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  • Please help me, I need some solid career advice, put myself in a dumb situation

    - by Kevin
    Hi, First off, I just want to say thank you in advance for looking at my question and would really value your input on this subject. My core question is how do I proceed from the following predicament. I will be honest with you, I wasted my College Experience. I slacked off and didn't take any of my comp sci classes that seriously, somehow i still got out with a 3.25 GPA. But truth be told I learned nothing. I befriended most of my professors who went pretty lenient on me in terms of grading. However, I basically came out of College knowing how to program a simple calculator in VB.Net. I was (to my great surprise) hired by a very large respected company in Denver as a Junior developer. Well the long and the short of it is that I knew so little about programming that I quickly became the office pariah and was almost fired due to my incompetence. It has been 8 months now and I feel I have learned some basic things and I am not as picked on as I used to be by the other developers. However, everyone hates me and the first few months have given the other developers a horrible perception of me. I am no longer afraid of code or learning, but I have put my self in the precarious position of being the scapegoat of our department. I hate going to work every day because no one there is my friend and pretty much everyone is hostile to me. What should I do? Any advice?

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • Java Road Trip: Code to Coast

    - by Tori Wieldt
    tweetmeme_url = 'http://blogs.oracle.com/javaone/2010/06/java_road_trip_code_to_coast.html'; Share .FBConnectButton_Small{background-position:-5px -232px !important;border-left:1px solid #1A356E;} .FBConnectButton_Text{margin-left:12px !important ;padding:2px 3px 3px !important;} The Java Road Trip: Code to CoastJava developers, architects, programmers, and enthusiasts: get ready for a real adrenaline rush! Follow the Java Road Trip: Code to Coast as this high-tech block party on wheels travels to 20 cities across the United States showcasing Oracle's commitment to everything Java. It's a chance to talk to Java leaders and engineers and get your hands on the latest Java technology. The Java Road Trip kicks off June 14 in New York City with Octavian Tanase, Vice President, Java Platform Group at Oracle, headlining the event. Don't miss    EJBs in Boston!    Governance in Washington, DC!    Swing(ing) in Memphis!    Mile-high UIs in Denver!    Java in Seattle! (too easy)     and more!Join or follow the tour here: http://java.com/roadtrip/Read the Oracle Magazine articleUse or follow the hash tag #javaroadtrip

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • what is a normal developer to pageview ratio?

    - by Anthony Shull
    I work for an e-commerce site that has lately been shedding its workforce. I was hired ten months ago as a UI Developer. At that time we had three other developers. One was the technical lead who had been with the company for 10 years. The other two were server-side developers who had been there for 10 and 3.5 years respectively. In ten months, the technical lead left for a better position, one developer was laid off, and the other very recently left. So, I am now the only developer on staff. We have one DBA and one network administrator. They are currently looking to hire another developer but are not willing to pay enough to hire a senior person. I consider myself a junior developer with two years of experience. I have argued that we need to hire at least one senior developer and another junior developer if we're going to keep our current site operational (not to mention develop new features)...even if that means laying off staff in other departments. Right now we get 6.5 million pageviews per month, and I feel like 3.2 million pageviews per developer must be incredibly abnormal. My question is then: what is a normal developer to pageview ratio? Are there any industry standards or literature on the subject that I can use to argue for more staff?

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  • Moving from Test Automation to Development

    - by avgvstvs
    I'm in an interesting quandary. I've been doing test automation using QTP for about 1.5 years, and am in the slow process of switching to a developer role in my same company. I also begin my Master's in CS this fall. An old friend is trying to recruit me for a Sr. Test Automation position that could potentially pay me $23k more for the exact same thing I do now. But obviously I would defer moving to development. The new company is much more technical overall (I would be moving from financial services to industrial automation, and they have MANY more software dev roles available. I know traditionally QA type jobs carry an odd "danger" tag, but test automation is really a different beast. Does anyone have any experience moving from test automation to development? Does the QA stigma exist? The extra $$ would be nice, but not at the expense of my career. I should note that my Master's will be on Systems/parallel programming, so one thought is that I'll get automatic consideraton for development upon completing my Master's. I also work 6hrs/wk doing game development with a friend.

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  • css: zoooming-out inside the browser moves rightmost floated div below other divs

    - by John Sonderson
    I am seeing something strange in both firefox and chrome when I increase the zoom level inside these browsers, although I see nothing wrong with my CSS... I am hoping someone on this group will be able to help. Here is the whole story: I have a right-floated top-level div containing three right-floated right. The three inner divs have all box-model measurements in pixels which add up to the width of the enclosing container. Everything looks fine when the browser size is 100%, but when I start making the browser smaller with CTRL+scrollwheel or CTRL+minus the rightmost margin shrinks down too fast and eventually becomes zero, forcing my rightmost floated inner div to fall down below the other two! I can't make sense out of this, almost seems like some integer division is being performed incorrectly in the browser code, but alas firefox and chrome both display the same result. Here is the example (just zoom out with CTRL-minus to see what I mean): Click Here to View What I Mean on Example Site Just to narrow things down a bit, the tags of interest are the following: div#mainContent div#contentLeft div#contentCenter div#contentRight I've searched stackoverflow for an answer and found the following posts which seem related to my question but was not able to apply them to the problem I am experiencing: http:// stackoverflow.com/questions/6955313/div-moves-incorrectly-on-browser-resize http:// stackoverflow.com/questions/18246882/divs-move-when-resizing-page http:// stackoverflow.com/questions/17637231/moving-an-image-when-browser-resizes http:// stackoverflow.com/questions/5316380/how-to-stop-divs-moving-when-the-browser-is-resized I've duplicated the html and css code below for your convenience: Here is the HTML: <!doctype html> <html> <head> <meta charset="utf-8"> <title>Pinco</title> <link href="css/style.css" rel="stylesheet" type="text/css"> </head> <body> <div id="wrapper"> <header> <div class="logo"> <a href="http://pinco.com"> <img class="logo" src="images/PincoLogo5.png" alt="Pinco" /> </a> </div> <div class="titolo"> <h1>Benvenuti!</h1> <h2>Siete arrivati al sito pinco.</h2> </div> <nav> <ul class="menu"> <li><a href="#">Menù Qui</a></li> <li><a href="#">Menù Quo</a></li> <li><a href="#">Menù Qua</a></li> </ul> </nav> </header> <div id="mainContent"> <div id="contentLeft"> <section> <article> <p> Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque tempor turpis est, nec varius est pharetra scelerisque. Sed eu pellentesque purus, at cursus nisi. In bibendum tristique nunc eu mattis. Nulla pretium tincidunt ipsum, non imperdiet metus tincidunt ac. In et lobortis elit, nec lobortis purus. Cras ac viverra risus. Proin dapibus tortor justo, a vulputate ipsum lacinia sed. In hac habitasse platea dictumst. Phasellus sit amet malesuada velit. Fusce diam neque, cursus id dui ac, blandit vehicula tortor. Phasellus interdum ipsum eu leo condimentum, in dignissim erat tincidunt. Ut fermentum consectetur tellus, dignissim volutpat orci suscipit ac. Praesent scelerisque urna metus. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Duis pulvinar, sem a sodales eleifend, odio elit blandit risus, a dapibus ligula orci non augue. Nullam vitae cursus tortor, eget malesuada lectus. Nulla facilisi. Cras pharetra nisi sit amet orci dignissim, a eleifend odio hendrerit. </p> </article> </section> </div> <div id="contentCenter"> <section> <article> <p> Maecenas vitae purus at orci euismod pretium. Nam gravida gravida bibendum. Donec nec dolor vel magna consequat laoreet in a urna. Phasellus cursus ultrices lorem ut sagittis. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vivamus purus felis, ornare quis ante vel, commodo scelerisque tortor. Integer vel facilisis mauris. </p> <img src="images/auto1.jpg" width="272" height="272" /> <p> In urna purus, fringilla a urna a, ultrices convallis orci. Duis mattis sit amet leo sed luctus. Donec nec sem non nunc mattis semper quis vitae enim. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse dictum porta quam, vel lobortis enim bibendum et. Donec iaculis tortor id metus interdum, hendrerit tincidunt orci tempor. Sed dignissim cursus mattis. </p> </article> </section> </div> <div id="contentRight"> <section> <article> <img src="images/auto2.jpg" width="272" height="272" /> <img src="images/auto3.jpg" width="272" height="272" /> <p> Cras eu quam lobortis, sodales felis ultricies, rhoncus neque. Aenean nisi eros, blandit ac lacus sit amet, vulputate sodales mi. Nunc eget purus ultricies, aliquam quam sit amet, porttitor velit. In imperdiet justo in quam tristique, eget semper nisi pellentesque. Cras fringilla eros enim, in euismod nisl imperdiet ac. Fusce tempor justo vitae faucibus luctus. </p> </article> </section> </div> </div> <footer> <div class="footerText"> <p> Copyright &copy; Pinco <br />Lorem ipsum dolor sit amet, consectetur adipiscing elit. <br />Fusce ornare turpis orci, nec egestas leo feugiat ac. <br />Morbi eget sem facilisis, laoreet erat ut, tristique odio. Proin sollicitudin quis nisi id consequat. </p> </div> <div class="footerLogo"> <img class="footerLogo" src="images/auto4.jpg" width="80" height="80" /> </div> </footer> </div> </body> </html> and here is the CSS: /* CSS Document */ * { margin: 0; border: 0; padding: 0; } body { background: #8B0000; /* darkred */; } body { margin: 0; border: 0; padding: 0; } div#wrapper { margin: 0 auto; width: 960px; height: 100%; background: #FFC0CB /* pink */; } header { position: relative; background: #005b97; height: 140px; } header div.logo { float: left; width: 360px; height: 140px; } header div.logo img.logo { width: 360px; height: 140px; } header div.titolo { float: left; padding: 12px 0 0 35px; color: black; } header div.titolo h1 { font-size: 36px; font-weight: bold; } header div.titolo h2 { font-size: 24px; font-style: italic; font-weight: bold; color: white;} header nav { position: absolute; right: 0; bottom: 0; } header ul.menu { background: black; } header ul.menu li { display: inline-block; padding: 3px 15px; font-weight: bold; } div#mainContent { float: left; width: 100%; /* width: 960px; *//* height: 860px; */ padding: 30px 0; text-align: justify; } div#mainContent img { margin: 12px 0; } div#contentLeft { height: 900px; float: left; margin-left: 12px; border: 1px solid black; padding: 15px; width: 272px; background: #ccc; } div#contentCenter { height: 900px; float: left; margin-left: 12px; border: 1px solid transparent; padding: 15px; width: 272px; background: #E00; } div#contentRight { height: 900px; float: left; margin-left: 12px; border: 1px solid black; padding: 15px; width: 272px; background: #ccc; } footer { clear: both; padding: 12px; background: #306; color: white; height: 80px; font-style: italic; font-weight: bold; } footer div.footerText { float: left; } footer div.footerLogo { float: right; } a { color: white; text-decoration: none; } Thanks.

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • How to convince boss to buy Visual Studio 2012 Professional

    - by Sam Leach
    The main advantage is the use of ReSharper and other add-ons but we need to make a convincing argument for the purchase of Visual Studio 2012 Professional. We are currently using Visual Studio 2012 Express for Windows. It is quite good but is hard to switch from using the full Professional version in the past. So far the team has compiled the following list: Extract Interface function missing. Very useful for clean SOLID code. No add-on support. Can’t install StyleCop or productivity tools. AnkhSvn, Spell checker, Productivity PowerTools, GhostDoc, Regex Editor, PowerCommands. The exception assistant is limited in Express edition. This is a big annoyance. See http://www.lifehacker.com.au/2013/01/ive-given-up-on-visual-studio-express-2012-for-windows-desktop-heres-why/ Different tools provided by MS like certificate generation. Possibility of create a Test project based on source code. We do server development in C# so any web add-ons or anything else is useless. The reason I am asking is I am sure that people have been in the same position. What approach did you use and can you think of additions or ammends to the above list? Thanks,

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • Introducing the BizTalk Maturity Assessment

    - by Michael Stephenson
    Originally posted on: http://geekswithblogs.net/michaelstephenson/archive/2013/06/22/153208.aspxIn the past I have had a number of customer engagements where Ive been called in because there are problems. There were often common themes to these issues faced by customers and I had a few processes, tools and ideas about how I helped these customers.Over time I learned developed a way of analysing the customers position and this has evolved into the BizTalk Maturity Assessment which I wanted to share.  The idea is that you complete a survey which asks various things related to BizTalk in your organisation.  You are then presented with a visualization of where you sit in terms of maturity in different areas of your BizTalk capability.You should be able to see the areas you need to improve and by retaking the survey at regular intervals you should be able to demonstrate improvement.I have taken the original idea and then been joined by some of my good friends in the community and included ideas from their experience and I think we have something which will help a lot of customers and something which could be a key community asset in the future.The site for this project is on the following link:http://www.biztalkmaturity.com/There is also a case study where I have used the original assessment which demonstrated how I originally used this to help one customer get from a place where they had lots of problems to a place where they were doing BizTalk really well.

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  • Monogame - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter. I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Shader code below #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated.

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • Software Developer Interview Question - Fair or Unfair

    - by user607018
    I just phone interviewed with a company for a graduate software developer position and was asked the following questions. I should add that the company concerned are not a database vendor. How does a query optimiser work? If a database was performing badly how would you use the performance logs to find out the problem. I have asked whether they ask such questions of all candidate software developers (graduate or experienced) in a first phone interview. They replied that they like to test their candidates knowledge of database development. I want to write to the company to say that these questions are unreasonable to ask at a software developer interview and to request that my interview be done over. I would like to check the reasonableness of the following assumptions a) Those questions cannot be fairly classified as database development questions. b) I think the questions are appropriate for a DBA interview but wholly unreasonable for a software developer interview (experienced or not). c) The first question is only relevant to a database vendor. d) The second question is not fair because software developers typically don't deal with database performance logs as that is the job of the DBA. Perhaps some of you will be kind enough to comment on my assumptions or may have any other suggestions, before I write to the company.

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  • Using Scrum on small projects where Owner doesn't want to be involved

    - by Andrej Mohar
    Recently I've been reading and learning quite a lot about scrum and I like it a lot. However, I do have a couple of likely scenarios in my head to which I don't know the solution. So let's say that I might want to organize an agile team of (for instance) four web developers (one of them UI/UX designer). This team would operate on scrum principles. Initially we would probably be working on projects like landing pages for ordinary people's small businesses, like renting apartments, selling cookies... Such customers simply can't be set with Product Owner role (IMHO), because they usually expect to hire a company, give them the overall project goal with some details, and then expect the job to be done (including a lot of decision making) with as little of their involvement as possible (in their opinion, they have more important things to do). Let's say I'd like to engage myself in a developer/scrum master role (I know that even that is debatable, being a team member and scrum master at once), so I simply shouldn't take the role of the product owner as well. So as for my questions: If I'm my company's business owner, do I simply need to be a product owner as well (do these roles include each other)? Can I employ a sales person which might have the product owner role? Would it be better if it is an experienced developer instead of a sales person? Is this even a smart move? Lastly, is there another agile approach that might better suit my position? EDIT: Thank you everyone for good inputs. I added some comments, any aditional info will be greatly appreciated.

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  • How can I read data from a generated pointcloud, but from an other perspective of the camera? [migrated]

    - by Vlad Lata
    Basically what I'm trying to do is as follows: I have a software that generates and shows a pointcloud by analyzing Time-of-Flight data (Z-Data). This software has a GUI that delivers this pointcloud on a grid, and you can watch it and adjust the camera to change the perspective, or apply filtering to it and so on. Since the Z-data was recorder through a stereoscopic system, I want to obtain a perspective transformation. My idea was to simply change the position of the camera in the GUI and than add a button that sais (ex. New Perspective) that calls a function that would measure the distances from the existing pointcloud to the camera I'm viewing it from. Of course this would generate some occluded areas, but I want this to happen. And now the main question is: How can I do that? Are there any functions in OpenGL that measure the distance from an object to a camera, or is it even possible to do something like his? Or has someone some other idea? P.S. The software uses the qt sdk and opengl

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  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

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  • Oracle SCM at APICS Denver Oct 14-16

    - by Stephen Slade
    Join us in Denver, October 14–16, 2012, for the 2012 APICS International Conference & Expo. One of the world's largest gatherings of supply chain and operations management professionals, APICS provides an annual interactive learning environment for operations and supply chain professionals to lead and apply best practices. For those of you considering attending APICS  next month, be sure to keep Oracle Supply Chain applications on your radar. Oracle will again have a prominent position at the annual global conference. Our product booth with have supply chain demonstrations for manufacturing, value chain planning, value chain execution and Agile product lifecycle management offerings. Stop by our booth to register for one of numerous prizes and awards and chat with one of our supply chain product experts. Oracle customers will be presenting at various sessions throughout the event.  One of the great stories to be shared is the SUN supply chain transformation. For those interested in moving costs down to the bottom line, this is the session you should attend. http://www.apics.org/sites/conference/2012/home

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  • INCLUDE ON YOUR SOLUTION ORACLE'S BUSINESS INTELLIGENCE SOFTWARE / 22 Fev 11

    - by Claudia Costa
    Convidamo-lo a assistir à sessão ISV Partner Embedded BI que decorrerá no prximo dia 22 de Fevereiro nas instalações da Oracle, em Porto Salvo. Não perca esta oportunidade de descobrir como pode modernizar a sua aplicação através da inclusão do Oracle Business Intelligence (OBI 11g). Durante esta sessão, ficará a saber como tornar os seus relatórios e a informação de apoio à gestão mais competitivos, e em simultâneo como pode proporcionar aos seus clientes informação de gestão com um visual apelativo. Qual a importância que esta temática tem para si? Ao encorporar a solução Oracle BI na sua aplicação, poderá mais rapidamente endereçar oportunidades de mercado, acrescentando valor ao seu produto. Poderá também baixar o custo total de propriedade (TCO) e proporcionar um retorno de investimento maior. Em caso de dúvida ou eventual esclarecimento, por favor contacte Claudia Costa - Telf: 21 4235027 ou email: [email protected]. Contamos com a sua presença! Agenda 09:15 Registo 09:30 Boas Vindas e Introdução - Paulo Costa, ISV Manager Oracle Portugal 09:40 The BI&EPM Market and Oracle's Strategic Position - Mike Hallet, BI and EPM Director Oracle EMEA 10:00 Oracle Business Intelligence 11g - Most Complete, Open, Integrated and Embeddable solution - Guy Ernoul, Master Principal Sales Consultant 11:00 Coffee Break 11:20 Introduction to the embedded BI program for ISV partners - Mike Hallet, BI and EPM Director Oracle EMEA 12:00 Partner showcase of an Oracle Embedded BI solution 13:00 Lunch 14:00 Technical Presentation - Guy Ernoul, Master Principal Sales Consultant OBI Administration: Architecture Creating & Manage the (Presentation, Model, Physical) Layer Administration using FMW control Diagnostic and performance for Enterprise Manager Demonstration OBI Utilization: Analyse & Dashboard Reports Action Framework Map & Scorecard APIs for Embedding OBI 11g (Go, Xml, ADF) Demonstration 16:00 Encerramento22 Fevereiro de 2011 9.30 a.m. - 4.00 p.m. Instalações Oracle Showroom Lagoas Park - Edf 8 Porto SalvoAssista a este evento exclusivo Inscrições Gratuitas. Lugares Limitados!Registe-se já!

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  • Cost to licence characters or ships for a game

    - by Michael Jasper
    I am producing a game pitch document for a university game design class, and I am looking for examples of licencing cost for using characters or ships from other IP holders in a game. For example: cost of using an X-Wing in a game, licencing from Lucas cost of using the Enterprise in a game, licencing from Paramount cost of using the Space Shuttle (if any), licencing from Nasa EDIT The closest information I can find is from an article about Nights of the Old Republic, but isn't nearly specific enough for my needs: What Kotick means by Lucas being the principal beneficiary of the success of The Old Republic is that there are most likely clauses in the license agreement that give percentages, points, or another denomination of revenue out to Lucas and his people just for the Star Wars name, and that amount is presumed to be a great deal of money. Kotick is saying that because the cost of the license is so prohibitive, as he has personally had experience with in his position as CEO of Activision Blizzard, that EA will not be able to be profitable because of the hemorrhaging of money to the licensor. EDIT 2 Another vague source stating that FOX uses a "five-figure rule" (assuming between $10,000 - $99,000) It seems FOX, like most studios, will not license individuals to create new works based upon their products. They will only commission individuals of their choosing if they elect to branch out into expanded product lines related to those licenses. Alternately, they are open to making the licencing available to large corporations with access to global markets, but only if those corporations agree to what Ms Friedman called a "five-figure guarantee". Presumably this means that the corporation seeking the licensing must agree to pay a 5-figure sum for that license, and be confident that their product will sell enough volume to recoup that fee, and to produce sufficient profits to make the acquisition worth their while. Thank you!

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • How should I work out VAT (UK tax) in my eCommerce site?

    - by Leonard Challis
    We have an ecommerce system in place. The sales actually go through Sage, so we have an export script from our system that uses a third-party Sage Importer program. With a new version of this importer, values are checked more thoroughly. We are getting 1 pence discrepancies because of the way rounding works - our system has always held prices and worked to 4 decimal places. In the checkout the totals would be worked out first, then the rounding to 2 decimal places. The importer does rounding first, though. So, for instance: Our way: Product 1: £13.4561 Qty: 2 Total inc VAT = £32.29 (to 2dp) Importer way: Our way: Product 1: £13.4561 Qty: 2 Total inc VAT = £32.30 (to 2dp) Management are reluctant to lose the 4dp but the developers of the Sage importer have said that this is correct and makes sense -- you woudn't sell a product for £13.4561 in a shop, nor would you charge someone tax at 4 decimal places. I contacted the HMRC and the operator didn't really give me much to go on, telling me a technician would phone back, to which they haven't and I'm still waiting after almost a week and numerous follow-up calls. I did find a PDF on the HMRC's web site, but this did about us much to confuse me as it did to answer my questions. I see that they're happy for people to round up or down, as long it is consistent, but I can't tell whether it should be done on a line by line basis or on the end total of the order. We are now in the position where we need to decide whether it's worth us doing one of the following, or something completely different. Please advise with any experience or information I can read. Change all products on the site to use 2dp Keep 4dp but round each line in the order to 2dp before working out tax Keep it as it is and "fudge" the values at the export script (i.e. make that values correct by adding or subtracting 1p and changing the shipping cost to make the totals still work out) Any thoughts?

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  • Microsoft C# Most Valuable Professional

    - by Robz / Fervent Coder
    Recently I was awarded the Microsoft Most Valuable Professional (MVP) for Visual C#. For those that don’t know it’s an annual award based on nominations from peers and Microsoft. Although there are just over 4,000 MVPs worldwide from all kinds of specializations, there are less than 100 C# MVPs in the US. There is more information at the site: https://mvp.support.microsoft.com The Microsoft MVP Award is an annual award that recognizes exceptional technology community leaders worldwide who actively share their high quality, real world expertise with users and Microsoft. With fewer than 5,000 awardees worldwide, Microsoft MVPs represent a highly select group of experts. MVPs share a deep commitment to community and a willingness to help others. To recognize the contributions they make, MVPs from around the world have the opportunity to meet Microsoft executives, network with peers, and position themselves as technical community leaders. Here is my profile: https://mvp.support.microsoft.com/default.aspx/profile/rob.reynolds I want to thank those that nominated me, without nominations this would never have happened. Thanks to Microsoft for liking me and finding my achievements and contributions to the community to be worth something. It’s good to know when you put in a lot of hard work that you get rewarded! I also want to thank many of the people I have worked with over the last 7 years. You guys have been great and I’m definitely standing on the shoulders of giants! Thanks to KDOT for giving me that first shot into professional programming and the experience and all of the training! A special thanks to @drusellers for kick starting me when I went stale in my learning back in 2007 and for always pushing me and bouncing ideas off of me. Without you I don’t think I would have made it this far. Thanks Alt.NET for keeping it fresh and funky! A very special thank you goes out to my wife for supporting me and locking me in the basement to work on all of my initiatives!

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