Search Results

Search found 15535 results on 622 pages for 'index buffer'.

Page 39/622 | < Previous Page | 35 36 37 38 39 40 41 42 43 44 45 46  | Next Page >

  • Setting the server to look for index.php file by default

    - by ????? ???????
    I am a web developer and I've requested our Sys-Admin to setup a server for my team that will be used as a development environment. The PHP is running as a CGI. When i try to open http://myaddress/ I receive 403 Forbidden. When I try to open http://myaddress/index.php everything is fine. How do I set the server to look for index.php file by default? P.S The sysadmin is not currently here, so he cannot do it for me.

    Read the article

  • MySQL doesn't use index in join query

    - by Kocsonya Laci
    I have two tables: comments(id(primary key), author, ip(index)) and visitors(id(primary key), date_time, ip(index)) I want to join them like that: SELECT visitors.date_time FROM comments LEFT JOIN visitors ON ( comments.ip = visitors.ip ) WHERE comments.author = 'author' LIMIT 10 It works, but very slow.. In EXPLAIN it shows that it doesn't use the index on the visitors table: id select_type table type possible_keys key key_len ref rows Extra 1 SIMPLE comments ref author author 78 const 9660 Using where 1 SIMPLE visitors ALL NULL NULL NULL NULL 8033 Any ideas? Thanks!

    Read the article

  • Send 404 when requesting index.php through .htaccess?

    - by Daniel
    I've recently refactored an existing CodeIgniter application to use url segments instead of query strings, and I'm using a rewriterule in htaccess to rewrite stuff to index.php: RewriteRule ^(.*)$ /index.php/$1 [L] My problem right now is that a lot of this website's pages are indexed by google with a link to index.php. Since I made the change to use url segments instead, I don't care about these google results anymore and I want to send a 404 (no need to use 301 Move permanently, there have been enough changes, it'll just have to recrawl everything). To get to the point: How do I redirect requests to /index.php?whatever to a 404 page? I was thinking of rewriting to a non-existent file that would cause apache to send a 404. Would this be an acceptable solution? How would the rewriterule for that look like? edit: Currently, existing google results will just cause the following error: An Error Was Encountered The URI you submitted has disallowed characters.

    Read the article

  • Clustered index on frequently changing reference table of one or more foreign keys

    - by Ian
    My specific concern is related to the performance of a clustered index on a reference table that has many rapid inserts and deletes. Table 1 "Collection" collection_pk int (among other fields) Table 2 "Item" item_pk int (among other fields) Reference Table "Collection_Items" collection_pk int, item_pk int (combined primary key) Because the primary key is composed of both pks, a clustered index is created and the data physically ordered in the table according to the combined keys. I have many users creating and deleting collections and adding and removing items to those collections very frequently affecting the "Collection_Items" table, and its clustered index. QUESTION PART: Since the "Collection_Items" table is so dynamic, wouldn't there be a big performance hit on constantly resorting the table rows because of the clustered index ? If yes, what should I do to minimize this ?

    Read the article

  • Unsafe, super-fast cross-process memory buffer?

    - by John
    Cross-process memory buffers always have some overhead, and my understanding is this is quite high. But what if you're implementing a cross-process render-buffer, this isn't critically important in the same way as other data so are there techniques we can use to get 'raw' access to a chunk of memory from multiple processes, with no safety nets apart from it not crashing? Or do modern operating systems simply not work with unabstracted memory in a way to make this possible? I'm working in C++ but the question applies to Win XP/Vista/7, MacOSX 10.5+ (& Linux less importantly).

    Read the article

  • Using `.index()` on repeating letters

    - by Yarden
    I'm building a function that builds a dictionary with words, such as: {'b': ['b', 'bi', 'bir', 'birt', 'birth', 'birthd', 'birthda', 'birthday'], 'bi': ['bi', 'bir', 'birt', 'birth', 'birthd', 'birthda', 'birthday'], 'birt': ['birt', 'birth', 'birthd', 'birthda', 'birthday'], 'birthda': ['birthda', 'birthday'], 'birthday': ['birthday'], 'birth': ['birth', 'birthd', 'birthda', 'birthday'], 'birthd': ['birthd', 'birthda', 'birthday'], 'bir': ['bir', 'birt', 'birth', 'birthd', 'birthda', 'birthday']} This is what it looks like: def add_prefixs(word, prefix_dict): lst=[] for letter in word: n=word.index(letter) if n==0: lst.append(word[0]) else: lst.append(word[0:n]) lst.append(word) lst.remove(lst[0]) for elem in lst: b=lst.index(elem) prefix_dict[elem]=lst[b:] return prefix_dict It works great for words like "birthday", but when I have a letter that repeats itself, I have a problem... for example, "hello". {'h': ['h', 'he', 'he', 'hell', 'hello'], 'hell': ['hell', 'hello'], 'hello': ['hello'], 'he': ['he', 'he', 'hell', 'hello']} I know it's because of the index (python chooses the index of the first time the letter appears) but I do not know how to solve it. Yes, this is my homework and I'm really trying to learn from you guys :)

    Read the article

  • Using TweenMax to fade in div with background pattern and z-index not working

    - by shibbydoo
    I'm trying to do this really simple fade using TweenMax for this div I have. Here's the css for the div .aboutBg { background:url(../images/pattern.jpg); top:0; right:0; left:0; bottom:0, position:fixed; border:10px solid red; z-index:10; } TweenMax.to('.aboutPage', 0.5, {autoAlpha:1}); What's happening is the border would fade in nicely but the patterned bg is not, it just pops up at the end of the tween. If I remove the z-index everything works, but I have to have set the z-index so it's on top of my other content. Also I'm not tweening the z-index, it's set before the tween, so I'm not sure why it's not fading correctly. Anyone has any idea? Thanks.

    Read the article

  • Java: How ArrayList memory management

    - by cka3o4nik
    In my Data Structures class we have studies the Java ArrayList class, and how it grows the underlying array when a user adds more elements. That is understood. However, I cannot figure out how exactly this class frees up memory when lots of elements are removed from the list. Looking at the source, there are three methods that remove elements: [code] public E remove(int index) { RangeCheck(index); modCount++; E oldValue = (E) elementData[index]; int numMoved = size - index - 1; if (numMoved 0) System.arraycopy(elementData, index+1, elementData, index, numMoved); elementData[--size] = null; // Let gc do its work return oldValue; } public boolean remove(Object o) { if (o == null) { for (int index = 0; index < size; index++) if (elementData[index] == null) { fastRemove(index); return true; } } else { for (int index = 0; index < size; index++) if (o.equals(elementData[index])) { fastRemove(index); return true; } } return false; } private void fastRemove(int index) { modCount++; int numMoved = size - index - 1; if (numMoved 0) System.arraycopy(elementData, index+1, elementData, index, numMoved); elementData[--size] = null; // Let gc do its work } {/code] None of them reduce the datastore array. I even started questioning if memory free up ever happens, but empirical tests show that it does. So there must be some other way it is done, but where and how? I checked the parent classes as well with no success.

    Read the article

  • Getting a query to index seek (rather than scan)

    - by PaulB
    Running the following query (SQL Server 2000) the execution plan shows that it used an index seek and Profiler shows it's doing 71 reads with a duration of 0. select top 1 id from table where name = '0010000546163' order by id desc Contrast that with the following with uses an index scan with 8500 reads and a duration of about a second. declare @p varchar(20) select @p = '0010000546163' select top 1 id from table where name = @p order by id desc Why is the execution plan different? Is there a way to change the second method to seek? thanks EDIT Table looks like CREATE TABLE [table] ( [Id] [int] IDENTITY (1, 1) NOT NULL , [Name] [varchar] (13) COLLATE Latin1_General_CI_AS NOT NULL) Id is primary clustered key There is a non-unique index on Name and a unique composite index on id/name There are other columns - left them out for brevity

    Read the article

  • Links from Google appending index.php to my URL

    - by davykiash
    I recently put up a site and I have been doing some SEO. However I noticed that links from Google search append index.php to my links. For example a site page which clearly appears as www.example.com/index/why on search together with correct content sample when clicked on ends up in the new browser as www.example.com/index.php/why Note that on my site all links are redirected to SSL and I use the MVC stucture. Any directives that am may be missing?

    Read the article

  • Increase a recive buffer in UDP socket

    - by unresolved_external
    I'wm writing an app, which transmits video and obviously uses UDP protocol fot this purpose. So I am wondering how can I increase a size of send/recieve buffer, cause currently the maximal size of data, which I can send is 65000 bytes. I already tried to do it in following way: int option = 262144; if(setsockopt(m_SocketHandle,SOL_SOCKET,SO_RCVBUF ,(char*)&option,sizeof(option)) < 0) { printf("setsockopt failed\n"); } But it did not work. So how can I do it?

    Read the article

  • Why is my index view not working when I implement datepicker in my rails app

    - by user3736107
    Hi I am new to rails and would really appreciate some help, I am using the jQuery datepicker, the show view works however the index view doesn't, i get "undefined method `start_date' for nil:NilClass" in my index.html.erb file. Can you please let me know what is wrong with my index view and how i can fix it. The following are included in my app: meetups_controller.rb def show @meetup = Meetup.find(params[:id]) end def index @meetups = Meetup.where('user_id = ?', current_user.id).order('created_at DESC') end show.html.erb <h3>Title: <%= @meetup.title %></h3> <p>Start date: <%= @meetup.start_date.strftime("%B %e, %Y") %></p> <p>Start time: <%= @meetup.start_time.strftime("%l:%M %P") %></p> <p>End date: <%= @meetup.end_date.strftime("%B %e, %Y") %></p> <p>End time: <%= @meetup.end_time.strftime("%l:%M %P") %></p> index.html.erb <% if @meetups.any? %> <% @meetups.each do |meetup| %> <h3><%= link_to meetup.title, meetup_path(meetup) %></h3> <p>Start date: <%= meetup.start_date.strftime("%B %e, %Y") %></p> <p>Start time: <%= meetup.start_time.strftime("%l:%M %P") %></p> <p>End date: <%= @meetup.end_date.strftime("%B %e, %Y") %></p> <p>End time: <%= @meetup.end_time.strftime("%l:%M %P") %></p>

    Read the article

  • Database is very slow when creating an index

    - by kaliyaperumal M
    My database has around 25 core numbers, in that weekly basis I need to create an index and drop index. While creating the index it takes long time to complete, my log file also keeps on increasing, and when I delete some numbers from that table also taking too much time (because weekly basis I have to delete 30 to 50 lack numbers and add 30 to 40 lack new number also). Can u please give me the proper solution..

    Read the article

  • Clustered Index

    - by Charu
    Which type of index(clustered/non clustrered) should be used for Insert/Update/Delete statement in SQL Server. I know it creates an additional overhead but is it better in performance as comparison to non clustered index? Also which index should be use for Select statements in SQL Server?

    Read the article

  • sort list(of string()) using a variable index into string() as key - vb.net

    - by tullynyguy
    I have a List(of String()). I have written a custom comparer (implements IComparer(of string)) to do an alphanumeric sort. Is there a way to sort the List using a given index to determine which position in the String() to sort by? In other words one time I might sort by Index = 0 and another time by Index = 3. The length of all String() in the list is the same. For reference this question is similar to Sort List<String[]> except I am using VB.net and that question is hardwired to Index=0.

    Read the article

  • Python finding index in a array

    - by NIH
    I am trying to see if a company from a list of companies is in a line in a file. If it is I utilize the index of that company to increment a variable in another array. The following is my python code. I keep getting the following error: AttributeError: 'set' object has no attribute 'index'. I cannot figure out what is going wrong and think the error is the line that is surrounded by **. companies={'white house black market', 'macy','nordstrom','filene','walmart'} positives=[0 for x in xrange(len(companies))] negatives=[0 for x in xrange(len(companies))] for line in f: for company in companies: if company in line.lower(): words=tokenize.word_tokenize(line) bag=bag_of_words(words) classif=classifier.classify(bag) if classif=='pos': **indice =companies.index(company)** positives[indice]+=1 elif classif=='neg': **indice =companies.index(company)** negatives[indice]+=1

    Read the article

  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

    Read the article

  • SQL SERVER – Checklist for Analyzing Slow-Running Queries

    - by pinaldave
    I am recently working on upgrading my class Microsoft SQL Server 2005/2008 Query Optimization and & Performance Tuning with additional details and more interesting examples. While working on slide deck I realized that I need to have one solid slide which talks about checklist for analyzing slow running queries. A quick search on my saved [...]

    Read the article

  • Remove urls to unidex blog content from google, then copy blogs content to new blog [closed]

    - by sam
    Possible Duplicate: migrating PR / rankings from one site to another Ive been writing a blog for the past yr or so, with about 300 published articles, the blog have been running under a subdomain blog.mysite.com We are no looking to change the url of our site, so the blog is going to have to be ported over to a subdoamin on the new site. We would really like to keep the backlog / archive of all the articles we have written but dont wont to be penalized for having duplicate content, could we just remove / unindex the urls from google in webmaster tools then export the blog and import it back to our new blog ? Would google still see this a duplicate content or becuase ive removed the urls have they no longer got a copy of it ? thanks

    Read the article

  • Why Google skips page title

    - by Bob
    I have no idea why this is happening. An example http://www.londonofficespace.com/ofdj17062004934429t.htm Title tag is: Unfurnished Office Space Wimbledon – Serviced Office on Lombard Road SW19 But is indexed as: Lombard Road – SW19 - London Office Space If you look in the source code and search for this portion ‘Lombard Road – SW19’ You then find that it's next to an office image alt=’Lombard Road – SW19’. The only thing I could think of is that the spider somehow ‘skips’ our title tag and grabs this bit, and then inserts the name of the site (but WHY?) Is there anything I can do with this? or is this a Google behaviour?

    Read the article

  • Google indexing wrong domain that does not work

    - by user174117
    Can anyone tell me why Google indexes a site http://0.3c.7aae.static.theplanet.com instead of the actual domain name (my domain was registered with webmaster tools). The aforementioned link was linking to my site, but has now become a broken link. Initially I tried 301 directs, but nothing worked. The hosting company cannot explain why. Leaving me wondering what to do? Any guidance would be appreciated. Thks

    Read the article

< Previous Page | 35 36 37 38 39 40 41 42 43 44 45 46  | Next Page >