Search Results

Search found 234 results on 10 pages for 'cubes'.

Page 4/10 | < Previous Page | 1 2 3 4 5 6 7 8 9 10  | Next Page >

  • surfaceview + glsurfaceview + framelayout

    - by pohtzeyun
    Hi, I'm new at this (java and opengl) so please bear with me if the answer to the question is simple. :) I'm trying to get a camera preview screen with the ability to display 3d objects simultaneously. Having gone through the samples at the api demos, I thought combining the code for the the examples at the api demo would suffice. But somehow its not working. The forces me to shut down upon startup and the error is mentioned as null pointer exception. Could someone share with me where did I go wrong and how to proceed from there. How I did the combination for the code is as shown below: myoverview.xml <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"> <android.opengl.GLSurfaceView android:id="@+id/cubes" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <SurfaceView android:id="@+id/camera" android:layout_width="fill_parent" android:layout_height="fill_parent"/> </FrameLayout> myoverview.java import android.app.Activity; import android.os.Bundle; import android.view.SurfaceView; import android.view.Window; public class MyOverView extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // camera view as the background SurfaceView cameraView = (SurfaceView) findViewById(R.id.camera); cameraView = new CameraView(this); // visual of both cubes GLSurfaceView cubesView = (GLSurfaceView) findViewById(R.id.cubes); cubesView = new GLSurfaceView(this); cubesView.setRenderer(new CubeRenderer(false)); // set view setContentView(R.layout.myoverview); } } GLSurfaceView.java import android.content.Context; class GLSurfaceView extends android.opengl.GLSurfaceView { public GLSurfaceView(Context context) { super(context); } } NOTE : I didnt list the rest of the files as they are just copies of the api demos. The cameraView refers to the camerapreview.java example and the CubeRenderer refers to the CubeRenderer.java and Cube.java example. Any help would be appreciated as I've been stuck at this for a couple of days :p Thanks Sorry, didnt realise that the coding was out of place due to formatting mistakes. :p

    Read the article

  • In SQL Server Business Intelligence, why would I create a report model from an OLAP cube?

    - by ngm
    In Business Intelligence Developer Studio, I'm wondering why one would want to create a report model from an OLAP cube. As far as I understand it, OLAP cubes and report models are both business-oriented views of underlying structures (usually relational databases) that may not mean much to a business user. The cube is a multidimensional view in terms of dimensions and measures, and the report model is... well I'm not sure entirely -- is it a more business-oriented, but still essentially relational view? Anyway, in Report Builder I can connect directly to both an OLAP cube or a report model. So I don't see why, if I have an OLAP cube which already provides a business-oriented view of the data suitable for end-users, why I would then convert that to a report model and use that in Report Builder instead. I think I'm obviously missing some fundamental difference between report models and cubes -- any help appreciated!

    Read the article

  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

    Read the article

  • OpenGL, how to set a monocrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :) Thank's

    Read the article

  • Intermittent/staggered loading of an object

    - by cammy
    Hi guys, I've just recently tried my hand at actionscript 3 and have come across a road block. How do I go about rendering the cubes (cube1) intermittently, ie. staggered loading. I need the cubes to load a split second from each other. Below is a snippet of what I have so far: var rows:int = 5; var cols:int = 3; var spacery:int = 100; var spacerx:int = 120; var box_count:int = 8; for(var i:int; i < box_count; i++) { cube1 = new Cube(ml,100,10,80,1,1,1); cube1.y = ((i % rows)) * (cube1.x + spacery); cube1.x = Math.floor(i/rows) * (cube1.x +spacerx); cube1.z = 0; bigBox.addChild(cube1); }

    Read the article

  • Adding Actions to a Cube in SQL Server Analysis Services 2008

    Actions are powerful way of extending the value of SSAS cubes for the end user. They can click on a cube or portion of a cube to start an application with the selected item as a parameter, or to retrieve information about the selected item. Actions haven't been well-documented until now; Robert Sheldon once more makes everything clear.

    Read the article

  • Algorithm to generate multifaced cube?

    - by OnePie
    Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is imopssible to follow and most likely to maintain. The algorithm should not generate reduntant vertices, and should output the indice list for the mesh as well. The reason I need this is that the cubes vertices will be deformed depending on various factors, meaning that a simple six-faced cube will nto do.

    Read the article

  • Adding Actions to a Cube in SQL Server Analysis Services 2008

    Actions are powerful way of extending the value of SSAS cubes for the end user. They can click on a cube or portion of a cube to start an application with the selected item as a parameter, or to retrieve information about the selected item. Actions haven't been well-documented until now; Robert Sheldon once more makes everything clear.

    Read the article

  • how to programtically build a grid of interlocking but random sized squares

    - by Mrwolfy
    I want to create a two dimensional layout of rectangular shapes, a grid made up of random sized cubes. The cubed should fit together and have equal padding or margin (space between). Kind of like a comic book layout, or more like the image attached. How could I do this procedurally? Practically, I would probably be using Python and some graphic software to render an image, but I don't know the type of algorithm (or whatnot) I would need to use to generate the randomized grid.

    Read the article

  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

    Read the article

  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

    Read the article

  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

    Read the article

  • New Communications Industry Data Model with "Factory Installed" Predictive Analytics using Oracle Da

    - by charlie.berger
    Oracle Introduces Oracle Communications Data Model to Provide Actionable Insight for Communications Service Providers   We've integrated pre-installed analytical methodologies with the new Oracle Communications Data Model to deliver automated, simple, yet powerful predictive analytics solutions for customers.  Churn, sentiment analysis, identifying customer segments - all things that can be anticipated and hence, preconcieved and implemented inside an applications.  Read on for more information! TM Forum Management World, Nice, France - 18 May 2010 News Facts To help communications service providers (CSPs) manage and analyze rapidly growing data volumes cost effectively, Oracle today introduced the Oracle Communications Data Model. With the Oracle Communications Data Model, CSPs can achieve rapid time to value by quickly implementing a standards-based enterprise data warehouse that features communications industry-specific reporting, analytics and data mining. The combination of the Oracle Communications Data Model, Oracle Exadata and the Oracle Business Intelligence (BI) Foundation represents the most comprehensive data warehouse and BI solution for the communications industry. Also announced today, Hong Kong Broadband Network enhanced their data warehouse system, going live on Oracle Communications Data Model in three months. The leading provider increased its subscriber base by 37 percent in six months and reduced customer churn to less than one percent. Product Details Oracle Communications Data Model provides industry-specific schema and embedded analytics that address key areas such as customer management, marketing segmentation, product development and network health. CSPs can efficiently capture and monitor critical data and transform it into actionable information to support development and delivery of next-generation services using: More than 1,300 industry-specific measurements and key performance indicators (KPIs) such as network reliability statistics, provisioning metrics and customer churn propensity. Embedded OLAP cubes for extremely fast dimensional analysis of business information. Embedded data mining models for sophisticated trending and predictive analysis. Support for multiple lines of business, such as cable, mobile, wireline and Internet, which can be easily extended to support future requirements. With Oracle Communications Data Model, CSPs can jump start the implementation of a communications data warehouse in line with communications-industry standards including the TM Forum Information Framework (SID), formerly known as the Shared Information Model. Oracle Communications Data Model is optimized for any Oracle Database 11g platform, including Oracle Exadata, which can improve call data record query performance by 10x or more. Supporting Quotes "Oracle Communications Data Model covers a wide range of business areas that are relevant to modern communications service providers and is a comprehensive solution - with its data model and pre-packaged templates including BI dashboards, KPIs, OLAP cubes and mining models. It helps us save a great deal of time in building and implementing a customized data warehouse and enables us to leverage the advanced analytics quickly and more effectively," said Yasuki Hayashi, executive manager, NTT Comware Corporation. "Data volumes will only continue to grow as communications service providers expand next-generation networks, deploy new services and adopt new business models. They will increasingly need efficient, reliable data warehouses to capture key insights on data such as customer value, network value and churn probability. With the Oracle Communications Data Model, Oracle has demonstrated its commitment to meeting these needs by delivering data warehouse tools designed to fill communications industry-specific needs," said Elisabeth Rainge, program director, Network Software, IDC. "The TM Forum Conformance Mark provides reassurance to customers seeking standards-based, and therefore, cost-effective and flexible solutions. TM Forum is extremely pleased to work with Oracle to certify its Oracle Communications Data Model solution. Upon successful completion, this certification will represent the broadest and most complete implementation of the TM Forum Information Framework to date, with more than 130 aggregate business entities," said Keith Willetts, chairman and chief executive officer, TM Forum. Supporting Resources Oracle Communications Oracle Communications Data Model Data Sheet Oracle Communications Data Model Podcast Oracle Data Warehousing Oracle Communications on YouTube Oracle Communications on Delicious Oracle Communications on Facebook Oracle Communications on Twitter Oracle Communications on LinkedIn Oracle Database on Twitter The Data Warehouse Insider Blog

    Read the article

  • SQLAuthority News – Monthly list of Puzzles and Solutions on SQLAuthority.com

    - by pinaldave
    This month has been very interesting month for SQLAuthority.com we had multiple and various puzzles which everybody participated and lots of interesting conversation which we have shared. Let us start in latest puzzles and continue going down. There are few answers also posted on facebook as well. SQL SERVER – Puzzle Involving NULL – Resolve – Error – Operand data type void type is invalid for sum operator This puzzle involves NULL and throws an error. The challenge is to resolve the error. There are multiple ways to resolve this error. Readers has contributed various methods. Few of them even have supplied the answer why this error is showing up. NULL are very important part of the database and if one of the column has NULL the result can be totally different than the one expected. SQL SERVER – T-SQL Scripts to Find Maximum between Two Numbers I modified script provided by friend to find greatest number between two number. My script has small bug in it. However, lots of readers have suggested better scripts. Madhivanan has written blog post on the subject over here. SQL SERVER – BI Quiz Hint – Performance Tuning Cubes – Hints This quiz is hosted on my friend Jacob‘s site. I have written many hints how one can tune cubes. Now one can take part here and win exciting prizes. SQL SERVER – Solution – Generating Zero Without using Any Numbers in T-SQL Madhivanan has asked very interesting question on his blog about How to Generate Zero without using Any Numbers in T-SQL. He has demonstrated various methods how one can generate Zero. I asked the same question on blog and got many interesting answers which I have shared. SQL SERVER – Solution – Puzzle – Statistics are not Updated but are Created Once I have to accept that this was most difficult puzzle. In this puzzle I have asked even though settings are correct, why statistics of the tables are not getting updated. In this puzzle one is tested with various concepts 1) Indexes, 2) Statistics, 3) database settings etc. There are multiple ways of solving this puzzles. It was interesting as many took interest but only few got it right. SQL SERVER – Question to You – When to use Function and When to use Stored Procedure This is rather straight forward question and not the typical puzzle. The answers from readers are great however, still there is chance of more detailed answers. SQL SERVER – Selecting Domain from Email Address I wrote on selecting domains from email addresses. Madhivanan makes puzzle out of a simple question. He wrote a follow-up post over here. In his post he writes various way how one can find email addresses from list of domains. Well, this is not a puzzle but amazing Guest Post by Feodor Georgiev who has written on subject Job Interviewing the Right Way (and for the Right Reasons). An article which everyone should read. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, Readers Contribution, Readers Question, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

    Read the article

  • MDX equivalent to SQL subqueries with aggregation

    - by James Lampe
    I'm new to MDX and trying to solve the following problem. Investigated calculated members, subselects, scope statements, etc but can't quite get it to do what I want. Let's say I'm trying to come up with the MDX equivalent to the following SQL query: SELECT SUM(netMarketValue) net, SUM(CASE WHEN netMarketValue > 0 THEN netMarketValue ELSE 0 END) assets, SUM(CASE WHEN netMarketValue < 0 THEN netMarketValue ELSE 0 END) liabilities, SUM(ABS(netMarketValue)) gross someEntity1 FROM ( SELECT SUM(marketValue) netMarketValue, someEntity1, someEntity2 FROM <some set of tables> GROUP BY someEntity1, someEntity2) t GROUP BY someEntity1 In other words, I have an account ledger where I hide internal offsetting transactions (within someEntity2), then calculate assets & liabilities after aggregating them by someEntity2. Then I want to see the grand total of those assets & liabilities aggregated by the bigger entity, someEntity1. In my MDX schema I'd presumably have a cube with dimensions for someEntity1 & someEntity2, and marketValue would be my fact table/measure. I suppose i could create another DSV that did what my subquery does (calculating net), and simply create a cube with that as my measure dimension, but I wonder if there is a better way. I'd rather not have 2 cubes (one for these net calculations and another to go to a lower level of granularity for other use cases), since it will be a lot of duplicate info in my database. These will be very large cubes.

    Read the article

  • vtk glyphs 3D, indenpently color and rotation

    - by user3684219
    I try to display thanks to vtk (python wrapper) several glyphs in a scene with each their own colour and rotation. Unfortunately, just the rotation (using vtkTensorGlyph) is taken in consideration by vtk. Reversely, just color is taken in consideration when I use a vtkGlyph3D. Here is a ready to use piece of code with a vtkTensorGlyph. Each cube should have a random color but there all will be in the same color. I read and read again the doc of vtk but I found no solution. Thanks in advance for any idea #!/usr/bin/env python # -*- coding: utf-8 -*- import vtk import scipy.linalg as sc import random as ra import numpy as np import itertools points = vtk.vtk.vtkPoints() # where to locate each glyph in the scene tensors = vtk.vtkDoubleArray() # rotation for each glyph tensors.SetNumberOfComponents(9) colors = vtk.vtkUnsignedCharArray() # should be the color for each glyph colors.SetNumberOfComponents(3) # let's make 10 cubes in the scene for i in range(0, 50, 5): points.InsertNextPoint(i, i, i) # position of a glyph colors.InsertNextTuple3(ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255) ) # pick random color rot = list(itertools.chain(*np.reshape(sc.orth(np.random.rand(3, 3)).transpose(), (1, 9)).tolist())) # random rotation matrix (row major) tensors.InsertNextTuple9(*rot) polydata = vtk.vtkPolyData() # create the polydatas polydata.SetPoints(points) polydata.GetPointData().SetTensors(tensors) polydata.GetPointData().SetScalars(colors) cubeSource = vtk.vtkCubeSource() cubeSource.Update() glyphTensor = vtk.vtkTensorGlyph() glyphTensor.SetColorModeToScalars() # is it really work ? try: glyphTensor.SetInput(polydata) except AttributeError: glyphTensor.SetInputData(polydata) glyphTensor.SetSourceConnection(cubeSource.GetOutputPort()) glyphTensor.ColorGlyphsOn() # should not color all cubes independently ? glyphTensor.ThreeGlyphsOff() glyphTensor.ExtractEigenvaluesOff() glyphTensor.Update() # next is usual vtk code mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(glyphTensor.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) ren = vtk.vtkRenderer() ren.SetBackground(0.2, 0.5, 0.3) ren.AddActor(actor) renwin = vtk.vtkRenderWindow() renwin.AddRenderer(ren) iren = vtk.vtkRenderWindowInteractor() iren.SetInteractorStyle(vtk.vtkInteractorStyleTrackballCamera()) iren.SetRenderWindow(renwin) renwin.Render() iren.Initialize() renwin.Render() iren.Start()

    Read the article

  • When using Direct3D, how much math is being done on the CPU?

    - by zirgen
    Context: I'm just starting out. I'm not even touching the Direct3D 11 API, and instead looking at understanding the pipeline, etc. From looking at documentation and information floating around the web, it seems like some calculations are being handled by the application. That, is, instead of simply presenting matrices to multiply to the GPU, the calculations are being done by a math library that operates on the CPU. I don't have any particular resources to point to, although I guess I can point to the XNA Math Library or the samples shipped in the February DX SDK. When you see code like mViewProj = mView * mProj;, that projection is being calculated on the CPU. Or am I wrong? If you were writing a program, where you can have 10 cubes on the screen, where you can move or rotate cubes, as well as viewpoint, what calculations would you do on the CPU? I think I would store the geometry for the a single cube, and then transform matrices representing the actual instances. And then it seems I would use the XNA math library, or another of my choosing, to transform each cube in model space. Then get the coordinates in world space. Then push the information to the GPU. That's quite a bit of calculation on the CPU. Am I wrong? Am I reaching conclusions based on too little information and understanding? What terms should I Google for, if the answer is STFW? Or if I am right, why aren't these calculations being pushed to the GPU as well?

    Read the article

  • CodePlex Daily Summary for Friday, March 12, 2010

    CodePlex Daily Summary for Friday, March 12, 2010New Projects.NET DEPENDENCY INJECTION: Abel Perez Enterprise FrameworkAutodocs - WCF REST Automatic API Documentation Generator: Autodocs is an automatic API documentation generator for .NET applications that use Windows Communication Foundation (WCF) to establish REST API's.BlockBlock: Block Block is a free game. You know Lumines and you will like BlockBlock.C4F XNA ASCII Post-Processing: This is the source code for the Coding4Fun article "XNA Effects – ASCII Art in 3D"ChequePrinter: this is ChequePrinterCompiladores MSIL usando Phoenix (PLP 2008.1 - CIn/UFPE): Este projeto foi feito com o intuito de explorar a plataforma Microsoft Phoenix para a construção de compiladores para MSIL de duas linguagens de E...CRM External View: CRM External View enables more robust control over exposing Microsoft CRM data (in a form of views) for external parties. The solution uses web ser...CS Project2: This is for the projectDotNetNuke IM Module of Facebook Like Messenger: Help you integrate 123 Web Messenger into DotNetNuke, and add a powerful 1-to-1 IM Software named "Facebook Messenger Style Web Chat Bar" at the bo...DotNetNuke® RadPanelBar: DNNRadPanelBar makes it easy to add telerik RadPanelBar functionality to your module or skin. Licensing permits anyone to use the components (incl...DotNetNuke® Skin Blocks: A DotNetNuke Design Challenge skin package submitted to the "Modern Business" category by Armand Datema of Schwingsoft. This skin uses a bit of jQu...Drilltrough and filtering on SSAS-cubes in SSRS: We will describe a technique to create Reporting services (SSRS) reports that use Analysis services (SSAS) cubes as data sources, have a very intu...Ecosystem Diagnosis & Treatment: The Ecosystem DIagnosis & Treatment community provides tools, analyses and applications of the medical model to natural resource problems. EDT sof...ExIf 35: A utility for use by film photographers for keeping track of critical facts about images taken on a roll of film, just as digital cameras do automa...FabricadeTI: Desenvolvimento do framework FabricadeTI.Find and Replace word in the sentences: This program used Java Development Kid 6.0 and i were using HighLighter class. It was completed code with source code and then everybody can use in...Flash Nut: Flash Nut is a flash card program. You can build and review decks of flash cards. The project is a vs2008 wpf application.Free DotNetNuke Chat Module (Popup Mode): With this free DotNetNuke Chat Module (Popup Mode), master will assist to integrate DotNetNuke with 123 Flash Chat seamlessly, and add a popup mode...Free DotNetNuke IM of 123 Web Messenger -- Web-based Friend List: With this FREE application, you could integrate DNN website Database with 123 Web Messenger seamlessly and embed a web-based Friends List into anyw...Free DotNetNuke Live Help Module: With DotNetNuke Live Help Module, integrate 123 Live Help into DotNetNuke website and add Live Chat Button anywhere you like. Let visitors to chat ...G52GRP Videowall: NottinghamHappy Turtle Plugins for BVI :: Repository Based Versioning for Visual Studio: The Happy Turtle project creates plugins for the Build Version Increment Add-In for Visual Studio (BVI). The focus is to automatically version asse...Hasher: Hasher es capaz de generar el hash MD5 y SHA de textos de hasta 100.000 caracteres y ficheros. También te permitirá comprobar dos hash para verifi...Infragistics Silverlight Extended Controls: This project is a group of controls that extend or add functionality to the Infragistics Silverlight control suite. This control requires Infragis...Insert Video Jnr: This is a baby version of my Video plugin, it is intended for Hosted Wordpress blogs only and shouldn't be used with other blog providers.jccc .NET smart framework: jccc .NET smart framework allows the creation of fast connections to MSSQL or MYSQL databases, and the data manipulation by using of c# class's tha...LytScript: 函数式脚本语言Microsoft - DDD NLayerApp .NET 4.0 Example (Microsoft Spain): DDD NLayered App .NET 4.0 Example By Microsoft - Spain Domain Driven Design NLayered App .NET 4.0 Example Implementation Example of our local Arc...mimiKit: Lightweight ASP.NET MVC / Javascript Framework for creating mobile applications PHPWord: With PHPWord you can easily create a Word document with PHP. PHPWord creates docx Files that can include all major word functions like TextElements...Protocol Transition with BizTalk: An example solution the shows how todo Protocol Transition with BizTalk. This also shows you how to create a WCF extension to allow this to happen.Raid Runner: Raid Runner makes it easier to run and manage raid in World of Warcraft. It is a Silverlight application developed in c#SQL Server Authentication Troubleshooter: SQL Server Authentication Troubleshooter is a tool to help investigate a root cause of ‘Login Failed’ error in SQL Server. There could be number of...SuperviseObjects: SuperviseObjects consists of a collection which is derived from ObservableCollection<T>. This collection fires ItemPropertyChanging and ItemPropert...Viuto: Viuto.NET project aims to create a fully track and trace application. It is developed in: - Java & C: Firmware - C#: Parser - Asp.net: Tracki...Zealand IT MSBuild Tasks: Zealand IT MSBuild Tasks is a collection that you cannot do without if you are serious about continous integration. Ever wish you could specify an...New ReleasesASP.NET: ASP.NET MVC 2 RTM: This release contains the source code for ASP.NET MVC 2 RTM as well as the ASP.NET MVC Futures project. The futures project contains features that ...C#Mail: Higuchi.Mail.dll (2010.3.11 ver): Higuchi.Mail.dll at 2010-3-11 version.C#Mail: Higuchi.MailServer.dll (2010.3.11 ver): Higuchi.MailServer.dll at 2010.3.11 version.C4F XNA ASCII Post-Processing: XNA ASCII FPS v1 - Full Version: This is the full, complete example of the XNA ASCII FPS.C4F XNA ASCII Post-Processing: XNA ASCII FPS v1.0 - Base Project: This is the base project to be used by those who plan to follow along the Coding4Fun article.CRM External View: 1.0: Release 1.0DevTreks -social budgeting that improves lives and livelihoods: Social Budgeting Web Software, DevTreks alpha 3c: Alpha 3c upgrades custom/virtual uris (devpacks), temp uris, and zip packages. This is believed to be the first fully functional/performant release.DotNetNuke® RadPanelBar: DNNRadPanelBar 1.0.0: DNNRadPanelBar makes it easy to add telerik RadPanelBar functionality to your module or skin. Licensing permits anyone to use the components (inclu...Drilltrough and filtering on SSAS-cubes in SSRS: Release 1: Release 1ExIf 35: ExIf 35: Daily build of ExIf 35Family Tree Analyzer: Version 1.0.3.0: Version 1.0.3.0 Added options to check for updates on load and on help menu Disable use of US census for now until dealt with years being differen...Family Tree Analyzer: Version 1.0.4.0: Version 1.0.4.0 Added support for display of Ahnenfatel numbers Added filter to hide individuals from Lost Cousins report that have been flagged a...Flash Nut: Flash Nut 1.0 Setup: Flash Nut SetupFluent Validation for .NET: 1.2 RC: This is the release candidate for FluentValidation 1.2. If no bugs are found within the next couple of weeks, then this will become the 1.2 Final b...Free DotNetNuke Chat Module (Popup Mode): Download DNN Chat Module (Popup Mode)+Source Code: Feel free to download DotNetNuke Chat Module (Popup Mode), integrating DotNetNuke with 123 Flash Chat Software, and add a free popup mode flash cha...Free DotNetNuke Live Help Module: Download DNN Live Support Module and Source Code: In Readme file, there are detailed Installation and Integration Manual for you. This module is compatible with DotNetNuke v5.x.Happy Turtle Plugins for BVI :: Repository Based Versioning for Visual Studio: Happy Turtle 1.0.44927: This is the first release of the SVN based version incrementor. How To InstallMake sure that Build Version Increment v2.2.10065.1524 or newer is i...Hasher: 1.0: Versión inicial de la aplicación: Obtención de hash MD5 y SHA. Codificación en tiempo real de textos de hasta 100.000 caracteres. Codificación ...Jamolina: PhotosynthDemo: PhotosynthDemoMapWindow GIS: MapWindow 6.0 msi (March 11): This fixes an PixelToProj problem for the Extended Buffer case, as well as adding fixes to the WKBFeatureReader to fix an X,Y reversal and some ext...Math.NET Numerics: 2010.3.11.291 Build: Latest alpha buildMicrosoft - DDD NLayerApp .NET 4.0 Example (Microsoft Spain): V0.5 - N-Layer DDD Sample App: Required Software (Microsoft Base Software needed for Development environment) Unity Application Block 1.2 - October 2008 http://www.microsoft.com/...MiniTwitter: 1.09.2: MiniTwitter 1.09.2 更新内容 修正 タイムラインを削除すると落ちるバグを修正 稀にタイムラインのスクロールが出来ないバグを修正Nestoria.NET: Nestoria.NET 0.8: Provides access to the Nestoria API. Documentation contains a basic getting started guide. Please visit Darren Edge's blog for ongoing developmen...Pod Thrower: Version 1.0: Here is version 1.0. It has all the features I was looking to do in it. Please let me know if you use this and if you would like any changes.SharePoint Ad Rotator: SPAdRotator 2.0 Beta: This new release of the Ad Rotator contains many new features. One major new feature is that jQuery has been added to do image rotation without hav...SharePoint Objects: Democode Ton Stegeman: These download contains sample code for some SharePoint 2007 blog posts: TST.Themes_Build20100311.zip contains a feature receiver that registers Sh...SharePoint Taxonomy Extensions: SharePoint Taxonomy Extensions 1.2: Make Taxonomy Extensions useable in every list type. Not only in document libraries.SharePoint Video Player Web Part & SharePoint Video Library: Version 3.0.0: Absolutely killer feature - installing multiple players on a page without any loss of performance.SilverLight Interface for Mapserver: SLMapViewer v. 1.0: SLMapviewer sample application version 1.0. This new release includes the following enhancements: Silverlight 3.0 native Added a new init parame...Spark View Engine: Spark v1.1: Changes since RC1Built against ASP.NET MVC 2 RTMSPSS .NET interop library: 2.0: This new version supports SPSS 15, and includes spssio32.dll and other native .dll dependencies so that it works out of the box without SPSS being ...stefvanhooijdonk.com: SharePoint2010.ProfilePicturesLoader: So, with the help of Reflector, I wrote a small tool that would import all our profile pictures and update the user profiles. http://wp.me/pMnlQ-6G SuperviseObjects: SuperviseObjects 1.0: First releaseTortoiseSVN Addin for Visual Studio: TortoiseSVN Addin 1.0.5: Feature: Visual Studio/svn action synchronization on Item in Solution explorer like add, move, delete and rename. Note: Move action does not rememb...VCC: Latest build, v2.1.30311.0: Automatic drop of latest buildVivoSocial: VivoSocial 7.0.4: Business Management ■This release fixes a Could not load type error on the main view of the module. Groups ■Group requests were failing in some i...WikiPlex – a Regex Wiki Engine: WikiPlex 1.3: Info: Official Version: 1.3.0.215 | Full Release Notes Documentation - This new documentation includes Full Markup Guide with Examples Articles ...Zealand IT MSBuild Tasks: Zealand IT MSBuild Tasks: Initial beta release of Zealand IT MSBuild Tasks. Contains the following tasks: RunAs - Same as Exec task, but provides parameters for impersonat...ZoomBarPlus: V1 (Beta): This is the initial release. It should be considered a beta test version as it has not been tested for very long on my device.Most Popular ProjectsMetaSharpWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NET Ajax LibraryASP.NETMicrosoft SQL Server Community & SamplesMost Active ProjectsUmbraco CMSRawrN2 CMSBlogEngine.NETFasterflect - A Fast and Simple Reflection APIjQuery Library for SharePoint Web Servicespatterns & practices – Enterprise LibraryFarseer Physics EngineCaliburn: An Application Framework for WPF and SilverlightSharePoint Team-Mailer

    Read the article

  • Problem with my unicorn

    - by Johnny W
    I'd love to get some help with my unicorn, the damned thing just won't respond to my commands. It's a standard white unicorn with with a white mane. I've tried giving it hay, carrots and sugar cubes, but it's still refusing to do what I ask. I've read on other sites that I may need to reshoe her, but I'd rather not if I don't have to. Thanks for any help.

    Read the article

  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

    Read the article

  • Map Generation Algorithms for Minecraft Clone

    - by Danjen
    I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled. Things I want it to cover: Biomes such as hills, mountains, forests, etc. Caves/caverns/tunnels Procedural (so it stretches to infinity... is wrap-around a possibility?) Breaking the map into smaller chunks Moddable (ie, new terrain types) Multiplayer compatible In particular, I've seen things such as Perlin Noise, Heightmaps, and Marching Cubes thrown around. These are like different tools to use, but I don't know when or why I would use them. Are there any other techniques that are useful for map generation? I realize this is borderline subjective and open-ended, but I am looking for some more insight into the processes involved.

    Read the article

  • Textures on top of other textures when using VBOs

    - by GameDev-er
    I'm currently making a cube style game. With chunks being drawn with VBOs. I'd like to know if there is a way to create an overlay texture on top of the existing texture without the need to rebuild the VBO. This is required to show activity in a cube (think of Minecraft when destroying a block and the little cracks start spreading). I believe these are called "decals" but I've not found how to use them with VBOs. So how do I draw decals on OpenGL VBO drawn cubes?

    Read the article

  • What are the pros and cons of Coffeescript?

    - by Philip
    Of course one big pro is the amount of syntactic sugar leading to shorter code in a lot of cases. On http://jashkenas.github.com/coffee-script/ there are impressive examples. On the other hand I have doubts that these examples represent code of complex real world applications. In my code for instance I never add functions to bare objects but rather to their prototypes. Moreover the prototype feature is hidden from the user, suggesting classical OOP rather than idiomatic Javascript. The array comprehension example would look in my code probably like this: cubes = $.map(list, math.cube); // which is 8 characters less using jQuery...

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10  | Next Page >