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  • MVVM Light DialogMessage

    - by Cha0sEngine
    hi, im trying to use the mvvmlight DialogMessage. var message = new DialogMessage( "Confirm Delete", RemoveAddressAction) { Button = MessageBoxButton.OKCancel, Caption = "Caption??" }; VS2010 undelines the "Button = MessageBoxButton.OKCancel" line complaining about "Cannot convert source type 'System.Windows.MessageBoxButton [PresentationFramework, Version=3.0.0.0, Culture...] to target type 'System.Windows.MessageBoxItem [GalaSoft.MvvmLight, Version=3.0.0.29216, ...] And a similar issue on the code behind on the view when I try to use the DialogMessage to show the messagebox. Has anyone encountered this before? I have no clue how to fix it. Thanks.

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  • MVVM Light V3 released at #MIX10

    - by Laurent Bugnion
    During my session “Understanding the MVVM pattern” at MIX10 in Vegas, I showed some components of the MVVM Light toolkit V3, which gave me the occasion to announce the release of version 3. This version has been in alpha stage for a while, and has been tested by many users. it is very stable, and ready for a release. So here we go! What’s new What’s new in MVVM Light Toolkit V3 is the topic of the next post. Cleaning up I would recommend cleaning up older versions before installing V3. I prepared a page explaining how to do that manually. Unfortunately I didn’t have time to create an automatic cleaner/installer, this is very high on my list but with the book and the conferences going on, it will take a little more time. Cleaning up is recommended because I changed the name of some DLLs to avoid some confusion (between the WPF3.5 and WPF4 version, as well as between the SL3 and SL4 versions). More details in the section titled “Compatibility”. Installation Installing MVVM Light toolkit is the manual process of unzipping a few files. The installation page has been updated to reflect the newest information. Compatibility MVVM Light toolkit V3 has components for the following environments and frameworks: Visual Studio 2008: Silverlight 3 Windows Presentation Foundation 3.5 SP1 Expression Blend 3 Silverlight 3 Windows Presentation Foundation 3.5 SP1 Visual Studio 2010 RC Silverlight 3 Silverlight 4 Windows Presentation Foundation 3.5 SP1 Windows Presentation Foundation 4 Silverlight for Windows Phone 7 series Expression Blend 4 beta Silverlight 3 Silverlight 4 Windows Presentation Foundation 3.5 SP1 Windows Presentation Foundation 4 Feedback As usual I welcome your constructive feedback. If you want the issue to be discussed in public, the best way is through the discussion page on the Codeplex site. if you wish to keep the conversation private, please check my Contact page for ways to talk to me. Video, tutorials There are a few new videos and tutorials available for the MVVM Light toolkit. The material is listed on the Get Started page, under “tutorials”.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Free Hosting control panel

    - by John Maxim
    I'm in the mid of researching for one of the best hosting control panels. The server I run is Ubuntu and I have some experience with ISPConfig 2 & 3. Since I haven't explored any others available, what are the recommended ones for an Ubuntu server? I asked because I find that there seems to be some disabling and modifications required for an Ubuntu server if I need to use ispconfig which causes the server to change its actual way of running. It's quite good though, but any more recommended ones ? Something more organic? which doesn't require much breaking and changing. I'm not asking for the simple one, I don't mind going extra mile to install a powerful one but just try sticking with most Ubuntu's conventions will be an ideal one for me. And of course, if there happens to be something that meets the requirement as mentioned "Ubuntu conventions" and also simple to install at the same time, that'd be a bonus. Thanks in advance.

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  • Ubuntu's Lucid Lynx: Ubuntu's Most Innovative

    <b>Datamation:</b> "Ubuntu&#8217;s Lucid Lynx (Ubuntu 10.04) is still six weeks away from release. However, on the eve of the first beta release, the daily builds and news releases suggest that Lucid will be one of the most innovative versions of Ubuntu for several years."

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  • What&rsquo;s new in MVVM Light V3

    - by Laurent Bugnion
    V3 of the MVVM Light Toolkit was released during MIX10, after quite a long alpha stage. This post lists the new features in MVVM Light V3. Compatibility MVVM Light Toolkit V3 can be installed for the following tools and framework versions: Visual Studio 2008 SP1, Expression Blend 3 Windows Presentation Foundation 3.5 SP1 Silverlight 3 Visual Studio 2010 RC, Expression Blend 4 beta Windows Presentation Foundation 3.5 SP1 Windows Presentation Foundation 4 RC Silverlight 3 Silverlight 4 RC For more information about installing the MVVM Light Toolkit V3, please visit this page. For cleaning up existing installation, see this page. New in V3 RTM The following features have been added after V3 alpha3: Project template for the Windows Phone 7 series (Silverlight) This new template allows you to create a new MVVM Light application in Visual Studio 2010 RC and to run it in the Windows Phone 7 series emulator. This template uses the Silverlight 3 version of the MVVM Light Toolkit V3. At this time, only the essentials features of the GalaSoft.MvvmLight.dll assembly are supported on the phone. New in V3 alpha3 The following features have been added after V3 alpha2: New logo An awesome logo has been designed for MVVM Light by Philippe Schutz. DispatcherHelper class (in GalaSoft.MvvmLight.Extras.dll) This class is useful when you work on multi-threaded WPF or Silverlight applications. Initializing: The DispatcherHelper class must be initialized in the UI thread. For example, you can initialize the class in a Silverlight application’s Application_Startup event handler, or in the WPF application’s static App constructor (in App.xaml). // Initializing in Silverlight (in App.xaml) private void Application_Startup( object sender, StartupEventArgs e) { RootVisual = new MainPage(); DispatcherHelper.Initialize(); } // Initializing in WPF (in App.xaml) static App() { DispatcherHelper.Initialize(); } Verifying if a property exists The ViewModelBase.RaisePropertyChanged method now checks if a given property name exists on the ViewModel class, and throws an exception if that property cannot be found. This is useful to detect typos in a property name, for example during a refactoring. Note that the check is only done in DEBUG mode. Replacing IDisposable with ICleanup The IDisposable implementation in the ViewModelBase class has been marked obsolete. Instead, the ICleanup interface (and its Cleanup method) has been added. Implementing IDisposable in a ViewModel is still possible, but must be done explicitly. IDisposable in ViewModelBase was a bad practice, because it supposes that the ViewModel is garbage collected after Dispose is called. instead, the Cleanup method does not have such expectation. The ViewModelLocator class (created when an MVVM Light project template is used in Visual Studio or Expression Blend) exposes a static Cleanup method, which should in turn call each ViewModel’s Cleanup method. The ViewModel is free to override the Cleanup method if local cleanup must be performed. Passing EventArgs to command with EventToCommand The EventToCommand class is used to bind any event to an ICommand (typically on the ViewModel). In this case, it can be useful to pass the event’s EventArgs parameter to the command in the ViewModel. For example, for the MouseEnter event, you can pass the MouseEventArgs to a RelayCommand<MouseEventArgs> as shown in the next listings. Note: Bringing UI specific classes (such as EventArgs) into the ViewModel reduces the testability of the ViewModel, and thus should be used with care. Setting EventToCommand and PassEventArgsToCommand: <Grid x:Name="LayoutRoot"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseEnter"> <cmd:EventToCommand Command="{Binding MyCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> </Grid> Getting the EventArgs in the command public RelayCommand<MouseEventArgs> MyCommand { get; private set; } public MainViewModel() { MyCommand = new RelayCommand<MouseEventArgs>(e => { // e is of type MouseEventArgs }); } Changes to templates Various changes have been made to project templates and item templates to make them more compatible with Silverlight 4 and to improve their visibility in Visual Studio and Expression Blend. Bug corrections When a message is sent through the Messenger class using the method Messenger.Default.Send<T>(T message, object token), and the token is a simple value (for example int), the message was not sent correctly. This bug is now corrected. New in V3 The following features have been added after V2. Sending messages with callback Certain classes have been added to the GalaSoft.MvvmLight.Messaging namespace, allowing sending a message and getting a callback from the recipient. These classes are: NotificationMessageWithCallback: Base class for messages with callback. NotificationMessageAction: A class with string notification, and a parameterless callback. NotificationMessageAction<T>: A class with string notification, and a callback with a parameter of type T. To send a message with callback, use the following code: var message = new NotificationMessageAction<bool>( "Hello world", callbackMessage => { // This is the callback code if (callbackMessage) { // ... } }); Messenger.Default.Send(message); To register and receive a message with callback, use the following code: Messenger.Default.Register<NotificationMessageAction<bool>>( this, message => { // Do something // Execute the callback message.Execute(true); }); Messenger.Default can be overriden The Messenger.Default property can also be replaced, for example for unit testing purposes, by using the Messenger.OverrideDefault method. All the public methods of the Messenger class have been made virtual, and can be overridden in the test messenger class. Sending messages to interfaces In V2, it was possible to deliver messages targeted to instances of a given class. in V3 it is still possible, but in addition you can deliver a message to instances that implement a certain interface. The message will not be delivered to other recipients. Use the overload Messenger.Default.Send<TMessage, TTarget>(TMessage message) where TTarget is, in fact, an interface (for example IDisposable). Of course the recipient must register to receive the type of message TMessage. Sending messages with a token Messages can now be sent through the Messenger with a token. To send a message with token, use the method overload Send<TMessage>(TMessage message, object token). To receive a message with token, use the methods Register<TMessage>(object recipient, object token, Action<TMessage> action) or Register<TMessage>(object recipient, object token, bool receiveDerivedMessagesToo, Action<TMessage> action) The token can be a simple value (int, string, etc…) or an instance of a class. The message is not delivered to recipients who registered with a different token, or with no token at all. Renaming CommandMessage to NotificationMessage To avoid confusion with ICommand and RelayCommand, the CommandMessage class has been renamed to NotificationMessage. This message class can be used to deliver a notification (of type string) to a recipient. ViewModelBase constructor with IMessenger The ViewModelBase class now accepts an IMessenger parameter. If this constructor is used instead of the default empty constructor, the IMessenger passed as parameter will be used to broadcast a PropertyChangedMessage when the method RaisePropertyChanged<T>(string propertyName, T oldValue, T newValue, bool broadcast) is used. In the default ViewModelBase constructor is used, the Messenger.Default instance will be used instead. EventToCommand behavior The EventToCommand behavior has been added in V3. It can be used to bind any event of any FrameworkElement to any ICommand (for example a RelayCommand located in the ViewModel). More information about the EventToCommand behavior can be found here and here. Updated the project templates to remove the sample application The project template has been updated to remove the sample application that was created every time that a new MVVM Light application was created in Visual Studio or Blend. This makes the creation of a new application easier, because you don’t need to remove code before you can start writing code. Bug corrections Some bugs that were in Version 2 have been corrected: In some occasions, an exception could be thrown when a recipient was registered for a message at the same time as a message was received. New names for DLLs If you upgrade an existing installation, you will need to change the reference to the DLLs in C:\Program Files\Laurent Bugnion (GalaSoft)\Mvvm Light Toolkit\Binaries. The assemblies have been moved, and the versions for Silverlight 4 and for WPF4 have been renamed, to avoid some confusion. It is now easier to make sure that you are using the correct DLL. WPF3.5SP1, Silverlight 3 When using the DLLs, make sure that you use the correct versions. WPF4, Silverlight 4 When using the DLLs, make sure that you use the correct versions.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • no back light on my acer aspire 5734z

    - by Dave
    I installed Ubuntu (12.04) on my acer aspire 5734z and the back light stopped working. I have tried the fix by editing the grub file posted on here a couple of days ago but that hasn't fixed it. I have also looked for hardware drivers but that didn't get me anywhere. When I hook up an external monitor it works fine but i have been unsuccessful getting the laptop display to light up. Thanks edit removed link I found a fix here " http://crunchbanglinux.org/forums/post/66562/#p66562 " if anyone has a better fix than the one in that post, let me know.

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Cannot install g++ on ubuntu

    - by Erel Segal
    I don't have g++: erelsgl@ubuntu:/etc/apt$ which g++ erelsgl@ubuntu:/etc/apt$ erelsgl@ubuntu:/etc/apt$ g++ The program 'g++' can be found in the following packages: * g++ * pentium-builder Try: sudo apt-get install <selected package> So I try to install it: erelsgl@ubuntu:~/srilm$ sudo apt-get install g++ Reading package lists... Done Building dependency tree Reading state information... Done g++ is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 5 not upgraded. 2 not fully installed or removed. After this operation, 0B of additional disk space will be used. Setting up g++ (4:4.4.3-1ubuntu1) ... update-alternatives: error: alternative path /usr/bin/g++ doesn't exist. dpkg: error processing g++ (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of build-essential: build-essential depends on g++ (>= 4:4.3.1); however: Package g++ is not configured yet. dpkg: error processing build-essential (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. Errors were encountered while processing: g++ build-essential E: Sub-process /usr/bin/dpkg returned an error code (1) I also try to install build-essential, and get same results. I also tried "sudo apt-get update" - didn't help. This is my apt-cache: erelsgl@ubuntu:/etc/apt$ apt-cache policy g++ build-essential g++: Installed: 4:4.4.3-1ubuntu1 Candidate: 4:4.4.3-1ubuntu1 Version table: *** 4:4.4.3-1ubuntu1 0 500 http://il.archive.ubuntu.com/ubuntu/ lucid/main Packages 100 /var/lib/dpkg/status build-essential: Installed: 11.4build1 Candidate: 11.4build1 Version table: *** 11.4build1 0 500 http://il.archive.ubuntu.com/ubuntu/ lucid/main Packages 100 /var/lib/dpkg/status erelsgl@ubuntu:/etc/apt$ I also tried this and got the same error: erelsgl@ubuntu:~/Ace/Files/corpus$ sudo dpkg --configure -a Setting up g++ (4:4.4.3-1ubuntu1) ... update-alternatives: error: alternative path /usr/bin/g++ doesn't exist. dpkg: error processing g++ (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of build-essential: build-essential depends on g++ (>= 4:4.3.1); however: Package g++ is not configured yet. dpkg: error processing build-essential (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: g++ build-essential

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  • Ubuntu Newbie Needs Assistance!!

    - by Steve Greene
    New Ubuntu User Needs Help!- version 9.10 does not communicate with laptop Hello folks, Several days ago, I installed Ubuntu 9.10 onto my Acer Aspire 3100 laptop, running it alongside Widows Vista as a dual-bootable system. Creation of the Ubuntu boot CD went fine, and the installation onto my hard drive was flawless. Ubuntu opens and behaves as I would expect, except for one little problem. For reasons unknown to me, Ubuntu is not communicating with my laptop's networking hardware, and I have no internet connectivity, even when sitting directly under the wireless router at the local library (literally), which puts out a wickedly-fast signal that my Windows Vista OS auto-detects and immediately connects to. Up in the right side of the Ubuntu desktop, I click on the network icon and it does not show a wireless connection at all, even though I am only a few feet from the router. At home, where I use a dialup modem, I also see no means of getting online. My modem is an HDAUDIO Soft Data Fax Modem with Smart CP,manufactured by CXT (Conexant Systems Inc., file version 4.0.13.0, and the driver version is 7.58.0.0). I desparately wish to convert to Ubuntu. I used Mac for ten years, and then Windows for ten years. Now, after 20 years, I want to live out my days as an open-source Ubuntu fanatic. I am ready to give the old status quo the boot! I am an advanced computer user, but I am not a programmer. I seek a solution that is user-friendly for normal people, something equivalent to a driver that I can easily install or activate that will allow Ubuntu to see my hardware and get me connected. Can anyone help me over this hopefully-little glitch so that I can move on in total Ubuntu bliss? My processor is a Mobile AMD Sempron Processor 3500+ at 1.80 GHz, 1.50 GB RAM, and a 32-bit Operating System. I am running Windows Vista Home Basic, Service Pack 2. My current email is [email protected] if you have a workable solution that does not require programmer status to implement. Surely this must be a simple fix that I simply am overlooking, but being the new guy on the block, I have yet to be enlightened. Thanks for your help in coming up to speed!! Steve Wanna' be Ubuntu Fanatic "If you're not living on the edge, you're taking up too much space."

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How can I free up disk space in my Ubuntu Hardy Heron install?

    - by rvs
    I'd like to make some room on /dev/sda1 without necessarily having to remove a whole bunch of applications (I've already gone through and deleted all frivolous apps). This is the state of /dev/sda1 currently: Dir: / Type: ext3 Total: 9.4GiB Free: 488.6MiB Available: 0bytes Used: 8.9GiB EDIT added du output from comments below: 769068 /var/lib/mysql 351208 /usr/lib 297060 /usr/local/bin/eclipse/plugins 184124 /usr/bin 175924 /usr/lib/openoffice/program 143940 /usr/local/bin/eclipsePHP/plugins 92520 /boot 81200 /opt/android-sdk-linux/add-ons/google_apis-6_r01/images 79964 /opt That's funny, because the tables in /var/lib/mysql are the reason that I ran out in the first place. But I need them, and room for many more possibly large db's.

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  • Why can't I get Apache2 mod_dumpio working under Lucid Lynx Ubuntu?

    - by bland328
    I'm trying to capture all of the traffic to and from an Apache2 web server for troubleshooting purposes, so I did the following to try to set mod_dumpio up properly: Used a2enmod to enable mod_dumpio Changed LogLevel to "debug" in apache2.config Added "DumpIOInput On", "DumpIOOutput On" and "DumpIOLogLevel debug" to apache2.config Issued "/etc/init.d/apache2 restart" to restart Apache Issued "apache2ctl -t -D DUMP_MODULES" to make sure mod_dumpio was loaded I'm watching /var/log/apache2/error.log, but not seeing much there, and certainly not a dump of all input and output. Can anyone help?

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  • Ubuntu 9.10: how do I troubleshoot a startup script that doesn't appear to run?

    - by TheDeeno
    I've created a bash script 'foo'. I've made that script executable with chmod+x and added it the the start-up by running sudo update-rc.d foo defaults 80 Despite that, it doesn't appear to be working at startup. Is there a way to have my script echo messages to a log? Or is there some log that would record events/errors for this? atm, I feel like I'm flying blind and don't really know how to troubleshoot this.

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  • How to set up an FTP user on UBUNTU 9 server using vsftpd utility?

    - by Pavel
    Hi guys. I'm kinda new to this so bear with me. I've set up a server and now I need to create ftp user for it. I'm doing this by typing: useradd pavel passwd pavel And then I'm running iptables -I INPUT 1 -p tcp --dport 21 -j ACCEPT iptables-save > /etc/iptables.rules in order to open ftp ports and lastly, I'm changing the usermod by: usermod -s /bin/sh pavel So now tell me - what I'm doing wrong here? I just want to connect using FTP protocol. Please help...

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  • Where to put X11 drivers configuration in Ubuntu Lucid?

    - by vava
    Since hal is removed from Lucid, where now can I put all those little configuration tweaks for mouse and other input devices? In particular, I want to configure ThinkPad trackpad to enable scrolling with middle button. In hal, it was done with <match key="info.product" string="TPPS/2 IBM TrackPoint"> <merge key="input.x11_options.EmulateWheel" type="string">true</merge> <merge key="input.x11_options.EmulateWheelButton" type="string">2</merge> <merge key="input.x11_options.ZAxisMapping" type="string">4 5</merge> <merge key="input.x11_options.XAxisMapping" type="string">6 7</merge> <merge key="input.x11_options.Emulate3Buttons" type="string">true</merge> <merge key="input.x11_options.EmulateWheelTimeout" type="string">200</merge> </match>

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  • Is there a way to find what values comes from what file in HAL under Ubuntu?

    - by vava
    I've been playing with multitouch on my Thinkpad and read a few tutorials on how to setup it. One of them mentioned /usr/hal/fdi/policy/20thirdparty/11-x11-synaptics.fdi, I edited it and enabled SHMConfig through it. Later I found out about /etc/hal/policy/ directory and put some customization for my touchpad there as well in separate fdi file. But now it looks like touchpad doesn't care about my customizations. I have gsynaptec installed and can configure it though GUI, I can configure it with synclient but I can't set any values through fdi files. I even turned off SHMConfig, reverting 11-x11-synaptics,fdi file to it's original state but it seems like SHMConfig still enabled, otherwise I wouldn't be able to configure properties in runtime. So, I was thinking, maybe there's additional hal files I don't know about. How can I find them, particularly ones responsible for turning SHMConfig on?

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  • xkb layouts not working (in KDE?) after upgrade from Ubuntu 9.10 to 10.04

    - by Alan
    I customised my keyboard layout in 9.10 by editing the appropriate /usr/share/X11/xkb/symbols/ file. After upgrading to 10.04 I noticed it had overwritten all my modifications, so I recovered the layout and overwrote the symbol file's base entry. Sadly KDE (and, presumably, the entire OS) seems to ignore the files altogether. The help files don't mention anything about modifying layouts anyway (and the layout switcher seems to be using setxkbmap, which uses the above path according to its man page), so I'm at a bit of a loss. Do I need to compile this into some other format somehow or how do I get it to work?

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  • customized xkb layouts not working (in KDE?) after upgrade from Ubuntu 9.10 to 10.04

    - by Alan
    I customised my keyboard layout in 9.10 by editing the appropriate /usr/share/X11/xkb/symbols/ file. After upgrading to 10.04 I noticed it had overwritten all my modifications, so I recovered the layout and overwrote the symbol file's base entry. Sadly KDE (and, presumably, the entire OS) seems to ignore the files altogether. The help files don't mention anything about modifying layouts anyway (and the layout switcher seems to be using setxkbmap, which uses the above path according to its man page), so I'm at a bit of a loss. Do I need to compile this into some other format somehow or how do I get it to work?

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  • How to play from mic to speakers in Ubuntu Karmic?

    - by vava
    Ok, I have a silly problem. I have few bluetooth headsets lying around and I want to make DYI baby monitor out of them. All I need is for some application to listen to the mic and send it to the speakers. Loopback (even though it doesn't work) is not good enough, it'll send sound from the mic to the speakers in the same device but I need it to go across devices. So does anyone know some application that can do that? I'm looking for something small and easy to use, not jackd or similar.

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  • PostgreSQL 9.1 on Ubuntu Lucid fails to start - how to debug?

    - by Tom Fakes
    I'm using Vagrant with Chef Solo to setup a Lucid 64 box. I'm using a Chef recipe to install PostgreSQL 9.1 from Martin Pitt's backports. The install goes ok until the point where the database is started with /etc/init.d/postgresql start There's a log pause and the command fails. If I run pg_ctl manually, the database starts! The entire contents of my postgresql-9.1-main log file is: 2012-05-07 11:01:18 PDT LOG: database system was shut down at 2012-05-07 11:01:16 PDT 2012-05-07 11:01:18 PDT LOG: database system is ready to accept connections 2012-05-07 11:01:18 PDT LOG: autovacuum launcher started 2012-05-07 11:01:18 PDT LOG: incomplete startup packet 2012-05-07 11:01:26 PDT LOG: received fast shutdown request 2012-05-07 11:01:26 PDT LOG: aborting any active transactions 2012-05-07 11:01:26 PDT LOG: autovacuum launcher shutting down 2012-05-07 11:01:26 PDT LOG: shutting down 2012-05-07 11:01:26 PDT LOG: database system is shut down I've tried to change the postgresql config file to get more info into the logfile, but that hasn't worked at all. How do I debug this to find out what is failing so I can fix it?

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