDF? I'm trying to "sign" a PDF document by inserting an image of my signature, but even though every OSX and Windows PDF editor seems to support this, I haven't found any Linux PDF editors that do. I've tried PDFChain, PDF Editor, Flpsed PDF Annotator, Openoffice, Scribus, Krita, and PDFSam, and none support this. Although not technically a Linux program, I tried the site pdfescape.com, but it corrupts the images it inserts, rendering it useless for this task. Note, I'm talking about keeping the PDF in PDF format, so rasterizing it to a TIF/PNG/BMP, editing it in Gimp, and then dumping it back into a PDF isn't a solution. EDIT: I might have been premature in my criticism of pdfescape.com and PDF Editor. I was viewing the resulting PDF in Evince, which was showing a mangled image, but when I opened the PDF in PDF Editor, the image rendered correctly. I've since sent the PDF to someone on Windows who confirmed the image showed correctly. It looks like the problem might be inaccurate rendering with Evince.

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  • Sync csv file using nodejs

    - by Amit Dugar
    There is a remote csv file that gets updated every second or so. I need to download it(on a Windows machine) ONCE and always sync local file with the remote one. Obviously, downloading the whole file every time is not an option. I need to download only the changes.(something like rsync, rdiff-backup) I searched quite a bit but could not find how I can do this. I am sort of new to nodejs and am using this app as an opportunity to expand my nodejs skills. Also, I am planning to use nodejs and to package it using node-webkit(https://github.com/rogerwang/node-webkit)

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  • Problem in calling a method recursively in nodejs mongodb [closed]

    - by Nilesh
    I am trying to create a tree using nodejs and mongodb.Wanted to show a path of a particulr node from the root.So I am finding the destination path and looping back to its parent iteratively until the root.So this is the snippet I am using which results in infinite looping articleProvider.finditsparent(t,function(error,tap){ if(tap[0].parent=='null') { t=(tap[0].parent); console.log(n); } else { n.push(tap[0].parent); console.log(tap[0].parent); t=(tap[0].parent); res.send(n); } }); res.send(n); }); How should I get rid of this problem?Is there any way to call it recursively?

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  • What is the best way to implement paginated text editing in Python?

    - by W.F
    I'm trying to build a formatted text editor in python. I need the editor to be paginated on edit mode. Same as in all popular word processors - when the user is editing the document what he/she sees is a representation of the actual, physical, page. I've tried looking into PySide but I can't find any ready solution to this, nor I can work out a way to do it myself. I am totally open to new technologies, so if you think Python is not the right choice here I would love to hear about new stuff (especially when I'm this new to UI coding). It only needs to be cross-platform and let me do rapid development (hence me looking for an out-of-the-box solution to this). Please suggest the best way to implement this. Please also note that I am looking for either a ready solution or an advice on how to tackle this. Thank you very much !

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  • Parse git log by modified files

    - by MrUser
    I have been told to make git messages for each modified file all one line so I can use grep to find all changes to that file. For instance: $git commit -a modified: path/to/file.cpp/.h - 1) change1 , 2) change2, etc...... $git log | grep path/to/file.cpp/.h modified: path/to/file.cpp/.h - 1) change1 , 2) change2, etc...... modified: path/to/file.cpp/.h - 1) change1 , 2) change2, etc...... modified: path/to/file.cpp/.h - 1) change1 , 2) change2, etc...... That's great, but then the actual line is harder to read because it either runs off the screen or wraps and wraps and wraps. If I want to make messages like this: $git commit -a modified: path/to/file.cpp/.h 1) change1 2) change2 etc...... is there a good way to then use grep or cut or some other tool to get a readout like $git log | grep path/to/file.cpp/.h modified: path/to/file.cpp/.h 1) change1 2) change2 etc...... modified: path/to/file.cpp/.h 1) change1 2) change2 etc...... modified: path/to/file.cpp/.h 1) change1 2) change2 etc......

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  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

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  • Resize images to specific height value in ImageMagick?

    - by Jason
    I've looked around for this, and can't find an easily implemented solution. Currently I'm working on an application that deals with panoramas. As they come out of the batch stitch process, the dimensions average 18000x4000. Using ImageMagick, how can I downscale those images to a specific height value while maintaining aspect ratio? According to the manual, the convert operation takes in both height and width to resize to while maintaining the same aspect ratio. What I'd like is to put in 600 and 1000 in my existing resize script function and have both a regular viewable image as well as a reduced size.

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