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  • Rendering ASP.NET MVC Views to String

    - by Rick Strahl
    It's not uncommon in my applications that I require longish text output that does not have to be rendered into the HTTP output stream. The most common scenario I have for 'template driven' non-Web text is for emails of all sorts. Logon confirmations and verifications, email confirmations for things like orders, status updates or scheduler notifications - all of which require merged text output both within and sometimes outside of Web applications. On other occasions I also need to capture the output from certain views for logging purposes. Rather than creating text output in code, it's much nicer to use the rendering mechanism that ASP.NET MVC already provides by way of it's ViewEngines - using Razor or WebForms views - to render output to a string. This is nice because it uses the same familiar rendering mechanism that I already use for my HTTP output and it also solves the problem of where to store the templates for rendering this content in nothing more than perhaps a separate view folder. The good news is that ASP.NET MVC's rendering engine is much more modular than the full ASP.NET runtime engine which was a real pain in the butt to coerce into rendering output to string. With MVC the rendering engine has been separated out from core ASP.NET runtime, so it's actually a lot easier to get View output into a string. Getting View Output from within an MVC Application If you need to generate string output from an MVC and pass some model data to it, the process to capture this output is fairly straight forward and involves only a handful of lines of code. The catch is that this particular approach requires that you have an active ControllerContext that can be passed to the view. This means that the following approach is limited to access from within Controller methods. Here's a class that wraps the process and provides both instance and static methods to handle the rendering:/// <summary> /// Class that renders MVC views to a string using the /// standard MVC View Engine to render the view. /// /// Note: This class can only be used within MVC /// applications that have an active ControllerContext. /// </summary> public class ViewRenderer { /// <summary> /// Required Controller Context /// </summary> protected ControllerContext Context { get; set; } public ViewRenderer(ControllerContext controllerContext) { Context = controllerContext; } /// <summary> /// Renders a full MVC view to a string. Will render with the full MVC /// View engine including running _ViewStart and merging into _Layout /// </summary> /// <param name="viewPath"> /// The path to the view to render. Either in same controller, shared by /// name or as fully qualified ~/ path including extension /// </param> /// <param name="model">The model to render the view with</param> /// <returns>String of the rendered view or null on error</returns> public string RenderView(string viewPath, object model) { return RenderViewToStringInternal(viewPath, model, false); } /// <summary> /// Renders a partial MVC view to string. Use this method to render /// a partial view that doesn't merge with _Layout and doesn't fire /// _ViewStart. /// </summary> /// <param name="viewPath"> /// The path to the view to render. Either in same controller, shared by /// name or as fully qualified ~/ path including extension /// </param> /// <param name="model">The model to pass to the viewRenderer</param> /// <returns>String of the rendered view or null on error</returns> public string RenderPartialView(string viewPath, object model) { return RenderViewToStringInternal(viewPath, model, true); } public static string RenderView(string viewPath, object model, ControllerContext controllerContext) { ViewRenderer renderer = new ViewRenderer(controllerContext); return renderer.RenderView(viewPath, model); } public static string RenderPartialView(string viewPath, object model, ControllerContext controllerContext) { ViewRenderer renderer = new ViewRenderer(controllerContext); return renderer.RenderPartialView(viewPath, model); } protected string RenderViewToStringInternal(string viewPath, object model, bool partial = false) { // first find the ViewEngine for this view ViewEngineResult viewEngineResult = null; if (partial) viewEngineResult = ViewEngines.Engines.FindPartialView(Context, viewPath); else viewEngineResult = ViewEngines.Engines.FindView(Context, viewPath, null); if (viewEngineResult == null) throw new FileNotFoundException(Properties.Resources.ViewCouldNotBeFound); // get the view and attach the model to view data var view = viewEngineResult.View; Context.Controller.ViewData.Model = model; string result = null; using (var sw = new StringWriter()) { var ctx = new ViewContext(Context, view, Context.Controller.ViewData, Context.Controller.TempData, sw); view.Render(ctx, sw); result = sw.ToString(); } return result; } } The key is the RenderViewToStringInternal method. The method first tries to find the view to render based on its path which can either be in the current controller's view path or the shared view path using its simple name (PasswordRecovery) or alternately by its full virtual path (~/Views/Templates/PasswordRecovery.cshtml). This code should work both for Razor and WebForms views although I've only tried it with Razor Views. Note that WebForms Views might actually be better for plain text as Razor adds all sorts of white space into its output when there are code blocks in the template. The Web Forms engine provides more accurate rendering for raw text scenarios. Once a view engine is found the view to render can be retrieved. Views in MVC render based on data that comes off the controller like the ViewData which contains the model along with the actual ViewData and ViewBag. From the View and some of the Context data a ViewContext is created which is then used to render the view with. The View picks up the Model and other data from the ViewContext internally and processes the View the same it would be processed if it were to send its output into the HTTP output stream. The difference is that we can override the ViewContext's output stream which we provide and capture into a StringWriter(). After rendering completes the result holds the output string. If an error occurs the error behavior is similar what you see with regular MVC errors - you get a full yellow screen of death including the view error information with the line of error highlighted. It's your responsibility to handle the error - or let it bubble up to your regular Controller Error filter if you have one. To use the simple class you only need a single line of code if you call the static methods. Here's an example of some Controller code that is used to send a user notification to a customer via email in one of my applications:[HttpPost] public ActionResult ContactSeller(ContactSellerViewModel model) { InitializeViewModel(model); var entryBus = new busEntry(); var entry = entryBus.LoadByDisplayId(model.EntryId); if ( string.IsNullOrEmpty(model.Email) ) entryBus.ValidationErrors.Add("Email address can't be empty.","Email"); if ( string.IsNullOrEmpty(model.Message)) entryBus.ValidationErrors.Add("Message can't be empty.","Message"); model.EntryId = entry.DisplayId; model.EntryTitle = entry.Title; if (entryBus.ValidationErrors.Count > 0) { ErrorDisplay.AddMessages(entryBus.ValidationErrors); ErrorDisplay.ShowError("Please correct the following:"); } else { string message = ViewRenderer.RenderView("~/views/template/ContactSellerEmail.cshtml",model, ControllerContext); string title = entry.Title + " (" + entry.DisplayId + ") - " + App.Configuration.ApplicationName; AppUtils.SendEmail(title, message, model.Email, entry.User.Email, false, false)) } return View(model); } Simple! The view in this case is just a plain MVC view and in this case it's a very simple plain text email message (edited for brevity here) that is created and sent off:@model ContactSellerViewModel @{ Layout = null; }re: @Model.EntryTitle @Model.ListingUrl @Model.Message ** SECURITY ADVISORY - AVOID SCAMS ** Avoid: wiring money, cross-border deals, work-at-home ** Beware: cashier checks, money orders, escrow, shipping ** More Info: @(App.Configuration.ApplicationBaseUrl)scams.html Obviously this is a very simple view (I edited out more from this page to keep it brief) -  but other template views are much more complex HTML documents or long messages that are occasionally updated and they are a perfect fit for Razor rendering. It even works with nested partial views and _layout pages. Partial Rendering Notice that I'm rendering a full View here. In the view I explicitly set the Layout=null to avoid pulling in _layout.cshtml for this view. This can also be controlled externally by calling the RenderPartial method instead: string message = ViewRenderer.RenderPartialView("~/views/template/ContactSellerEmail.cshtml",model, ControllerContext); with this line of code no layout page (or _viewstart) will be loaded, so the output generated is just what's in the view. I find myself using Partials most of the time when rendering templates, since the target of templates usually tend to be emails or other HTML fragment like output, so the RenderPartialView() method is definitely useful to me. Rendering without a ControllerContext The preceding class is great when you're need template rendering from within MVC controller actions or anywhere where you have access to the request Controller. But if you don't have a controller context handy - maybe inside a utility function that is static, a non-Web application, or an operation that runs asynchronously in ASP.NET - which makes using the above code impossible. I haven't found a way to manually create a Controller context to provide the ViewContext() what it needs from outside of the MVC infrastructure. However, there are ways to accomplish this,  but they are a bit more complex. It's possible to host the RazorEngine on your own, which side steps all of the MVC framework and HTTP and just deals with the raw rendering engine. I wrote about this process in Hosting the Razor Engine in Non-Web Applications a long while back. It's quite a process to create a custom Razor engine and runtime, but it allows for all sorts of flexibility. There's also a RazorEngine CodePlex project that does something similar. I've been meaning to check out the latter but haven't gotten around to it since I have my own code to do this. The trick to hosting the RazorEngine to have it behave properly inside of an ASP.NET application and properly cache content so templates aren't constantly rebuild and reparsed. Anyway, in the same app as above I have one scenario where no ControllerContext is available: I have a background scheduler running inside of the app that fires on timed intervals. This process could be external but because it's lightweight we decided to fire it right inside of the ASP.NET app on a separate thread. In my app the code that renders these templates does something like this:var model = new SearchNotificationViewModel() { Entries = entries, Notification = notification, User = user }; // TODO: Need logging for errors sending string razorError = null; var result = AppUtils.RenderRazorTemplate("~/views/template/SearchNotificationTemplate.cshtml", model, razorError); which references a couple of helper functions that set up my RazorFolderHostContainer class:public static string RenderRazorTemplate(string virtualPath, object model,string errorMessage = null) { var razor = AppUtils.CreateRazorHost(); var path = virtualPath.Replace("~/", "").Replace("~", "").Replace("/", "\\"); var merged = razor.RenderTemplateToString(path, model); if (merged == null) errorMessage = razor.ErrorMessage; return merged; } /// <summary> /// Creates a RazorStringHostContainer and starts it /// Call .Stop() when you're done with it. /// /// This is a static instance /// </summary> /// <param name="virtualPath"></param> /// <param name="binBasePath"></param> /// <param name="forceLoad"></param> /// <returns></returns> public static RazorFolderHostContainer CreateRazorHost(string binBasePath = null, bool forceLoad = false) { if (binBasePath == null) { if (HttpContext.Current != null) binBasePath = HttpContext.Current.Server.MapPath("~/"); else binBasePath = AppDomain.CurrentDomain.BaseDirectory; } if (_RazorHost == null || forceLoad) { if (!binBasePath.EndsWith("\\")) binBasePath += "\\"; //var razor = new RazorStringHostContainer(); var razor = new RazorFolderHostContainer(); razor.TemplatePath = binBasePath; binBasePath += "bin\\"; razor.BaseBinaryFolder = binBasePath; razor.UseAppDomain = false; razor.ReferencedAssemblies.Add(binBasePath + "ClassifiedsBusiness.dll"); razor.ReferencedAssemblies.Add(binBasePath + "ClassifiedsWeb.dll"); razor.ReferencedAssemblies.Add(binBasePath + "Westwind.Utilities.dll"); razor.ReferencedAssemblies.Add(binBasePath + "Westwind.Web.dll"); razor.ReferencedAssemblies.Add(binBasePath + "Westwind.Web.Mvc.dll"); razor.ReferencedAssemblies.Add("System.Web.dll"); razor.ReferencedNamespaces.Add("System.Web"); razor.ReferencedNamespaces.Add("ClassifiedsBusiness"); razor.ReferencedNamespaces.Add("ClassifiedsWeb"); razor.ReferencedNamespaces.Add("Westwind.Web"); razor.ReferencedNamespaces.Add("Westwind.Utilities"); _RazorHost = razor; _RazorHost.Start(); //_RazorHost.Engine.Configuration.CompileToMemory = false; } return _RazorHost; } The RazorFolderHostContainer essentially is a full runtime that mimics a folder structure like a typical Web app does including caching semantics and compiling code only if code changes on disk. It maps a folder hierarchy to views using the ~/ path syntax. The host is then configured to add assemblies and namespaces. Unfortunately the engine is not exactly like MVC's Razor - the expression expansion and code execution are the same, but some of the support methods like sections, helpers etc. are not all there so templates have to be a bit simpler. There are other folder hosts provided as well to directly execute templates from strings (using RazorStringHostContainer). The following is an example of an HTML email template @inherits RazorHosting.RazorTemplateFolderHost <ClassifiedsWeb.SearchNotificationViewModel> <html> <head> <title>Search Notifications</title> <style> body { margin: 5px;font-family: Verdana, Arial; font-size: 10pt;} h3 { color: SteelBlue; } .entry-item { border-bottom: 1px solid grey; padding: 8px; margin-bottom: 5px; } </style> </head> <body> Hello @Model.User.Name,<br /> <p>Below are your Search Results for the search phrase:</p> <h3>@Model.Notification.SearchPhrase</h3> <small>since @TimeUtils.ShortDateString(Model.Notification.LastSearch)</small> <hr /> You can see that the syntax is a little different. Instead of the familiar @model header the raw Razor  @inherits tag is used to specify the template base class (which you can extend). I took a quick look through the feature set of RazorEngine on CodePlex (now Github I guess) and the template implementation they use is closer to MVC's razor but there are other differences. In the end don't expect exact behavior like MVC templates if you use an external Razor rendering engine. This is not what I would consider an ideal solution, but it works well enough for this project. My biggest concern is the overhead of hosting a second razor engine in a Web app and the fact that here the differences in template rendering between 'real' MVC Razor views and another RazorEngine really are noticeable. You win some, you lose some It's extremely nice to see that if you have a ControllerContext handy (which probably addresses 99% of Web app scenarios) rendering a view to string using the native MVC Razor engine is pretty simple. Kudos on making that happen - as it solves a problem I see in just about every Web application I work on. But it is a bummer that a ControllerContext is required to make this simple code work. It'd be really sweet if there was a way to render views without being so closely coupled to the ASP.NET or MVC infrastructure that requires a ControllerContext. Alternately it'd be nice to have a way for an MVC based application to create a minimal ControllerContext from scratch - maybe somebody's been down that path. I tried for a few hours to come up with a way to make that work but gave up in the soup of nested contexts (MVC/Controller/View/Http). I suspect going down this path would be similar to hosting the ASP.NET runtime requiring a WorkerRequest. Brrr…. The sad part is that it seems to me that a View should really not require much 'context' of any kind to render output to string. Yes there are a few things that clearly are required like paths to the virtual and possibly the disk paths to the root of the app, but beyond that view rendering should not require much. But, no such luck. For now custom RazorHosting seems to be the only way to make Razor rendering go outside of the MVC context… Resources Full ViewRenderer.cs source code from Westwind.Web.Mvc library Hosting the Razor Engine for Non-Web Applications RazorEngine on GitHub© Rick Strahl, West Wind Technologies, 2005-2012Posted in ASP.NET   ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • How does Ubuntu achieve RGB subpixel rendering for Mono applications?

    - by user100751
    Distributions in the *Ubuntu ecosystem support proper RGB subpixel rendering in Mono based applications (e.g. Banshee) by default, i.e. out of the box without any additional configuration requirements, whereas e.g. Fedora does not. I am aware of general patent infringement issues and the freetype-freeworld libs, but never managed to enable RGB subpixel rendering for Mono in Fedora - it keeps using greyscale. So, as the question title implies: how does *Ubuntu achieve RGB subpixel rendering in Mono applications?

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  • Deferred Open Source licensing

    - by Thomas W.
    Are there established models for releasing an initially proprietary piece of software under FLOSS conditions after a defined period or a certain point of time? The main problem here is that all parties involved must be able to trust that the Open Source licensing will actually take place at the defined time and no party can further defer or cancel this process. Clearly such a model has its problems, for example it's problematic to deal with contributions from "outside", legally and technically. Ghostscript is a prominent example where a deferred model has been used and abandoned. However, if certain parties involved will insist on keeping the software proprietary, at least for a certain period of time, then the only options are a deferred Open Source licensing model or no Open Source licensing at all. I think I read about services that serve as trusted parties who take care of Open Sourcing the software. However, I was not successful in spotting any of those.

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  • What are deferred callbacks?

    - by tentimes
    I understand the idea of a callback, where I pass a function into another function and that function then uses the supplied function at will. I am struggling to understand deferred callbacks, even after googling it. Could someone provide a simple explanation please? I program in Ruby, but also know C/C++ a bit, but most of all I was a experienced assembly language programmer. So I am wondering is it a bit like a stack of callback addresses that get pop'd? I am hoping to learn jquery or node.js and these deferred callbacks seem integral to both. I understand basic threading principles (though mutex object makes my head hurt ;)

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Prevent deferred creation of controls.

    - by Scott Chamberlain
    Here is a test framework to show what I am doing, just create a new project add a tabbed control, on tab 1 put a button on tab 2 put a check box (default names) and paste this code for its code public partial class Form1 : Form { private List<bool> boolList = new List<bool>(); BindingSource bs = new BindingSource(); public Form1() { InitializeComponent(); boolList.Add(false); bs.DataSource = boolList; checkBox1.DataBindings.Add("Checked", bs, ""); } bool updating = false; private void button1_Click(object sender, EventArgs e) { updating = true; boolList[0] = true; bs.ResetBindings(false); Application.DoEvents(); updating = false; } private void checkBox1_CheckedChanged(object sender, EventArgs e) { if (!updating) MessageBox.Show("CheckChanged fired outside of updating"); } } The issue is if you run the program and look at tab 2 then press the button on tab 1 the program works as expected, however if you press the button on tab 1 then look at tab 2 the event for the checkbox will not fire untill you look at tab 2. The reason for this is the controll on tab 2 is not in the "created" state, so its binding to change the checkbox from unchecked to checked does not happen until after the control has been "Created". checkbox1.CreateControl() does not do anything because according to MSDN CreateControl does not create a control handle if the control's Visible property is false. You can either call the CreateHandle method or access the Handle property to create the control's handle regardless of the control's visibility, but in this case, no window handles are created for the control's children. I tried getting the value of Handle(there is no CreateHandle for Button) but still the same result. Any suggestions other than have the program quickly flash all of my tabs that have data-bound check boxes when it first loads?

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  • Ajax Post Request Returns JSON but Deferred Fails

    - by imrane
    I have a cross-domain POST request to http://api.local/user/auth - my API endpoint. I allow Cross Domain requests in my api with CORS. Using Chrome if that makes a difference. I get a valid server JSON response with 200 Status Code but I am using deferreds from a backbone model like so: @model.save() .fail(-> console.log 'sync fail') .success -> console.log 'sync OK' And I consistently get a 'sync fail' instead of the expected 'sync OK' Thoughts?

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • Deferred execution and eager evaluation

    - by babu M
    Hi Could you please give me an example for Deferred execution with eager evaluation in C#? I read from MSDN that deferred execution in LINQ can be implemented either with lazy or eager evaluation...i could find examples in the internet for Deferred execution with lazy evaluation ,however i could not find any example for Deferred execution with eager evaluation....please help me....its urgent... Moreover,how deferred execution differs from lazy evaluation?In my point of view,both are looking same.Could you please provide any example for this too?

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  • Rendering formatted text in a direct3d application

    - by Fire Lancer
    I need to render some formatted text (colours, different font sizes, underlines, bold, etc) however I'm not sure how to go about doing it. D3DXFont only allows text of a single font/size/weight/colour/etc to be rendered at once, and I cant see a practical way to "combine" multiple calls to ID3DXFont::DrawText to do such things... I looked around and there doesn't seem to be any existing libraries that do these things, but I have no idea how to implement such a text renderer, and I couldn't even find any documentation on how such a text render would work, only rendering simple fixed width, ASCII bitmap fonts which looking at it is probably an entirely different approach that is only suitable for rendering simple blocks of text where Unicode is not important. If there's no direct3d font renders capable of doing this, is there any other renderers (eg for use in rendering rich text in a normal window), and would rendering those to a texture in RAM, then uploading that to the video card to render onto the back buffer yield reasonable performance?

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  • PDF rendering issue os OSX

    - by 2Ti
    I came across some very odd rendering when trying to view a PDF file that needed to print out. I was wondering anyone has come across a similar problem before or has any ideas as to what might be causing this. PDF when viewed on OSX 10.7.4 - Preview version 6.0. I've tried opening the file in Skim but that doesn't work either. PDF as it should be, and as Chrome renders it in browser, but not if I download it onto my machine. Illustrator complains about "an unknown imaging construct" when I open the file, but renders it fine nevertheless, Photoshop doesn't have any problems either.

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  • Rendering artifact when using Eclipse (FlashBuilder)

    - by Demian Brecht
    Once in a while when using FlashBuilder, I'll get a rendering artifact that doesn't go away until I do a full reboot. This artifact seems to be caused by a popup triggered by code documentation popups (hovering over keywords) that linger after the popup has been dismissed: This behavior is seemingly random and incredibly annoying. It only happens when using Eclipse (although I don't run many Java-based programs) and run an NVidia Quadro 2000M (with the latest drivers - figured I'd try that before posting). Has anyone else encountered this issue? Any known solutions?

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  • Weird rendering artefact in vim (terminal, not MacVim)

    - by Tobi Lehman
    Running Mac OS X, using either Terminal.app or iTerm2, there is a strange artefact with the character rendering that I have a hard time explaining and an even harder time understanding. I'll start with a video of my screen so that you can see and example of it in action: From the video you can see a few ways it is weird, for example, sometimes when I hit a letter in insert mode, the character is double printed. When I go into normal mode, the artefact remains. When I re-enter insert mode, hitting backspace copies the characters on the left to the position under the cursor. This has happened in OS X Lion, and Mountain Lion, under both Terminal.app and iTerm 2. This never happens under MacVim. Also, I use GNU/Linux on my other machine, and have never had this happen, I am pretty sure it is strictly a Mac OS X issue, but I do not know how to fix it. For a while, I've been working around it by using MacVim most of the time, but I prefer working in a terminal. Does anyone know what is happening here, and if so, how can I fix it? EDIT: I tried using the macvim Vim executable, and I still get strange artefacts, but they are localized to the left side of the screen, here is an example:

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • What should I name instances of a twisted.internet.defer.Deferred?

    - by slacy
    I'm writing code using Twisted, and having trouble coming up with a sensible variable name for my twisted internet deferred's. Here are my candidates: d : Too generic, too short, violates pylint rule C0103. def : Conflicts with function defintion builtin. defer : Conflicts with module twisted.internet.defer deferred : OK but pretty long cb : Still too short, violates pylint C0103, conflicts with many callback method names. cback : Too Weird? callback : Conflicts with method Deferred.callback() I'm looking for other suggestions. It seems like most of the Twisted example code uses "d" which is fine for simple invocations, but when you're passing Deferred's around to methods and storing them as member variables, it's really far too descriptive.

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  • Delay rendering or force re-rendering in Flex

    - by Tereno
    Hi there, In my Flex application, using a custom control, I am making a JSON request to grab some data from the server. My rendering depends on this data such as knowing how many boxes to draw. How can I either force the rendering to wait until I've got the data before drawing to screen or have the boxes draw once we receive the data? I have an event listener for Event.COMPLETE for my JSON request and in there, I call methods that add to the control. I've tried invalidateDisplayList but that doesn't seem to do anything for me?

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  • Web Page Rendering Capture

    - by Chaitanya
    I start with describing the problem itself. Rather than a problem I'm looking for a better solution. I have a asp.net page which has a bunch of images and a link underneath it, Each image is infact the latest rendering of the link underneath it. I scheduled a bat script which runs every hour to fetch the images through IECapt a web page rendering capture utility. One thing am annoyed about this utility is it takes a lot of time for the 20 images I have and for few because of the flash content it misses to take the actual screenshot of the website. Now I like to know can this rendering be done by traditional programming am not interested in using any utilities. I'm interested in trying this. The solution need not be necessarily a C# based am ready to try in any other language. Because it gives me a chance to learn. Thank you.

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  • blender rendering question

    - by Kombuwa
    hi, I need to render a 3d model that have been implement uv map in blender. When I press the render button it renders with normal blender material. But I need to render it with uv map textures. please help me.

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  • Cause for bad font rendering in Chrome?

    - by OverTheRainbow
    I notice that the text on some web pages look bad when viewed in Chrome (16.0.912.77 m) while OK with Firefox (10.0). FWIW, I'm using the Windows versions of those applications, with default settings. As an (ironic) example, www.google.com/webfonts. Does someone know why that is, and if something can be done about it? Thank you. Edit: Another example: Edit: Here's how it looks in FireFox:

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  • Font rendering in Internet Explorer vs other browsers on Windows XP

    - by Ben McCormack
    I have four browsers installed on my Windows XP SP3 machine: Internet Explorer 8, Firefox 3.5, Safari 4, and Google Chrome. For whatever reason, fonts appeared to be rendered differently in IE than in the other browsers. It seems the fonts are anti-aliased in IE but not in the others. Why might this be? Is this an issue with the browsers or my operating system? I've noticed this issue on several Windows XP machines that I've used. While it may seem like no big deal, the lack of font smoothing in the other browsers keeps me from using them as my primary browser. Most importantly, what can I do to get the other browsers to render fonts smoothly?

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  • Ubuntu Lucid (10.04) subpixel font rendering crashes Xorg

    - by user36066
    Hi everyone... I really don't know how to solve this on my own so I thought giving this site a chance. After upgrading to Lucid I ran into some problems. With some experimenting I came to a conclusion that if I enable subpixel smoothing on fonts the moment I start any other application not native to GTK+ (wine, openoffice, wxWidgets, ...) my X server crashes the same moment. At first this seemed like something went wrong during installation. To cut the long story short, after 3 clean installations and whole bunch of experimenting the same thing happens all over again. Strange thing is... if I configure any other font smoothing besides subpixel, everything works like it should. Any thoughs?

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  • Triangle rendering problem in directX

    - by Himadri
    I am working with directX 9. I have a problem while rendering triangles using drawprimitive. The problem is - When I am rendering the whole object made of several triangles, the triangle having all points on a single line shows gap in a whole closed object. I am showing the image below. The white dashed line is the problem.

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  • Page rendering time are not steady in IE6

    - by dan
    I have to support IE6 and I calculate rendering time by creating a timestamp in javascript at the beginning of the page and doing the difference when document.ready is fired in jQuery. If I do 3 pages load, the rendering times in milliseconds can look like this : page 1 : 735, 2672, 734 page 2 : 3063, 1516, 3375 page 3 : 8281, 2531, 3703 Why is that? How can I have more consistency?

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