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  • Can not print after upgrading from 12.x to 14.04

    - by user318889
    After upgrading from V12.04 to V14.04 I am not able to print. I am using an HP LaserJet 400 M451dn. The printer troubleshooter told me that there is no solution to the problem. This is the output of the advanced diagnositc output. (Due to limited space I cut the output!) Can anybody tell me what is going wrong. I am using the printer via USB ? Page 1 (Scheduler not running?): {'cups_connection_failure': False} Page 2 (Is local server publishing?): {'local_server_exporting_printers': False} Page 3 (Choose printer): {'cups_dest': , 'cups_instance': None, 'cups_queue': u'HP-LaserJet-400-color-M451dn', 'cups_queue_listed': True} Page 4 (Check printer sanity): {'cups_device_uri_scheme': u'hp', 'cups_printer_dict': {'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'printer-info': u'Hewlett-Packard HP LaserJet 400 color M451dn', 'printer-is-shared': True, 'printer-location': u'Pinatubo', 'printer-make-and-model': u'HP LJ 300-400 color M351-M451 Postscript (recommended)', 'printer-state': 4, 'printer-state-message': u'', 'printer-state-reasons': [u'none'], 'printer-type': 8556636, 'printer-uri-supported': u'ipp://localhost:631/printers/HP-LaserJet-400-color-M451dn'}, 'cups_printer_remote': False, 'hplip_output': (['', '\x1b[01mHP Linux Imaging and Printing System (ver. 3.14.6)\x1b[0m', '\x1b[01mDevice Information Utility ver. 5.2\x1b[0m', '', 'Copyright (c) 2001-13 Hewlett-Packard Development Company, LP', 'This software comes with ABSOLUTELY NO WARRANTY.', 'This is free software, and you are welcome to distribute it', 'under certain conditions. See COPYING file for more details.', '', '', '\x1b[01mhp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '', '\x1b[01mDevice Parameters (dynamic data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' back-end hp ', " cups-printers ['HP-LaserJet-400-color-M451dn'] ", ' cups-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' dev-file ', ' device-state -1 ', ' device-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' deviceid ', ' error-state 101 ', ' host ', ' is-hp True ', ' panel 0 ', ' panel-line1 ', ' panel-line2 ', ' port 1 ', ' serial CNFF308670 ', ' status-code 5002 ', ' status-desc ', '\x1b[01m', 'Model Parameters (static data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' align-type 0 ', ' clean-type 0 ', ' color-cal-type 0 ', ' copy-type 0 ', ' embedded-server-type 0 ', ' fax-type 0 ', ' fw-download False ', ' icon hp_color_laserjet_cp2025.png ', ' io-mfp-mode 1 ', ' io-mode 1 ', ' io-support 6 ', ' job-storage 0 ', ' linefeed-cal-type 0 ', ' model HP_LaserJet_400_color_M451dn ', ' model-ui HP LaserJet 400 Color m451dn ', ' model1 HP LaserJet 400 Color M451dn ', ' monitor-type 0 ', ' panel-check-type 0 ', ' pcard-type 0 ', ' plugin 0 ', ' plugin-reason 0 ', ' power-settings 0 ', ' ppd-name lj_300_400_color_m351_m451 ', ' pq-diag-type 0 ', ' r-type 0 ', ' r0-agent1-kind 4 ', ' r0-agent1-sku CE410A/CE410X ', ' r0-agent1-type 1 ', ' r0-agent2-kind 4 ', ' r0-agent2-sku CE411A ', ' r0-agent2-type 4 ', ' r0-agent3-kind 4 ', ' r0-agent3-sku CE413A ', ' r0-agent3-type 5 ', ' r0-agent4-kind 4 ', ' r0-agent4-sku CE412A ', ' r0-agent4-type 6 ', ' scan-src 0 ', ' scan-type 0 ', ' status-battery-check 0 ', ' status-dynamic-counters 0 ', ' status-type 3 ', ' support-released True ', ' support-subtype 2202411 ', ' support-type 2 ', ' support-ver 3.12.2 ', " tech-class ['Postscript'] ", " tech-subclass ['Normal'] ", ' tech-type 4 ', ' usb-pid 3882 ', ' usb-vid 1008 ', ' wifi-config 0 ', '\x1b[01m', 'Status History (most recent first):\x1b[0m', '\x1b[01m Date/Time Code Status Description User Job ID \x1b[0m', ' -------------------- ----- ---------------------------------------- -------- --------', ' 08/21/14 00:07:25 5012 Device communication error richard 0 ', ' 08/20/14 13:42:44 500 Started a print job richard 4214 ', '', '', 'Done.', ''], ['\x1b[35;01mwarning: No display found.\x1b[0m', '\x1b[31;01merror: hp-info -u/--gui requires Qt4 GUI support. Entering interactive mode.\x1b[0m', '\x1b[31;01merror: Unable to communicate with device (code=12): hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '\x1b[31;01merror: Error opening device (Device not found).\x1b[0m', ''], 0), 'is_cups_class': False, 'local_cups_queue_attributes': {'charset-configured': u'utf-8', 'charset-supported': [u'us-ascii', u'utf-8'], 'color-supported': True, 'compression-supported': [u'none', u'gzip'], 'copies-default': 1, 'copies-supported': (1, 9999), 'cups-version': u'1.7.2', 'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'document-format-default': u'application/octet-stream', 'document-format-supported': [u'application/octet-stream', u'application/pdf', u'application/postscript', u'application/vnd.adobe-reader-postscript', u'application/vnd.cups-command', u'application/vnd.cups-pdf', u'application/vnd.cups-pdf-banner', u'application/vnd.cups-postscript', u'application/vnd.cups-raw', u'application/vnd.samsung-ps', u'application/x-cshell', u'application/x-csource', u'application/x-perl', u'application/x-shell', u'image/gif', u'image/jpeg', u'image/png', u'image/tiff', u'image/urf', u'image/x-bitmap', u'image/x-photocd', u'image/x-portable-anymap', u'image/x-portable-bitmap', u'image/x-portable-graymap', u'image/x-portable-pixmap', u'image/x-sgi-rgb', u'image/x-sun-raster', u'image/x-xbitmap', u'image/x-xpixmap', u'image/x-xwindowdump', u'text/css', u'text/html', u'text/plain'], 'finishings-default': 3, 'finishings-supported': [3], 'generated-natural-language-supported': [u'en-us'], 'ipp-versions-supported': [u'1.0', u'1.1', u'2.0', u'2.1'], 'ippget-event-life': 15, 'job-creation-attributes-supported': [u'copies', u'finishings', u'ipp-attribute-fidelity', u'job-hold-until', u'job-name', u'job-priority', u'job-sheets', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-hold-until-default': u'no-hold', 'job-hold-until-supported': [u'no-hold', u'indefinite', u'day-time', u'evening', u'night', u'second-shift', u'third-shift', u'weekend'], 'job-ids-supported': True, 'job-k-limit': 0, 'job-k-octets-supported': (0, 470914416), 'job-page-limit': 0, 'job-priority-default': 50, 'job-priority-supported': [100], 'job-quota-period': 0, 'job-settable-attributes-supported': [u'copies', u'finishings', u'job-hold-until', u'job-name', u'job-priority', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-sheets-default': (u'none', u'none'), 'job-sheets-supported': [u'none', u'classified', u'confidential', u'form', u'secret', u'standard', u'topsecret', u'unclassified'], 'jpeg-k-octets-supported': (0, 470914416), 'jpeg-x-dimension-supported': (0, 65535), 'jpeg-y-dimension-supported': (1, 65535), 'marker-change-time': 0, 'media-bottom-margin-supported': [423], 'media-col-default': u'(unknown IPP value tag 0x34)', 'media-col-supported': [u'media-bottom-margin', u'media-left-margin', u'media-right-margin', u'media-size', u'media-source', u'media-top-margin', u'media-type'], 'media-default': u'iso_a4_210x297mm', 'media-left-margin-supported': [423], 'media-right-margin-supported': [423],

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  • SharpDX/D3D: How to implement and draw fonts/text

    - by Dmitrij A
    I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to simple draw variable text to output with Direct3D? (it is not as SharpDX question as common Direct3D question, how to start with game GUIs? And what should i do to program simple GUI's like menu for a game (generally i understand that it's shaders).

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Ubuntu 12.04 despite the left panel POLI tray present, myunity says that unity turns in 2d

    - by Stef
    How do I enable unity 3d? I state that I have used the correct login to ubuntu to ubuntu and not 2d below the glxinfo stefano@WorkLinux:~$ glxinfo | grep render nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 55 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 56 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 59 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 58 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 direct rendering: Yes OpenGL renderer string: Gallium 0.4 on NV34

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • The need to reduce mesh count

    - by OJW
    In Panda3d, I load a model and place 10000 references to it in the scene-graph. It runs at (say) 2Hz. I load a 3d model containing 10000 copies of that exact same object, and it runs at (say) 60Hz. As does using the flattenStrong() command which is effectively the same thing but at runtime. So the question is: is this behaviour a peculiarity of Panda3d, or is it a fundamental law which applies to all games engines?

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  • How to parse japanese char (utf8?) from imap_fetchbody?

    - by timh
    I am pulling down an email which has english, chinese and japanese in the email. I was using PHP/EZComponents to do this, but a certain japanese char was just not coming through so I am switching to php imap_* funcs to see if they will work. This is what I have below, and the output I am getting. I need to decode this somehow... I know this has been well (read:overly/chaotically) documented all over the web, but I dont have time to earn a PHD in this right now. Any help is greatly appreciated. $hn='{imap.gmail.com:993/imap/ssl}INBOX'; $inbox = imap_open($hn,$username,$password,CL_EXPUNGE); foreach($emails as $email_number) { $ov = imap_fetch_overview($inbox,$email_number,0); $msg = imap_fetchbody($inbox,$email_number,2); var_dump($msg); // doesnt work... .. but right idea? // var_dump( utf8_decode($msg) ); } PARTIAL OUTPUT: <font face=3D"Arial"><span lang=3D"EN-US" style=3D"font-size:10.5pt"><br></= span></font><font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style= =3D"font-size:10.5pt">=CC=EC=9A=DD=A4=AC=A4=A4=A4=A4=A4=AB=A4=E9=A1=A2</spa= n></font></p><p style=3D"margin-right:0pt;margin-bottom:12pt;margin-left:0p= t"> <font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style=3D"font-siz= e:10.5pt"><br></span></font></p><p style=3D"margin-right:0pt;margin-bottom:= 12pt;margin-left:0pt"><font color=3D"navy" face=3D"MS Gothic"><span lang=3D= "JA" style=3D"font-size:10.5pt">xxend</span></font></p>

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  • Java semaphore to syncronize printing to screen

    - by Travis Griswald
    I'm currently stuck on a bit of homework and was wondering if anyone could help - I have to use semaphores in java to syncronize printing letters from 2 threads - one printing "A" and one printing "B". I cannot print out more than 2 of the same character in a row, so output should look like AABABABABABBABABABABAABBAABBABABA At the moment I have 3 semaphores, a binary mutex set to 1, and a counting semaphore, and my thread classes look something like this - public void run() { while (true) { Time.delay(RandomGenerator.integer(0,20)); Semaphores.mutex.down (); System.out.println (produce()); if (printCount > 1) { printCount = 0; Semaphores.mutex.up (); Semaphores.printB.up(); } } } public String produce() { printCount++; return "A"; } public void run() { while (true) { Time.delay(RandomGenerator.integer(0,20)); Semaphores.mutex.down (); System.out.println (produce()); if (printCount > 1) { printCount = 0; Semaphores.mutex.up (); Semaphores.printA.up(); } } } public String produce() { printCount++; return "B"; } Yet whatever I try it either deadlocks, or it seems to be working only printing 2 in a row at most, but always seems to print 3 in a row every now and again! Any help is much appreciated, not looking code or anything just a few pointers if possible :)

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  • Printing labels from an android app or Java? [on hold]

    - by user3563124
    I've seen others discussing printing labels with a dedicated label printer using Java. Is there any way to print labels using a regular printer with label paper using (optimally) Android libraries/API? If not, is there any way to do this in a non-mobile context using Java? Searching for "Java Label Printing" is only turning up the aforementioned dedicated label printing bits, which aren't quite what I'm looking for.

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  • PrintingPermissionLevel, SafePrinting, and restrictions

    - by Steve Cooper
    There is a PrintingPermission attribute in the framework which takes a PrintingPermissionLevel enumeration with one of these values; NoPrinting: Prevents access to printers. NoPrinting is a subset of SafePrinting. SafePrinting: Provides printing only from a restricted dialog box. SafePrinting is a subset of DefaultPrinting. DefaultPrinting: Provides printing programmatically to the default printer, along with safe printing through semirestricted dialog box. DefaultPrinting is a subset of AllPrinting. AllPrinting: Provides full access to all printers. The documentation is really sparse, and I wondered if anyone can tell me more about the SafePrinting option. What does the documentation mean when it says "Provides printing only from a restricted dialog box." I have no idea what this means. Can anyone shed any light? This subject is touched in the MS certification 70-505: TS: Microsoft .NET Framework 3.5, Windows Forms Application Development and so I'm keen to find out more.

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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • How to handle printing of HTML pages?

    - by Jaran
    In my portfolio site I have listed my projects under separate tabs (tab menu). This works well except for printing which requires the user to click on a tab, print, click on the next tab and print the same page again to get everything. Being a portfolio I'd assume that visitors want to print all of the content. Is there a general way to create a different style when printing a web page? Or should I just add a printer icon on my page which redirects the user to a different page where all the data is in a big chunk and then prompt the user's browser to start printing?

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  • Blank Swf after printing from another app.

    - by Carlos Barbosa
    Ok, so i am having a problem, where i developed an app that uses the webcam, adds an image and then takes a picture, well, i implemented textbook style the printjob, and well everytime after printing my swf goes blank. http://stackoverflow.com/questions/3021557/as3-printing-problem-blanks-swf-after-print-or-cancel But now i have been continuing testing, and i found out, that if i print from another application and then comeback, my video stream from the webcam is blank, this has no sense at all, since i am printing from another app. Please i need help with this, i have found one additional case: http://board.flashkit.com/board/showthread.php?t=781089 What is going on here i mean, this must be a flash player issue right.

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  • Find out what fonts are being sent to a printer

    - by user38307
    I have an issue where two computers running XP and with identical print drivers have different behavior printing over parallel port to receipt printers. For one type of receipt, receipt printing is instant. For another kind printing is delayed by ten seconds on most machines but not on the other. This happens even if I swap out printers. I believe the delay is because this computer has a different set of fonts installed. (It is used for graphic design.) The printers have built-in fonts, and if you do not use one of the built-in fonts the printer has to build up an image in memory rather than just spitting out its fonts. For a particular kind of receipt with special fonts on a particular computer the computer is sending a font which the receipt printer does not have built in. My question is, is there a way to find out what fonts are being sent to the printer? This would let me narrow down what I need to modify in the Windows font folder. Thank you!

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Draw 2.5D or 3D Map with C# from lines.

    - by VOX
    I'm developing a turn-by-turn navigation software for Windows Mobile using C# and .NET CF. I'm able to draw a 2D maps by drawing lines. My problem is I would like to get a 2.5D map like in the picture. I tried non-affine transformation on the 2D rendered image but it is too slow for the Windows Mobile device we are targeting. Could anyone give me a clue on my problem? example image

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  • Is there any algorithm for determining 3d position in such case? (images below)

    - by Ole Jak
    So first of all I have such image (and ofcourse I have all points coordinates in 2d so I can regenerate lines and check where they cross each other) But hey, I have another Image of same lines (I know thay are same) and new coords of my points like on this image So... now Having points (coords) on first image, How can I determin plane rotation and Z depth on second image (asuming first one's center was in point (0,0,0) with no rotation)?

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  • What libraries provide cross-platform 3D and P2P support?

    - by uckelman
    I'm trying to find a constellation of libraries which, taken together, meet the following requirements: Smooth scaling, rotation, panning (in two dimensions). I'll have a large bitmap (or SVG, in some cases), maybe up to 10000x10000 pixels, which serves as map, with some middling number of small bitmaps (or, again, possibly SVG) that can be dragged around over it. I need to be able to zoom, rotate, and pan this scene; however, the view will always be normal to (i.e., looking head-on at) the large bitmap, so I'm not really using the depth dimension. Peer-to-peer. I'd like for multiple users to be able to connect in order to share one of the scenes mentioned above, preferably peer-to-peer, without much configuration by the user. I'm intending to have a server running for cases where users are unable to connect P2P; I'd like to have the failover happen automatically, or possibly have some way of promoting clients who are capable to be servers themselves. Synchronization. Once a user has started dragging one of the small bitmaps (a piece), no other user should be able to drag that piece until the drag stops. I haven't thought of exactly how to do this---there might be a simple solution, or this kind of synchronization might be something that a library provides. Cross(ish)-platform. I need to be able to run on Linux, Windows, and Mac OS. It would be nice to also be able to run on tablets. Having mostly the same code for all platforms is a plus, but not absolutely necessary. (L)GPL compatible. I'm planning to release under the LGPL or GPL, preferably the latter, so I need libraries which have compatible licenses. I'm not set on any particular language, I'd like to use the library or libraries which make the work easiest, though my preference is to work in at most two languages for the project. (The Model could potentially be in one language and the View in another, so they could talk to each other via some protocol I define, if that would get me a better selection of libraries to use.) Can anyone offer suggestions for what to use?

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  • No satellite image in world wind

    - by julien
    I am trying to use world wind but instead of a nice globe, I have that: As you can see, the earth is transparent. Only stars, the atmosphere and some names are displayed. The satellite image and the terrain are absent. If you do not know this application, you can test it with java web start from there. Do you know how to solve this problem? Maybe there is something wrong with my 3D card (FYI, google earth works perfectly). I am on ubuntu 12.04, with openJDK6 and icedtea web start.

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  • Polygon count target range for MMO being released in 2 years

    - by classer
    What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, NPC and player meshes)? I read in some places that one should not aim too low if the game will come out in a couple years because technology is always advancing. If you can give some mesh poly stats on what other current MMOs / MMORPGs are running and future projections, that would be great. Thank you.

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  • Diagonal line of sight with two corners

    - by Ash Blue
    Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a wall with a gap on the other side at specific angles. The result I want is for the tile between two walls to be marked invalid as so. What is the fastest way to modify Bresenham's line algorithm to solve this? If there isn't a good solution, is there a better suited algorithm? Any ideas are welcome. Please note the solution should also be capable of supporting 3d. Edit: For the working source code and an interactive demo of the completed product please see http://ashblue.github.io/javascript-pathfinding/

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  • Ray-plane intersection to find the Z of the intersecting point

    - by Jenko
    I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse coordinates (x, y). Would a Ray-plane intersection find the Z of the intersecting point? Edit: Would this one-liner work? .. it returns the t value for the intersection, apparently the Z value. float rayPlane(vector3D planepoint, vector3D normal, vector3D origin, vector3D direction){ return -((origin-planepoint).dot(normal))/(direction.dot(normal)); }

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • Rotate view matrix based on touch coordinates

    - by user1055947
    I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing origin. I have succeeded in moving the camera through rotation left or right, up or down based on the user dragging the finger, but my problem is obviously that after I drag my finger up/down and rotate say 90 degrees so my intial position of -z is now +y and still facing origin, if I drag my finger left/right I want to rotate from +y to +x, but what happens is it rotates around the pole +y. This is to be expected as I am mapping 2D touch drag coords to 3D space, but I dont know where to start trying to do what I want. Perhaps someone can point me in the right direction, I've been googling for a while now but I don't know what I want to do is called! Edit __ What I was looking for is called an ArcBall, google it for lots of info on it.

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  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

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