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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • Handy Tool for Code Cleanup: Automated Class Element Reordering

    - by Geertjan
    You're working on an application and this thought occurs to you: "Wouldn't it be cool if I could define rules specifying that all static members, initializers, and fields should always be at the top of the class? And then, whenever I wanted to, I'd start off a process that would actually do the reordering for me, moving class elements around, based on the rules I had defined, automatically, across one or more classes or packages or even complete code bases, all at the same time?" Well, here you go: That's where you can set rules for the ordering of your class members. A new hint (i.e., new in NetBeans IDE 7.3), which you need to enable yourself because by default it is disabled, let's the IDE show a hint in the Java Editor whenever there's code that isn't ordered according to the rules you defined: The first element in a file that the Java Editor identifies as not matching your rules gets a lightbulb hint shown in the left sidebar: Then, when you click the lightbulb, automatically the file is reordered according to your defined rules. However, it's not much fun going through each file individually to fix class elements as shown above. For that reason, you can go to "Refactor | Inspect and Transform". There, in the "Inspect and Transform" dialog, you can choose the hint shown above and then specify that you'd like it to be applied to a scope of your choice, which could be a file, a package, a project, combinations of these, or all of the open projects, as shown below: Then, when Inspect is clicked, the Refactoring window shows all the members that are ordered in ways that don't conform to your rules: Click "Do Refactoring" above and, in one fell swoop, all the class elements within the selected scope are ordered according to your rules.

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Why CFOs Should Care About Big Data

    - by jmorourke
    The topic of “big data” clearly has reached a tipping point in 2012.  With plenty of coverage over the past few years in the IT press, we are now starting to see the topic of “big data” covered in mainstream business press, including a cover story in the October 2012 issue of the Harvard Business Review.  To help customers understand the challenges of managing “big data” as well as the opportunities that can be created by leveraging “big data”, Oracle has recently run and published the results of a customer survey, as well as white papers and articles on this topic.  Most recently, we commissioned a white paper titled “Mastering Big Data: CFO Strategies to Transform Insight into Opportunity”. The premise here is that “big data” is not just a topic that CIOs should pay attention to, but one that CFOs should understand and take advantage of as well.  Clearly, whoever masters the art and science of big data will be positioned for competitive advantage in their industries or markets.  That’s why smart CFOs are taking control of big data and business analytics projects, not just to uncover new ways to drive growth in a slowing global economy, but also to be a catalyst for change in the enterprise.  With an increasing number of CFOs now responsible for overseeing IT investments and providing strategic insight to the board, CFOs will be increasingly called upon to take a leadership role in assessing the value of “big data” initiatives, building on their traditional skills in reporting and helping managers analyze data to support decision making. Here’s a link to the white paper referenced above, which is posted on the Oracle C-Central/CFO web site, as well as some other resources that can help CFOs master the topic of “big data”: White Paper “Mastering Big Data:  CFO Strategies to Transform Insight into Opportunity CFO Market Watch article:  “Does Big Data Affect the CFO?” Oracle Survey Report:  “From Overload to Impact – An Industry Scorecard on Big Data Industry Challenges” Upcoming Big Data Webcast with Andrew McAfee Here’s a general link to Oracle C-Central/CFO in case you want to start there: www.oracle.com/c-central/cfo Feel free to contact me if you have any questions or need additional information:  [email protected]

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • BizTalk 2009 - Error when Testing Map with Flat File Source Schema

    - by StuartBrierley
    I have recently been creating some flat file schemas using the BizTalk Server 2009 Flat File Schema Wizard.  I have then been mapping these flat file schemas to a "normal" xml schema format. I have not previsouly had any cause to map flat files and ran into some trouble when testing the first of these flat file maps; with an instance of the flat file as the source it threw an XSL transform error: Test Map.btm: error btm1050: XSL transform error: Unable to write output instance to the following <file:///C:\Documents and Settings\sbrierley\Local Settings\Temp\_MapData\Test Mapping\Test Map_output.xml>. Data at the root level is invalid. Line 1, position 1. Due to the complexity of the map in question I decided to created a small test map using the same source and destination schemas to see if I could pinpoint the problem.  Although the source message instance vaildated correctly against the flat file schema, when I then tested this simplified map I got the same error. After a time of fruitless head scratching and some serious google time I figured out what the problem was. Looking at the map properties I noticed that I had the test map input set to "XML" - for a flat file instance this should be set to "native".

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • How do I architect 2 plugins that share a common component?

    - by James
    I have an object that takes in data and spits out a transformed output, called IBaseItem. I also have two parsers, IParserA and IParserB. These parsers transform external data (in format dataA and dataB respectively) to a format usable by my IBaseItem (baseData). I want to create 2 systems, one that works with dataA and one that works with dataB. They will allow the user to enter data and match it to the right plugins/implementations and transform the data to outData. I want to write these traffic cops myself, but have other people provide the parsers and baseitem logic, and and as such am implementing these items as plugins (hence the use of interfaces). Other programmers can choose to implement 1 or both parsers. Q: How should I structure the way base items and parsers are associated, stored, and loaded into each of my programs? Class Relations: What I've Tried: Initially I though there should be a different dll for each of my 2 traffic cops, that each have a parser and baseitem in them. However, the duplication of baseitem logic doesn't seem right (especially if the base item logic changes). I then thought the base items could all have their own dll, and then somehow associate parsers and baseitems (guids?), but I don't know if implementing the overhead id/association is adding too much complexion.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • Android WebView not loading a JavaScript file, but Android Browser loads it fine.

    - by Justin
    I'm writing an application which connects to a back office site. The backoffice site contains a whole slew of JavaScript functions, at least 100 times the average site. Unfortunately it does not load them, and causes much of the functionality to not work properly. So I am running a test. I put a page out on my server which loads the FireBugLite javascript text. Its a lot of javascript and perfect to test and see if the Android WebView will load it. The WebView loads nothing, but the browser loads the Firebug Icon. What on earth would make the difference, why can it run in the browser and not in my WebView? Any suggestions. More background information, in order to get the stinking backoffice application available on a Droid (or any other platform except windows) I needed to trick the bakcoffice application to believe what's accessing the website is Internet Explorer. I do this by modifying the WebView User Agent. Also for this application I've slimmed my landing page, so I could give you the source to offer me aid. package ksc.myKMB; import android.app.Activity; import android.app.AlertDialog; import android.app.Dialog; import android.app.ProgressDialog; import android.content.DialogInterface; import android.graphics.Bitmap; import android.os.Bundle; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.Window; import android.webkit.WebChromeClient; import android.webkit.WebView; import android.webkit.WebSettings; import android.webkit.WebViewClient; import android.widget.Toast; public class myKMB extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); /** Performs base set up */ /** Create a Activity of this Activity, IE myProcess */ myProcess = this; /*** Create global objects and web browsing objects */ HideDialogOnce = true; webview = new WebView(this) { }; webChromeClient = new WebChromeClient() { public void onProgressChanged(WebView view, int progress) { // Activities and WebViews measure progress with different scales. // The progress meter will automatically disappear when we reach 100% myProcess.setProgress((progress * 100)); //CreateMessage("Progress is : " + progress); } }; webViewClient = new WebViewClient() { public void onReceivedError(WebView view, int errorCode, String description, String failingUrl) { Toast.makeText(myProcess, MessageBegText + description + MessageEndText, Toast.LENGTH_SHORT).show(); } public void onPageFinished (WebView view, String url) { /** Hide dialog */ try { // loadingDialog.dismiss(); } finally { } //myProcess.setProgress(1000); /** Fon't show the dialog while I'm performing fixes */ //HideDialogOnce = true; view.loadUrl("javascript:document.getElementById('JTRANS011').style.visibility='visible';"); } public void onPageStarted(WebView view, String url, Bitmap favicon) { if (HideDialogOnce == false) { //loadingDialog = ProgressDialog.show(myProcess, "", // "One moment, the page is laoding...", true); } else { //HideDialogOnce = true; } } }; getWindow().requestFeature(Window.FEATURE_PROGRESS); webview.setWebChromeClient(webChromeClient); webview.setWebViewClient(webViewClient); setContentView(webview); /** Load the Keynote Browser Settings */ LoadSettings(); webview.loadUrl(LandingPage); } /** Get Menu */ @Override public boolean onCreateOptionsMenu(Menu menu) { MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.menu, menu); return true; } /** an item gets pushed */ @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { // We have only one menu option case R.id.quit: System.exit(0); break; case R.id.back: webview.goBack(); case R.id.refresh: webview.reload(); case R.id.info: //IncludeJavascript(""); } return true; } /** Begin Globals */ public WebView webview; public WebChromeClient webChromeClient; public WebViewClient webViewClient; public ProgressDialog loadingDialog; public Boolean HideDialogOnce; public Activity myProcess; public String OverideUserAgent_IE = "Mozilla/5.0 (Windows; MSIE 6.0; Android 1.6; en-US) AppleWebKit/525.10+ (KHTML, like Gecko) Version/3.0.4 Safari/523.12.2 myKMB/1.0"; public String LandingPage = "http://kscserver.com/main-leap-slim.html"; public String MessageBegText = "Problem making a connection, Details: "; public String MessageEndText = " For Support Call: (xxx) xxx - xxxx."; public void LoadSettings() { webview.getSettings().setUserAgentString(OverideUserAgent_IE); webview.getSettings().setJavaScriptEnabled(true); webview.getSettings().setBuiltInZoomControls(true); webview.getSettings().setSupportZoom(true); } /** Creates a message alert dialog */ public void CreateMessage(String message) { AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setMessage(message) .setCancelable(true) .setNegativeButton("Close", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }); AlertDialog alert = builder.create(); alert.show(); } } My Application is running in the background, and as you can see no Firebug in the lower right hand corner. However the browser (the emulator on top) has the same page but shows the firebug. What am I doing wrong? I'm assuming its either not enough memory allocated to the application, process power allocation, or a physical memory thing. I can't tell, all I know is the results are strange. I get the same thing form my android device, the application shows no firebug but the browser shows the firebug.

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  • Webview crash with Garbage Collector ON

    - by user273666
    Hi, I have a very specific web page that causes webview to crash with the Garnage Collector ON (does not crash when OFF). Easy to reproduce: create a document base application, drop a webview, and have the following line (button perhaps). - (void)connectSearch:(id)sender { [[webView mainFrame] loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:@"http://apple.com"]]]; } I guess this scenario is only valid while Apple advertises their new iPad. At the bottom of the page there is two video you can watch. Click on the one on the right. When it is playing, click on the Close button (link) top left - which sends #SwapViewPreviousSelection - and that's it, it crashes. I'm just learning about the garbage collector but I suspect something is collected that should not. Any idea what can prevent the crash, other than turning off the garbage collector? Thank you. Here is what I get: Identifier: com.yourcompany.wb Version: 1.0 (1) Code Type: X86-64 (Native) Parent Process: launchd [163] Date/Time: 2010-02-15 12:26:31.069 -0500 OS Version: Mac OS X 10.6.2 (10C540) Report Version: 6 Interval Since Last Report: 432447 sec Crashes Since Last Report: 7 Per-App Interval Since Last Report: 2938 sec Per-App Crashes Since Last Report: 5 Anonymous UUID: CC123A77-1407-444A-9081-8A2B7C15C2B6 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc[70635]: garbage collection is ON Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 com.apple.CoreFoundation 0x00007fff82e0a788 CFRetain + 200 1 com.apple.QuartzCore 0x00007fff81677a98 -[CALayer setSublayers:] + 486 2 com.apple.WebCore 0x00007fff87c792a1 WebCore::GraphicsLayerCA::updateSublayerList() + 433 3 com.apple.WebCore 0x00007fff87c7ebd8 WebCore::GraphicsLayerCA::commitLayerChanges() + 840 4 com.apple.WebCore 0x00007fff87c7ed05 WebCore::GraphicsLayerCA::recursiveCommitChanges() + 21 5 com.apple.WebCore 0x00007fff87c7ed31 WebCore::GraphicsLayerCA::recursiveCommitChanges() + 65 6 com.apple.WebCore 0x00007fff87705296 WebCore::FrameView::paintContents(WebCore::GraphicsContext*, WebCore::IntRect const&) + 390 7 com.apple.WebKit 0x00007fff81b3d205 -[WebFrame(WebInternal) _drawRect:contentsOnly:] + 149 8 com.apple.WebKit 0x00007fff81b3ce77 -[WebHTMLView drawSingleRect:] + 455 9 com.apple.WebKit 0x00007fff81b3cc16 -[WebHTMLView drawRect:] + 566 10 com.apple.AppKit 0x00007fff8597b05e -[NSView _drawRect:clip:] + 3566 11 com.apple.AppKit 0x00007fff85978834 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 2112 12 com.apple.WebKit 0x00007fff81b3dd6b -[WebHTMLView(WebPrivate) _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 299 13 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 14 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 15 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 16 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 17 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 18 com.apple.AppKit 0x00007fff859791bf -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 19 com.apple.AppKit 0x00007fff85977e17 -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 254 20 com.apple.AppKit 0x00007fff859746bf -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:] + 2683 21 com.apple.AppKit 0x00007fff858edf37 -[NSView displayIfNeeded] + 969 22 com.apple.AppKit 0x00007fff858e8dde _handleWindowNeedsDisplay + 678 23 com.apple.CoreFoundation 0x00007fff82e74427 __CFRunLoopDoObservers + 519 24 com.apple.CoreFoundation 0x00007fff82e502d4 __CFRunLoopRun + 468 25 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 26 com.apple.HIToolbox 0x00007fff88192a4e RunCurrentEventLoopInMode + 333 27 com.apple.HIToolbox 0x00007fff881927b1 ReceiveNextEventCommon + 148 28 com.apple.HIToolbox 0x00007fff8819270c BlockUntilNextEventMatchingListInMode + 59 29 com.apple.AppKit 0x00007fff858be1f2 _DPSNextEvent + 708 30 com.apple.AppKit 0x00007fff858bdb41 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 31 com.apple.AppKit 0x00007fff85883747 -[NSApplication run] + 395 32 com.apple.AppKit 0x00007fff8587c468 NSApplicationMain + 364 33 com.yourcompany.wb 0x0000000100001c86 main + 33 (main.m:14) 34 com.yourcompany.wb 0x0000000100001a44 start + 52 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x00007fff8874bbba kevent + 10 1 libSystem.B.dylib 0x00007fff8874da85 _dispatch_mgr_invoke + 154 2 libSystem.B.dylib 0x00007fff8874d75c _dispatch_queue_invoke + 185 3 libSystem.B.dylib 0x00007fff8874d286 _dispatch_worker_thread2 + 244 4 libSystem.B.dylib 0x00007fff8874cbb8 _pthread_wqthread + 353 5 libSystem.B.dylib 0x00007fff8874ca55 start_wqthread + 13 Thread 2: JavaScriptCore: FastMalloc scavenger 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.JavaScriptCore 0x00007fff80ae62b3 WTF::TCMalloc_PageHeap::scavengerThread() + 515 3 com.apple.JavaScriptCore 0x00007fff80ae62f9 WTF::TCMalloc_PageHeap::runScavengerThread(void*) + 9 4 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 5 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 3: 0 libSystem.B.dylib 0x00007fff8874c9da __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff8874cdec _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff8874ca55 start_wqthread + 13 Thread 4: 0 libSystem.B.dylib 0x00007fff88732e3a mach_msg_trap + 10 1 libSystem.B.dylib 0x00007fff887334ad mach_msg + 59 2 com.apple.CoreFoundation 0x00007fff82e507a2 __CFRunLoopRun + 1698 3 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 4 com.apple.Foundation 0x00007fff800de4cf +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 297 5 com.apple.Foundation 0x00007fff8005ee99 __NSThread__main__ + 1429 6 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 7 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 5: 0 libSystem.B.dylib 0x00007fff887769e2 select$DARWIN_EXTSN + 10 1 com.apple.CoreFoundation 0x00007fff82e72242 __CFSocketManager + 818 2 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 3 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 6: 0 libSystem.B.dylib 0x00007fff8874c9da __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff8874cdec _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff8874ca55 start_wqthread + 13 Thread 7: 0 libSystem.B.dylib 0x00007fff8873d426 read + 10 1 com.apple.CoreFoundation 0x00007fff82eb1ae0 __CFSocketRead + 544 2 com.apple.CFNetwork 0x00007fff88bba667 __CFSocketReadWithError(__CFSocket*, unsigned char*, long, CFStreamError*) + 35 3 com.apple.CFNetwork 0x00007fff88bba397 SocketStream::read(__CFReadStream*, unsigned char*, long, CFStreamError*, unsigned char*) + 699 4 com.apple.CoreFoundation 0x00007fff82e3ffac CFReadStreamRead + 540 5 com.apple.CFNetwork 0x00007fff88bd3dc1 HTTPReadFilter::doPlainRead(unsigned char*, long, CFStreamError*, unsigned char*) + 307 6 com.apple.CFNetwork 0x00007fff88bd3c59 HTTPReadFilter::streamRead(__CFReadStream*, unsigned char*, long, CFStreamError*, unsigned char*) + 469 7 com.apple.CoreFoundation 0x00007fff82e3ffac CFReadStreamRead + 540 8 com.apple.CFNetwork 0x00007fff88bd39e6 HTTPNetStreamInfo::streamRead(__CFReadStream*, unsigned char*, long, CFStreamError*, unsigned char*) + 562 9 com.apple.CoreFoundation 0x00007fff82e3ffac CFReadStreamRead + 540 10 com.apple.CFNetwork 0x00007fff88c23892 HTTPReadStream::streamRead(__CFReadStream*, unsigned char*, long, CFStreamError*, unsigned char*) + 82 11 com.apple.CoreFoundation 0x00007fff82e3ffac CFReadStreamRead + 540 12 com.apple.MediaToolbox 0x00007fff86b59a6f FigCFHTTPReadResponse + 855 13 com.apple.CoreFoundation 0x00007fff82eb1503 _signalEventSync + 115 14 com.apple.CoreFoundation 0x00007fff82eb1474 _cfstream_solo_signalEventSync + 116 15 com.apple.CFNetwork 0x00007fff88c228fd HTTPReadStream::streamEvent(unsigned long) + 163 16 com.apple.CoreFoundation 0x00007fff82eb1503 _signalEventSync + 115 17 com.apple.CoreFoundation 0x00007fff82eb1474 _cfstream_solo_signalEventSync + 116 18 com.apple.CoreFoundation 0x00007fff82e52271 __CFRunLoopDoSources0 + 1361 19 com.apple.CoreFoundation 0x00007fff82e50469 __CFRunLoopRun + 873 20 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 21 com.apple.CoreFoundation 0x00007fff82e4f9b6 CFRunLoopRun + 70 22 com.apple.CoreMedia 0x00007fff803d4702 FigThreadGlobalNetworkBufferingRunloop + 119 23 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 24 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 8: 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.CoreMedia 0x00007fff803d5947 WaitOnCondition + 14 3 com.apple.CoreMedia 0x00007fff803d5b13 FigSemaphoreWaitRelative + 167 4 com.apple.MediaToolbox 0x00007fff86aee8c7 FigAIORequestThread + 398 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 9: 0 libSystem.B.dylib 0x00007fff8874c9da __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff8874cdec _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff8874ca55 start_wqthread + 13 Thread 10: 0 libSystem.B.dylib 0x00007fff88732e3a mach_msg_trap + 10 1 libSystem.B.dylib 0x00007fff887334ad mach_msg + 59 2 com.apple.CoreFoundation 0x00007fff82e507a2 __CFRunLoopRun + 1698 3 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 4 com.apple.CoreFoundation 0x00007fff82e4f9b6 CFRunLoopRun + 70 5 com.apple.QTKit 0x00007fff830d0c49 QTFigVisualContextImageProviderWorkThread + 342 6 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 7 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 11: 0 libSystem.B.dylib 0x00007fff88732e3a mach_msg_trap + 10 1 libSystem.B.dylib 0x00007fff887334ad mach_msg + 59 2 com.apple.CoreFoundation 0x00007fff82e507a2 __CFRunLoopRun + 1698 3 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 4 ....audio.toolbox.AudioToolbox 0x00007fff8416267a GenericRunLoopThread::RunLoop() + 42 5 ....audio.toolbox.AudioToolbox 0x00007fff841629f0 GenericRunLoopThread::Run() + 140 6 ....audio.toolbox.AudioToolbox 0x00007fff8412ded5 CAPThread::Entry(CAPThread*) + 67 7 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 8 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 12: 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.CoreMedia 0x00007fff803d5947 WaitOnCondition + 14 3 com.apple.CoreMedia 0x00007fff803d5b13 FigSemaphoreWaitRelative + 167 4 com.apple.MediaToolbox 0x00007fff86afd4dd faq_EnqueueSourceDataThread + 44 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 13: 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.CoreMedia 0x00007fff803d5947 WaitOnCondition + 14 3 com.apple.CoreMedia 0x00007fff803d5b13 FigSemaphoreWaitRelative + 167 4 com.apple.MediaToolbox 0x00007fff86b9b03b activitySchedulerOnThread + 69 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 14: 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.CoreMedia 0x00007fff803d5947 WaitOnCondition + 14 3 com.apple.CoreMedia 0x00007fff803d5b13 FigSemaphoreWaitRelative + 167 4 com.apple.MediaToolbox 0x00007fff86b26d49 audioMentorThread + 6000 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 15: 0 libSystem.B.dylib 0x00007fff8876d9ee __semwait_signal + 10 1 libSystem.B.dylib 0x00007fff887717f1 _pthread_cond_wait + 1286 2 com.apple.CoreMedia 0x00007fff803d5947 WaitOnCondition + 14 3 com.apple.CoreMedia 0x00007fff803d5b13 FigSemaphoreWaitRelative + 167 4 com.apple.MediaToolbox 0x00007fff86b3003a videoMentorThread + 5700 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 16: 0 libSystem.B.dylib 0x00007fff88732e3a mach_msg_trap + 10 1 libSystem.B.dylib 0x00007fff887334ad mach_msg + 59 2 com.apple.CoreFoundation 0x00007fff82e507a2 __CFRunLoopRun + 1698 3 com.apple.CoreFoundation 0x00007fff82e4fc2f CFRunLoopRunSpecific + 575 4 com.apple.CoreFoundation 0x00007fff82e4f9b6 CFRunLoopRun + 70 5 com.apple.QTKit 0x00007fff830cfad4 QTCALayerRendererPendingQWorkLoop + 534 6 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 7 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 17: 0 libSystem.B.dylib 0x00007fff88732e76 semaphore_wait_trap + 10 1 com.apple.VideoToolbox 0x00007fff80487f25 JVTLib_100988 + 11 2 com.apple.VideoToolbox 0x00007fff804d61d8 JVTLib_101021(void*) + 60 3 com.apple.VideoToolbox 0x00007fff804882f4 JVTLib_100971 + 552 4 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 5 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 18: 0 libSystem.B.dylib 0x00007fff88732e76 semaphore_wait_trap + 10 1 com.apple.VideoToolbox 0x00007fff80487f25 JVTLib_100988 + 11 2 com.apple.VideoToolbox 0x00007fff804d61d8 JVTLib_101021(void*) + 60 3 com.apple.VideoToolbox 0x00007fff804882f4 JVTLib_100971 + 552 4 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 5 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 19: 0 libSystem.B.dylib 0x00007fff88732e9a semaphore_timedwait_signal_trap + 10 1 libSystem.B.dylib 0x00007fff887716e2 _pthread_cond_wait + 1015 2 com.apple.CoreVideo 0x00007fff83d2988c CVDisplayLink::waitUntil(unsigned long long) + 252 3 com.apple.CoreVideo 0x00007fff83d28d91 CVDisplayLink::runIOThread() + 619 4 com.apple.CoreVideo 0x00007fff83d28aeb startIOThread(void*) + 139 5 libSystem.B.dylib 0x00007fff8876bf8e _pthread_start + 331 6 libSystem.B.dylib 0x00007fff8876be41 thread_start + 13 Thread 0 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x0000000000000000 rcx: 0x0000000000000000 rdx: 0x0000000000000018 rdi: 0x0000000000000000 rsi: 0x000000020070f7d8 rbp: 0x00007fff5fbfbcf0 rsp: 0x00007fff5fbfbce0 r8: 0x00000001010e48d0 r9: 0x000000000000f740 r10: 0x00000001010e42f0 r11: 0x00007fff87d9ca50 r12: 0x0000000101238600 r13: 0x0000000000000000 r14: 0x000000020070f7c0 r15: 0x0000000000000000 rip: 0x00007fff82e0a788 rfl: 0x0000000000000246 cr2: 0x00007fff702c13c8

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  • Oddly placed CSS

    - by user3682473
    I want my news content to be completely centered (including image and text), but instead, it's oddly placed to the right like this: http://prntscr.com/3o7tjc I tried most ways to fix it and i can't find it... um.. here is the HTML part: <div id="mainContentContainer"> <div id="mainContent"> <div class="postTitle"> test </div> <div class="posterInfo"> <img width="40%" class="profilePic" src="/site/uploads/avatars/f3780c97491dd9f62f0dd7b1b8bb090a0b9e87d0.png"> <p>Posted by: <a class="postedBy" href="#">test</a></p> </div> <div class="postContent"> <div class="postImageContainer" align="center"> <img class="postImage" src="../uploads/img/test"> </div> <div class="post"> <p>test</p> </div> Comments have been disabled for this post.</div> </div> <div id="sidebar"> Welcome, Admin<br><a href="logout.php">Logout</a><br></div> </div> </div> annnd, here is CSS. body { margin: 0px; background-color: #6C9DDF; background-image:url("/assets/img/background.png"); background-repeat: no-repeat; } .hq { position:relative; top:40px; width:1300px; height:100%; left:1%; } #logo { position:absolute; width:40%; height:30%; right:30%; z-index: 100; } #homebtn, #playbtn, #newsbtn, #helpbtn { background: url(/assets/img/menubtns.png) no-repeat; } #homebtn { background-image: url("/assets/img/home.png"); background-repeat:no-repeat; background-size: 75%; width: 204px; height: 184px; position: absolute; top: 318px; left: 353px; } #homebtn:hover { background-image: url("/assets/img/home-rollover.png"); } #playbtn { background-image: url("/assets/img/play.png"); background-repeat:no-repeat; background-size: 100%; width: 200px; height: 230px; position: absolute; top: 240px; left: 480px; } #playbtn:hover { background-image: url("/assets/img/play-rollover.png"); } #newsbtn { background-image: url("/assets/img/news.png"); background-repeat:no-repeat; background-size: 100%; width: 290px; height: 290px; position: absolute; top: 210px; left: 650px; } #newsbtn:hover { background-image: url("/assets/img/news-rollover.png"); } #helpbtn { background-image: url("/assets/img/help.png"); background-repeat:no-repeat; background-size: 100%; width: 330px; height: 380px; position: absolute; top: 180px; left: 930px; } #helpbtn:hover { background-image: url("/assets/img/help-rollover.png"); } #mainContentContainer { border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 8px solid #000000; background-color: #FFE12F; position: relative; width: 1200px; top: 60px; left: 8%; padding: 50px; overflow: hidden; height: 100%; position: relative } #mainContent { position: relative; border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; background-color: #ffffff; height: 100%; padding: 20px; float: left; width: 900px; } #sidebar { position: relative; border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; background-color: #ffffff; height: 100%; padding: 20px; float: right; width: 200px; } .postTitle { font-size: 40px; font-weight: bold; color: #515151; text-align: center; } .text { text-align: center; } .title { text-decoration: none; color: #515151; } .title:visited { text-decoration: none; color: #515151; } .title:hover { text-decoration: underline; } .postedBy { text-decoration: none; } .posterInfo { float: left; padding: 5px; } .postContent { overflow: hidden; } .postImageContainer { padding: 5px; } .postImage { width: 100%; position:relative; } .profilePic { border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; } .registerFormWrapper { float: left; width: 50%; } .commentFormContainer { margin-top: 45px; } .commentContent { border-radius: 30px; overflow: auto; resize: none; padding: 10px; outline: none; } .commentBTN { background: url("../img/comment.png"); width: 269px; height: 260px; border: none; position: relative; top: -50px; cursor: pointer; text-indent: -999px; } .commentBTN:hover { background: url("../img/commentHover.png"); } .ToonName { font-weight: bold; font-size: 20px; } .ToonNameInput { border-radius: 30px; padding: 5px; outline: none; } .commentBTNS { outline: none; } .commentFormInputContainer { width: 60%; float: left; } .registerInput { border-radius: 30px; padding: 5px; outline: none; } .loginInput { border-radius: 30px; padding: 5px; outline: none; } .inputLabel { display: inline-block; float: left; width: 200px; font-size: 20px; font-weight: bold; } I tried changing most possible combinations, and it didnt work exactly... Here is the fiddle - http://jsfiddle.net/2EYYC/

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