Search Results

Search found 15903 results on 637 pages for 'mapping model'.

Page 37/637 | < Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >

  • Free vs. Paid: Picking a Financial Model

    - by ashes999
    I finally embarked upon my first "paid" game. What this means is that I will incorporate some sort of monetization strategy in my game. This may mean making the app pay-to-download, making it "freemium" with paid content, or something else. Having never done something like this, I'm at a complete loss as to how to figure out what I should do. I know a couple of models (pay to download, freemium, etc.) and I can brainstorm some ideas. But how do I figure out what strategy to use? Perhaps there's some body of research on this? (I recall reading that MMOs popular in Korea use a model where cosmetic changes only are pay-to-buy; everything else is free).

    Read the article

  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

    Read the article

  • No method 'get' on backbone model save

    - by user888734
    I'm using backbone for a reasonably complicated form. I have a number of nested models, and have been computing other variables in the parent model like so: // INSIDE PARENT MODEL computedValue: function () { var value = this.get('childModel').get('childModelProperty'); return value; } This seems to work fine for keeping my UI in sync, but as soon as I call .save() on the parent model, I get: Uncaught TypeError: Object #<Object> has no method 'get' It seems that the child model kind of temporarily stops responding. Am I doing something inherently wrong? EDIT: The stack trace is: Uncaught TypeError: Object #<Object> has no method 'get' publish.js:90 Backbone.Model.extend.neutralDivisionComputer publish.js:90 Backbone.Model.extend.setNeutralComputed publish.js:39 Backbone.Events.trigger backbone.js:163 _.extend.change backbone.js:473 _.extend.set backbone.js:314 _.extend.save.options.success backbone.js:385 f.Callbacks.o jquery.min.js:2 f.Callbacks.p.fireWith jquery.min.js:2 w jquery.min.js:4 f.support.ajax.f.ajaxTransport.send.d

    Read the article

  • Shader Model 3.0 not available

    - by Romy
    I have Acer 4745G with ATI HD 5650 1GB VRAM. After I installed the COD Black Ops trough Wine Playonlinux and successfully installed, and I play the game and then appear message "Shader Model 3.0 not available". I have installed ATI driver 11.8 when I trying this game. And then I'm trying to install the driver from menu "System Administration Additional Driver, it doesn't work. I cannot log in, in the screen appear only the text for log in. And then I uninstall it trough recovery mode. And then I download ATI driver 11.11 from official ATI/AMD website, and then I restart my computer and my screen appearing only text again. I'm using Ubuntu (Ultimate Edition) 11.04. How to overcome this problem?

    Read the article

  • Building a Repository Pattern against an EF 5 EDMX Model - Part 1

    - by Juan
    I am part of a year long plus project that is re-writing an existing application for a client.  We have decided to develop the project using Visual Studio 2012 and .NET 4.5.  The project will be using a number of technologies and patterns to include Entity Framework 5, WCF Services, and WPF for the client UI.This is my attempt at documenting some of the successes and failures that I will be coming across in the development of the application.In building the data access layer we have to access a database that has already been designed by a dedicated dba. The dba insists on using Stored Procedures which has made the use of EF a little more difficult.  He will not allow direct table access but we did manage to get him to allow us to use Views.  Since EF 5 does not have good support to do Code First with Stored Procedures, my option was to create a model (EDMX) against the existing database views.   I then had to go select each entity and map the Insert/Update/Delete functions to their respective stored procedure. The next step after I had completed mapping the stored procedures to the entities in the EDMX model was to figure out how to build a generic repository that would work well with Entity Framework 5.  After reading the blog posts below, I adopted much of their code with some changes to allow for the use of Ninject for dependency injection.http://www.tcscblog.com/2012/06/22/entity-framework-generic-repository/ http://www.tugberkugurlu.com/archive/generic-repository-pattern-entity-framework-asp-net-mvc-and-unit-testing-triangle IRepository.cs public interface IRepository : IDisposable where T : class { void Add(T entity); void Update(T entity, int id); T GetById(object key); IQueryable Query(Expression> predicate); IQueryable GetAll(); int SaveChanges(); int SaveChanges(bool validateEntities); } GenericRepository.cs public abstract class GenericRepository : IRepository where T : class { public abstract void Add(T entity); public abstract void Update(T entity, int id); public abstract T GetById(object key); public abstract IQueryable Query(Expression> predicate); public abstract IQueryable GetAll(); public int SaveChanges() { return SaveChanges(true); } public abstract int SaveChanges(bool validateEntities); public abstract void Dispose(); } One of the issues I ran into was trying to do an update. I kept receiving errors so I posted a question on Stack Overflow http://stackoverflow.com/questions/12585664/an-object-with-the-same-key-already-exists-in-the-objectstatemanager-the-object and came up with the following hack. If someone has a better way, please let me know. DbContextRepository.cs public class DbContextRepository : GenericRepository where T : class { protected DbContext Context; protected DbSet DbSet; public DbContextRepository(DbContext context) { if (context == null) throw new ArgumentException("context"); Context = context; DbSet = Context.Set(); } public override void Add(T entity) { if (entity == null) throw new ArgumentException("Cannot add a null entity."); DbSet.Add(entity); } public override void Update(T entity, int id) { if (entity == null) throw new ArgumentException("Cannot update a null entity."); var entry = Context.Entry(entity); if (entry.State == EntityState.Detached) { var attachedEntity = DbSet.Find(id); // Need to have access to key if (attachedEntity != null) { var attachedEntry = Context.Entry(attachedEntity); attachedEntry.CurrentValues.SetValues(entity); } else { entry.State = EntityState.Modified; // This should attach entity } } } public override T GetById(object key) { return DbSet.Find(key); } public override IQueryable Query(Expression> predicate) { return DbSet.Where(predicate); } public override IQueryable GetAll() { return Context.Set(); } public override int SaveChanges(bool validateEntities) { Context.Configuration.ValidateOnSaveEnabled = validateEntities; return Context.SaveChanges(); } #region IDisposable implementation public override void Dispose() { if (Context != null) { Context.Dispose(); GC.SuppressFinalize(this); } } #endregion IDisposable implementation } At this point I am able to start creating individual repositories that are needed and add a Unit of Work.  Stay tuned for the next installment in my path to creating a Repository Pattern against EF5.

    Read the article

  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • Model in sub-directory via app_label?

    - by prometheus
    In order to place my models in sub-folders I tried to use the app_label Meta field as described here. My directory structure looks like this: project apps foo models _init_.py bar_model.py In bar_model.py I define my Model like this: from django.db import models class SomeModel(models.Model): field = models.TextField() class Meta: app_label = "foo" I can successfully import the model like so: from apps.foo.models.bar_model import SomeModel However, running: ./manage.py syncdb does not create the table for the model. In verbose mode I do see, however, that the app "foo" is properly recognized (it's in INSTALLED_APPS in settings.py). Moving the model to models.py under foo does work. Is there some specific convention not documented with app_label or with the whole mechanism that prevents this model structure from being recognized by syncdb?

    Read the article

  • Retrieve data from an ASP.Net application using Ado.Net 2.0 disconnected model

    - by nikolaosk
    This is the second post in a series of posts regarding to ADO.Net 2.0. Have a look at the first post if you like. In this post I am going to investigate the "Disconnected" model. When I say "Disconnected" I mean Datasets . Datasets are in memory representations of tables in a particular database. A Dataset contains a Table collection and each Table collection contains a Row collection and each Row collection contains a Columns collection. So initially you connect to the database, get the data to...(read more)

    Read the article

  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

    Read the article

  • app_label in an abstract Django model

    - by rayan
    Hi all, I'm trying to get an abstract model working in Django and I hit a brick wall trying to set the related_name per the recommendation here: http://docs.djangoproject.com/en/dev/topics/db/models/#be-careful-with-related-name This is what my abstract model looks like: class CommonModel(models.Model): created_on = models.DateTimeField(editable=False) creared_by = models.ForeignKey(User, related_name="%(app_label)s_%(class)s_created", editable=False) updated_on = models.DateTimeField(editable=False) updated_by = models.ForeignKey(User, related_name="%(app_label)s_%(class)s_updated", editable=False) def save(self): if not self.id: self.created_on = datetime.now() self.created_by = user.id self.updated_on = datetime.now() self.updated_by = user.id super(CommonModel, self).save() class Meta: abstract = True My common model is in [project_root]/models.py. It is the parent object of this model, which is located in an app called Feedback [project_root]/feedback/models.py: from django.db import models from mediasharks.models import CommonModel class Feedback(CommonModel): message = models.CharField(max_length=255) request_uri = models.CharField(max_length=255) domain = models.CharField(max_length=255) feedback_type = models.IntegerField() Basically I'm trying to set up a common model so that I'll always be able to tell when and by whom database entries were created. When I run "python manage.py validate" I get this error message: KeyError: 'app_label' Am I missing something here?

    Read the article

  • proper model for a multi site rails app

    - by JeffTaggarty
    Hi Guys, I am not sure if this is correct place to ask this question. My apologies if it is not. I need to create a web app where people will sign up, call it main-app.com, when they sign up my code will generate a usersite.my-app.com, they will login and only be able to manage their mini site. My question is, is it correct to model this out by creating a table for site, a table for user, users belong to site and site has many users. Then I should create a content table that belongs to user AND site? is that right? Thanks Jeff

    Read the article

  • Best practice for near reuse of model components?

    - by Chris Knight
    I have a requirement to use a Fund model in my code. It will contain a fund name and fund code. In the interest of reuse I've poked around the package containing the other models used and found an existing Fund model. However the issue here is that, in addition to fund name and code, it also contains an amount. Amount isn't directly relevant in my context. So, do I: 1) Use the existing Fund model as is, ignoring the setters/getters for fund amount. 2) Put a FundDescription interface onto the existing Fund model for accessing only the information I'm interested in. 3) Make a FundDescription base class from which the existing Fund model could now extend 4) Create a whole new seperate model since the two are slightly contextually different

    Read the article

  • Proper method to detect device model (iPhone/iPod Touch)?

    - by Mark
    Is this the proper way to detect which device a user is running? NSString *currentModel = [[UIDevice currentDevice] model]; if ([currentModel isEqualToString:@"iPhone"]) { // The user is running on iPhone so allow Call, Camera, etc. } else { // The user is running on a different device (iPod / iPad / iPhone Simulator) disallow Call. }

    Read the article

  • Cant get the proper use for DropDownListFor with a model and a viewbag element

    - by EH_warch
    I have a list of locations set in the ViewBag element like this: public ActionResult Create() { var db = new ErrorReportingSystemContext(); IEnumerable<SelectListItem> items = db.Locations .AsEnumerable() .Select(c => new SelectListItem { Value =c.id.ToString(), Text = c.location_name }); ViewBag.locations = items; return View(); } I'm trying to get the values from ViewBag.locations from the view like this @Html.DropDownListFor(model => model.location_fk_id, ViewBag.locations); //@Html.DropDownListFor(model => model.location_fk_id, @ViewBag.locations); //@Html.DropDownListFor(model => model.location_fk_id, "locations"); But no avail. How can i use it?

    Read the article

  • Rails Rspec testing not saving a transactional model

    - by NolanDC
    I'm currently testing my Rails controllers using RSpec. In one controller, I have a model that uses transactions, so that it will not be saved unless another nested model (whose data is filled in using fields_for) is also saved correctly. The tests hit a snag when they reach the transaction. Some debugging output proves that the model is valid and ready to save. However, upon entering the transaction block, the model does not save. Even stranger, the code never reaches the else clause of "if model.save" (It does, however, enter the transaction block). I can only assume this is a problem with my testing a transactional model. Any ideas/hints/solutions?

    Read the article

  • Backbone.js "model" query

    - by Novice coder
    I'm a learning coder trying to understand this code from a sample MVC framework. The below code is from a "model" file. I've done research on Backbone.js, but I'm still confused as to exactly how this code pull information from the app's database. For example, how are base_url, Model.prototype, and Collection.prototype being used to retrieve information from the backend? Any help would be greatly appreciated. exports.definition = { config : { "defaults": { "title": "-", "description": "-" }, "adapter": { "type": "rest", "collection_name": "schools", "base_url" : "/schools/", } }, extendModel: function(Model) { _.extend(Model.prototype, { // Extend, override or implement Backbone.Model urlRoot: '/school/', name:'school', parse: function(response, options) { response.id = response._id; return response; }, }); return Model; }, extendCollection: function(Collection) { _.extend(Collection.prototype, { // Extend, override or implement Backbone.Collection urlRoot: '/schools/', name: 'schools', }); return Collection; } }

    Read the article

  • Getting Started with the SSAS Tabular Model

    SSAS Tabular models are in-memory databases that model data with relational constructs such as tables and relationships, in order to provide a rapid and powerful way of providing self-service BI to client applications such as Microsoft Excel and Microsoft Power View. You’ve deployed SSAS in tabular mode, and deployed Adventureworks into it. What next? Rob Sheldon explains all. Check SQL Server performance at a glanceWe consulted 1000 SQL Server professionals to make SQL Monitor’s UI as clear as possible. Start monitoring with a free trial.

    Read the article

  • Parent and child model interaction

    - by jminarik
    Hi, is it possible set something like wpf window owner in caliburn.micro ? I have PARENT VIEW MODEL, from this model I open CHILD SCREEN {VIEW MODEL} with this method: public IEnumerable<IResult> Open() { yield return new ShowWindow("ChatScreen") .InitializeWith(_service .DetailData(Account, _selectedFriend.Value.Nick), AvatarImage); } This method create a new WPF WINDOW - CHILD SCREEN and initialize CHILD VIEW MODEL with some variables. I would like set something like this CHILD_SCREEN.PARENT = PARENT_VIEW_MODEL. I would like achieve if I close PARENT VIEW MODEL that it close also all CHILD MODELS. Also it exist way how can I check if screen, in my situation WPF window, is active/inactive from MAIN VIEW MODEL?

    Read the article

  • MVC 2 Client Side Model Validation with ExtJS

    One of the most exciting new features in MVC 2 is "Enhanced Model Validation support across both server and client"; this new enhanced support allows for client side validation to be dynamically generated into a view from DataAnnotations attributes on models. One minor complaint: Out of the box, it only supports the Microsoft AJAX libraries. Good news: It can use other frameworks, and we have done just that! Ext.ux.MvcFormValidator The MvcFormValidator is an alternative form validation...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

    Read the article

  • Akka react vs receive

    - by Will I Am
    I am reading my way through Akka tutorials, but I'd like to get my feet wet with a real-life scenario. I'd like to write both a connectionless UDP server (an echo/ping-pong service) and a TCP server (also an echo service, but it keeps the connection open after it replies). My first question is, is this a good experimental use case for Akka, or am I better served with more common paradigms like IOCP? Would you do something like this with Akka in production? Although I understand conceptually the difference between react() and receive(), I struggle to choose one or the other for the two models. In the UDP model, there is no concept of who the sender is on the server, once the pong is sent, so should I use receive()? In the TCP model, the connection is maintained on the server after the pong, so should I use react()? If someone could give me some guidance, and maybe an opinion on how you'd design these two use cases, it would take me a long way. I have found a number of examples, but they didn't have explanations as to why they chose the paradigms they did.

    Read the article

  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

    Read the article

  • Turning a problem into a data

    - by Fogmeister
    OK, I have an app that I'm creating but I'm just really not sure about how to approach the problem. The idea is fairly simple. I'm just not sure how to wrap it in a data model (or even if I should). TBH I feel like I'm making it more complicated than it needs to be. How it works. The app will have circles along the top in a row that need to be connected to circles along the bottom in a row. 10 circles at the top. 10 at the bottom. One connection per pair of dots. Anyway, I can get the dots to connect I'm just not sure how to wrap it in a data model so that I can analyse what has been connected and see if it is right or not. The circles will be questions and answers. I can make an array of question objects with a question and answer properties. I can then display these as the dot pairs. I'm just not sure how to record which questions have been connected to which answers. It is valid for a user to connect a wrong answer as they all get checked at the end. I was thinking of using SpriteKit but this isn't a restriction. I could use UIKit or something else. TBH, this question is fairly language free as I'm just after a way of modelling it.

    Read the article

  • Linq to Entities and POCO foreign key relations mapping (1 to 0..1) problem

    - by brainnovative
    For my ASP.NET MVC 2 application I use Entity Framework 1.0 as my data access layer (repository). But I decided I want to return POCO. For the first time I have encountered a problem when I wanted to get a list of Brands with their optional logos. Here's what I did: public IQueryable<Model.Products.Brand> GetAll() { IQueryable<Model.Products.Brand> brands = from b in EntitiesCtx.Brands.Include("Logo") select new Model.Products.Brand() { BrandId = b.BrandId, Name = b.Name, Description = b.Description, IsActive = b.IsActive, Logo = /*b.Logo != null ? */new Model.Cms.Image() { ImageId = b.Logo.ImageId, Alt = b.Logo.Alt, Url = b.Logo.Url }/* : null*/ }; return brands; } You can see in the comments what I would like to achieve. It worked fine whenever a Brand had a Logo otherwise it through an exception that you can assign null to the non-nullable type int (for Id). My workaround was to use nullable in the POCO class but that's not natural - then I have to check not only if Logo is null in my Service layer or Controllers and Views but mostly for Logo.ImageId.HasValue. It's not justified to have a non null Logo property if the id is null. Can anyone think of a better solution?

    Read the article

  • Best practices for class-mapping with SoapClient

    - by Foofy
    Using SoapClient's class mapping feature and it's pretty sweet. Unfortunately the SOAP service we're using has a bunch of read-only properties on some of the objects and will throw faults if the properties are passed back as anything but null. Need to filter out the properties before they're used in the SOAP call and am looking for advice on the best way to do it. So far the options are: Stick to a convention where I use getter and setter functions to manipulate the properties, and use property overloading to filter method access since only SoapClient would be doing that. E.g. developers would access properties like this: $obj->getAccountNumber() SoapClient would access properties like this: $obj->accountNumber I don't like this because the properties are still exposed and things could go wrong if developers don't stick to convention. Have a wrapper for SoapClient that sets a public property the mapped objects can check to see if the property is being accessed by SoapClient. I already have a wrapper that assigns a reference to itself to all the mapped objects. class SoapClientWrapper { public function __soapCall($method, $args) { $this->setSoapMode(true); $this->_soapClient->__soapCall($method, $args); $this->setSoapMode(false); } } class Invoice { function __get($val) { if($this->_soapClient->getSoapMode()) { return null; } else { return $this->$val; } } } This works but it doesn't feel right and seems a bit clunky. Do the mapping manually, and don't use SoapClient's mapping features. I'd just have a function on all the mapped objects that returns the safe-to-send properties. Also, nobody would have access to properties they shouldn't since I could enforce getters and setters. A lot more work, though.

    Read the article

< Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >