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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Useful software for netbook?

    - by Moayad Mardini
    I'm looking for recommendations of good software that are particularly useful for netbooks. Software that run great on small screens and low CPU/RAM requirments. I'll start off with the following : Operating Systems: Ubuntu Netbook Remix. Easy Peasy: A fork of Ubuntu Netbook Remix that was once called UBuntu EEE. It isn't just for eeePCs though. Definitely worth a look if vanilla Netbook Remix isn't cutting it. (MarkM) Damn Small Linux (Source) Windows 7: With trimming the installation or compressing the Windows directory to fit on an 8GB SSD. (Will Eddins) nLite: A utility to install a lightweight version of Windows XP without the unnecessary components (like Media Player, Internet Explorer, Outlook Express, MSN Explorer, Messenger...). Utilites: TouchFreeze: To disable the touch pad while typing (Source) InSSIDer: Not only does it make it easier to find and keep a wireless connection, but it turns a netbook into the perfect mobile tool for troubleshooting wireless networks. (phenry) AltMove: Adds more functionality to your mouse for interacting with windows. (Rob) ASUS Font Resizer Utility and other tools by ASUS, specific to ASUS Eee PC series. Internet: Run FileZilla FTP client for a small screen : You can hide a lot of FileZilla's interface parts in the View menu, even the directory trees. Go into Settings = Interface and move the message log next to the transfer queue, if you haven't hidden them both or you want to see them. Select a theme with 16x16 icons. (Source) IDEs and Text Editors: Best lightweight IDE/Text Editor: A question on Stack Overflow that has many good suggestions of IDEs and general text editors for programmers. What’s a good linux C/C++ IDE for a low-res screen?: IDEs for Linux-powered netbooks. Online tools: Dropbox: Since the Netbook has limited disk space, you would like to use Cloud Apps like Dropbox and Ubuntu One so that you don't run out of space especially if you are on a holiday. Later when you go back to your desktop with big hard disk,you can take out the files from your dropbox repo. (Manish Sinha) Google products: like Docs, Calendar and Reader (aviraldg) Web sites and software lists: Netbookfiles.com: Netbook specific software downloads. Software Apps to Maximise your Netbook Battery Power: Netbooks are known for their portability. Not only are they small and lightweight but with their increased power efficiency, batteries can last much longer than conventional laptops. This also means you no longer have to carry a power adapter with you! Several brands emphasis the longevity of the battery as a strong selling point, and for those people who travel a lot, it sure is. Free Must-Have Netbook Apps: Finding software for netbooks can present challenges due to limited hard drive space, processor power, RAM, and screen real-estate. That doesn't mean you have to do without essential programs. The apps below cover all the bases -- entertainment, productivity, security, and communication -- without compromising on performance or usability. Best of all, they're free! Useful Netbook Software: With short battery lives and small resolution screens Netbooks, unlike many other computers on the market, could so with some specific software for their use. Now, not all of those I’ve found are specifically designed for Netbooks, but all are relevant. And they’re designed for Windows XP. The question is community wiki, so feel free to edit it. Updated, thank you all for suggestions.

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  • What do you do to get your software design robust, flexible and clear?

    - by Oscar
    I am still getting mature as a software engineering/designer/architect, as you may want to call. At this point in time, I am getting small projects, private projects and so on. What I noticed is that even though I think about the SW structure, design some diagrams, have they really clear in my mind when I start coding, at the end, my software is not flexible and clear as I would like to. I would like to ask you what kind of approaches, mechanisms or even tricks do you use, to get your software (and SW design) flexible, robust and clear (easy to understand and use). So.... Any ideas to give to a beginner?

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Does it matter to you that a software is "available source" but not "open source"

    - by ccpod
    You probably know the list of open source licenses officially approved by the OSI. Most notably I guess would be the GPL, MIT, [insert your favorite license here]. I recently ran into a project which although was open source (the creator made all source code available), was not officially open source under one of those official licenses. It released the source, but made no promise to release the source in the future. It allowed modification suggestions, but made no promises to accept patches and disallowed external distribution of externally-patched versions. It allowed the use of the software in commercial or paid projects, but disallowed the sale of the software itself. I suppose it could be called "available source" not open source as we like to think of it. I can see why the management team of a company wouldn't want to do business with this software. They can't fork it, they can't sell it, they can't create their own version of the software and distribute it or sell it. But would it matter to you as part of a software engineering team who's just using this software? I can still get my work done with it, I can use it in a project for which I'm paid (but I can't sell the software itself, which I'm not in the business of doing anyway), and I can make changes to the code to make it behave differently for my needs (but I can't make those modifications public), and if I do want those modifications officially made available to others, the approval is up to the project itself and they choose whether to incorporate them in an official release or not. So we know that a company that wants to base its business on this "available source" software can't do that, but as someone from the software engineering team, would those differences matter to you or do they seem less relevant? Curious what others think of this.

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • Sphere Texture Mapping shows visible seams

    - by AvengerDr
    As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have been duplicated. However there still is a visible seam. Here is how I calculate the UV coordinates: float longitude = (float)Math.Atan2(normal.X, -normal.Z); float latitude = (float)Math.Acos(normal.Y); float u = (float)(longitude / (Math.PI * 2.0) + 0.5); float v = (float)(latitude / Math.PI); Is this a problem in the coordinates or a mipmapping issue?

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  • NHibernate mapping one table on two classes with where selection

    - by Rene Schulte
    We would like to map a single table on two classes with NHibernate. The mapping has to be dynamically depending on the value of a column. Here's a simple example to make it a bit clearer: We have a table called Person with the columns id, Name and Sex. The data from this table should be mapped either on the class Male or on the class Female depending on the value of the column Sex. In Pseudocode: create instance of Male with data from table Person where Person.Sex = 'm'; create instance of Female with data from table Person where Person.Sex = 'f'; The benefit is we have strongly typed domain models and can later avoid switch statements. Is this possible with NHibernate or do we have to map the Person table into a flat Person class first? Then afterwards we would have to use a custom factory method that takes a flat Person instance and returns a Female or Male instance. Would be good if NHibernate (or another library) can handle this.

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  • Best software for creating icons?

    - by John
    Hi, I'm a developer,but not very good designer.I need a lightweight software for creating icons for my applications. I have a logo of the product and want to make it an icon,please suggest the best software for that. NOTE: I do not need software for creating icons from scratch,but from large image to .ico.Something that will help me. Thanks in advance

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  • "'/usr/share/app-install/desktop/software-center.menu': Not a directory" error when trying to reinstall the software center

    - by EnTer
    I was having some problem with Software center. So tried to reinstall it. But While removing it give me an error. (Reading database ... 150986 files and directories currently installed.) Removing software-center ... dpkg: error processing software-center (--remove): unable to securely remove '/usr/share/app-install/desktop/software-center.menu': Not a directory Processing triggers for man-db ... Processing triggers for hicolor-icon-theme ... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Errors were encountered while processing: software-center E: Sub-process /usr/bin/dpkg returned an error code (1) Now The same problem is repeating if I use apt-get to install or upgrade my ubuntu. I cant install any software and Software-Center too.. PLZ help

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  • cannot open ubuntu software center

    - by success
    I deleted some unnecessary icon themes and now my application icons are changed. I cannot open Ubuntu software center also.... the following message is displayed.... success@user-pc:~$ software-center 2012-09-12 22:24:52,048 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2012-09-12 22:24:52,055 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True Traceback (most recent call last): File "/usr/bin/software-center", line 142, in <module> app = SoftwareCenterAppGtk3(datadir, xapian_base_path, options, args) File "/usr/share/software-center/softwarecenter/ui/gtk3/app.py", line 387, in __init__ self.datadir) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 78, in __init__ self._get_emblems(self.icons) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 192, in _get_emblems pb = icons.load_icon(emblem, self.ICON_SIZE, 0) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) gi._glib.GError: Icon 'package-install' not present in theme I also tried the following code to change the icon but no didnt work.... gksu gedit /usr/share/applications/ubuntu-software-center.desktop

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • How to order a HasMany collection by a child property with Fluent NHibernate mapping

    - by Geoff Hardy
    I am using Fluent NHibernate to map the following classes: public abstract class DomainObject { public virtual int Id { get; protected internal set; } } public class Attribute { public virtual string Name { get; set; } } public class AttributeRule { public virtual Attribute Attribute { get; set; } public virtual Station Station { get; set; } public virtual RuleTypeId RuleTypeId { get; set; } } public class Station : DomainObject { public virtual IList<AttributeRule> AttributeRules { get; set; } public Station() { AttributeRules = new List<AttributeRule>(); } } My Fluent NHibernate mappings look like this: public class AttributeMap : ClassMap<Attribute> { public AttributeMap() { Id(o => o.Id); Map(o => o.Name); } } public class AttributeRuleMap : ClassMap<AttributeRule> { public AttributeRuleMap() { Id(o => o.Id); Map(o => o.RuleTypeId); References(o => o.Attribute).Fetch.Join(); References(o => o.Station); } } public class StationMap : ClassMap<Station> { public StationMap() { Id(o => o.Id); HasMany(o => o.AttributeRules).Inverse(); } } I would like to order the AttributeRules list on Station by the Attribute.Name property, but doing the following does not work: HasMany(o => o.AttributeRules).Inverse().OrderBy("Attribute.Name"); I have not found a way to do this yet in the mappings. I could create a IQuery or ICriteria to do this for me, but ideally I would just like to have the AttributeRules list sorted when I ask for it. Any advice on how to do this mapping?

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Fluent | Nhibernate multiple inheritance mapping?

    - by Broken Pipe
    I'm trying to map this classes: public interface IBusinessObject { Guid Id { get; set; } } public class Product { public virtual Guid Id { get; set; } public virtual int ProductTypeId { get; set; } } public class ProductWeSell : Product, IBusinessObject { } public class ProductWeDontSell : Product { } Using this Fluent mapping code: public class IBusinessObjectMap : ClassMap<IBusinessObject> { public IBusinessObjectMap() { Id(t => t.Id).GeneratedBy.Guid(); Table("BusinessObject"); } } public class ProductMap : ClassMap<Product> { public ProductMap() { Id(t => t.Id); DiscriminateSubClassesOnColumn("ProductTypeId", "null").Nullable(); } } public class ProductWeSellMap : SubclassMap<ProductWeSell> { public ProductWeSellMap() { DiscriminatorValue(1); KeyColumn("Id"); } } public class ProductWeDontSellMap : SubclassMap<ProductWeDontSell> { public ProductWeDontSellMap() { DiscriminatorValue(2); KeyColumn("Id"); } } But I get {"Duplicate class/entity mapping ProductWeSell"} error. And if we take a look at generated HBM, indeed it's duplicated, but i have no idea how to write this mapping without duplicating it if it's possible at all. Produced hbm: <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" name="IBusinessObject" table="BusinessObject"> <joined-subclass name="ProductWeSell" table="ProductWeSell"/> </class> </hibernate-mapping> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" discriminator-value="null" name="Product" table="Product"> <discriminator type="String"> <column name="ProductTypeId" not-null="false" /> </discriminator> <subclass name="ProductWeDontSell" discriminator-value="2" /> <subclass name="ProductWeSell" discriminator-value="1" /> </class> </hibernate-mapping> So far I was unable to figure out how to map this using fluent Nhibernate (i haven't tried mapping this using hmb files). Any help appreciated Fluent or HBM files. The thing I'm trying to solve look identical to this topic: NHibernate inheritance mapping question

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Software Center empty "No usefulness from server" "no username in config file"

    - by Theron G. Burrough
    I upgraded to 12.04 LTS and ran Software Center while a few things were running, and crashed. (2 GB RAM on a Netbook.) On reboot, Ubuntu One interface would not find any programs, neither installed (to run) nor available for download. So I launched Software Center, which opens, but does nothing. I click "Close" button and get a "Force Quit?" box. So I quit. Did research, learned to run Software Center from Terminal: 2012-04-29 23:14:36,978 - softwarecenter.backend.reviews - WARNING - Could not get usefulness from server, no username in config file Then tried the below without success: Reinstallation of software center: sudo apt-get install --reinstall software-center Didn't work. Found this in a post: remove the config file for software-center then log out and back in sudo rm -rf ~/.config/software-center Didn't work. Reinstalled Software Center with Synaptic Package Manager. Still no dice! And I am a Linux newbie, so I don't know where the Dickens that config file is. Help appreciated.

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  • Software licensing template that gives room for restricting usage to certain industries/uses of software/source

    - by BSara
    *Why this question is not a duplicate of the questions specified as such: I did not ask if there was a license that restricted specific uses and I did not ask if I could rewrite every line of any open source project. I asked very specifically: "Does there exist X? If not, can I Y with Z?". As far as I can tell, the two questions that were specified as duplicates do not answer my specific question. Please remove the duplicate status placed on the question. I'm developing some software that I would like to be "semi" open source. I would like to allow for anyone to use my software/source unless they are using the software/source for certain purposes. For example, I don't want to allow usage of the software/source if it is being used to create, distribute, view or otherwise support pornography, illegal purposes, etc. I'm no lawyer and couldn't ever hope to write a license myself nor do I have to time to figure how to best do this. My question is this: Does there exist a freely available license or a template for a license that I can use to license my software under they conditions explained above just like one can use the Creative Commons licenses? If not, am I allowed to just alter one of Creative Commons licenses to meet my needs?

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  • Is there animation software available for Ubuntu?

    - by Robert Low
    Is there commercial-grade computer animation software available for Ubuntu, similar to the professional software sold for the Windows operating system? This question goes out to those of you who may be using such software professionally. My daughter recently graduated from the Art Institute of Seattle, and needs to put together an animation portfolio in order to interest employers in the field. As you know, such software is usually provided by the employer and the costs are high - several thousand dollars. I suggested that she investigate Ubuntu as a possible way to acquire the tools she needs. But, since I have no idea what might be available, either as open source or proprietary animation software, I am reaching out to the Ubuntu community for help in the hope someone who is using such software can help her. Thank you for reading this post, and for any information you might have.

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  • Why does Mac OS X Software Update not work when machine uses Active Directory?

    - by Lyndsey Ferguson
    My company's IT department is mostly a Windows run operation and in order to become more secure, they are altering the way that the Macintosh computers login to our internal network so that they use Active Directory like their Windows counterparts. I have been given Administrative permission on my Mac and I am able to do most of what I used to be able to do in terms of authentication of software installations. However, there is a problem: the "Software Update" feature doesn't work. What happens is that when I try to get the Mac to perform its Software Updates from the Apple menu, the normal window appears listing what has to be updated; I am able to select what to update and click the "Update" button, but then nothing happens. It doesn't ask for authentication like it used to, the computer doesn't perform any download or installation (it does sometimes ask me to agree to license agreements for iTunes). I can download the updates individually and install them without any issues, but the auto-update fails. I'd rather use the Software Update menu item like I used to: it is much more convenient. Any suggestions on how I can fix this? EDIT Nov 19th, 2009, 10:09 EST: I have posted this question to the Apple Mac OS X Snow Leopard support forum. EDIT Nov 19th, 2009, 12:39 EST:Yes, the Terminal command "sudo softwareupdate --install --all" does work flawlessly. I want to avoid that as my co-workers are generally not comfortable on the Mac. I also tried Chealion's suggestion to delete "~/Library/Preferences/com.apple.SoftwareUpdate.plist" and "/Library/Preferences/com.apple.SoftwareUpdate.plist", Software Update still fails. However, I did get diagnostic messages in the Console (below). I've deleted the MS Office Package Receipts and examined the suhelperd (Software Update Helper Daemon?); it appears that suhelperd is crashing and that explains why it doesn't work. I've submitted a bug report to Apple (radar://7408619). Here are the Console diagnostic messages: 11/19/09 12:36:44 PM com.apple.suhelperd[66829] terminate called after throwing an instance of 'NSException' 11/19/09 12:36:47 PM com.apple.launchd[1] (com.apple.suhelperd[66829]) Job appears to have crashed: Abort trap 11/19/09 12:36:48 PM com.apple.ReportCrash.Root[66830] 2009-11-19 12:36:48.275 ReportCrash[66830:2703] Saved crash report for suhelperd[66829] version ??? (???) to /Library/Logs/DiagnosticReports/suhelperd_2009-11-19-123648_localhost.crash 11/19/09 12:36:54 PM com.apple.launchd[1] (com.apple.suhelperd) Throttling respawn: Will start in 1 seconds 11/19/09 12:36:55 PM com.apple.suhelperd[66836] terminate called after throwing an instance of 'NSException' 11/19/09 12:36:55 PM com.apple.launchd[1] (com.apple.suhelperd[66836]) Job appears to have crashed: Abort trap 11/19/09 12:36:56 PM com.apple.ReportCrash.Root[66830] 2009-11-19 12:36:56.017 ReportCrash[66830:2f03] Saved crash report for suhelperd[66836] version ??? (???) to /Library/Logs/DiagnosticReports/suhelperd_2009-11-19-123655_localhost.crash 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_automator.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_automator_workflow.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_autoupdate.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_clipart.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_core.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_dock.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_entourage.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_entourage_help_std.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_equationeditor.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_errorreporting.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_excel.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_excel_help_std.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_fonts.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_graph.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_helpviewer.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_launch.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_ooxml.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_orgchart.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_powerpoint.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_powerpoint_help_std.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_brazilian.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_danish.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_dutch.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_english.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_finnish.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_french.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_german.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_italian.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_japanese.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_norwegian.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_portuguese.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_spanish.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_proofing_swedish.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_required.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_silverlight.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_sounds.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_word.pkg 11/19/09 12:36:58 PM Software Update[66826] PackageKit: *** Missing bundle identifier: /Library/Receipts/Office2008_en_word_help_std.pkg 11/19/09 12:37:26 PM com.apple.suhelperd[66839] terminate called after throwing an instance of 'NSException' 11/19/09 12:37:26 PM com.apple.launchd[1] (com.apple.suhelperd[66839]) Job appears to have crashed: Abort trap 11/19/09 12:37:26 PM com.apple.ReportCrash.Root[66830] 2009-11-19 12:37:26.929 ReportCrash[66830:2b07] Saved crash report for suhelperd[66839] version ??? (???) to /Library/Logs/DiagnosticReports/suhelperd_2009-11-19-123726_localhost.crash And here is the suhelperd crash report: Process: suhelperd [66839] Path: /System/Library/PrivateFrameworks/SoftwareUpdate.framework/Versions/A/Resources/suhelperd Identifier: suhelperd Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [1] Date/Time: 2009-11-19 12:37:26.473 -0500 OS Version: Mac OS X 10.6.2 (10C540) Report Version: 6 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: abort() called *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[NSCFArray objectAtIndex:]: index (0) beyond bounds (0)' *** Call stack at first throw: ( 0 CoreFoundation 0x00007fff859a9444 __exceptionPreprocess + 180 1 libobjc.A.dylib 0x00007fff8787e0f3 objc_exception_throw + 45 2 CoreFoundation 0x00007fff859a9267 +[NSException raise:format:arguments:] + 103 3 CoreFoundation 0x00007fff859a91f4 +[NSException raise:format:] + 148 4 Foundation 0x00007fff855da080 _NSArrayRaiseBoundException + 122 5 Foundation 0x00007fff8553cb81 -[NSCFArray objectAtIndex:] + 75 6 Admin 0x00007fff8107920e +[User(UserPrivate) _userWithInfo:attributes:] + 71 7 Admin 0x00007fff81080d6b +[User findUserByID:searchParent:] + 404 8 suhelperd 0x0000000100001274 0x0 + 4294972020 9 suhelperd 0x0000000100002240 0x0 + 4294976064 10 suhelperd 0x00000001000053b1 0x0 + 4294988721 11 suhelperd 0x00000001000044b3 0x0 + 4294984883 12 suhelperd 0x0000000100004154 0x0 + 4294984020 13 libSystem.B.dylib 0x00007fff83eb60d8 mach_msg_server + 357 14 suhelperd 0x00000001000036eb 0x0 + 4294981355 15 suhelperd 0x0000000100002a1f 0x0 + 4294978079 16 suhelperd 0x0000000100001080 0x0 + 4294971520 ) Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libSystem.B.dylib 0x00007fff83e86fe6 __kill + 10 1 libSystem.B.dylib 0x00007fff83f27e32 abort + 83 2 libstdc++.6.dylib 0x00007fff873cf5d2 __tcf_0 + 0 3 libobjc.A.dylib 0x00007fff87881d29 _objc_terminate + 100 4 libstdc++.6.dylib 0x00007fff873cdae1 __cxxabiv1::__terminate(void (*)()) + 11 5 libstdc++.6.dylib 0x00007fff873cdb16 __cxxabiv1::__unexpected(void (*)()) + 0 6 libstdc++.6.dylib 0x00007fff873cdbfc __gxx_exception_cleanup(_Unwind_Reason_Code, _Unwind_Exception*) + 0 7 libobjc.A.dylib 0x00007fff8787e192 object_getIvar + 0 8 com.apple.CoreFoundation 0x00007fff859a9267 +[NSException raise:format:arguments:] + 103 9 com.apple.CoreFoundation 0x00007fff859a91f4 +[NSException raise:format:] + 148 10 com.apple.Foundation 0x00007fff855da080 _NSArrayRaiseBoundException + 122 11 com.apple.Foundation 0x00007fff8553cb81 -[NSCFArray objectAtIndex:] + 75 12 com.apple.framework.Admin 0x00007fff8107920e +[User(UserPrivate) _userWithInfo:attributes:] + 71 13 com.apple.framework.Admin 0x00007fff81080d6b +[User findUserByID:searchParent:] + 404 14 suhelperd 0x0000000100001274 0x100000000 + 4724 15 suhelperd 0x0000000100002240 0x100000000 + 8768 16 suhelperd 0x00000001000053b1 0x100000000 + 21425 17 suhelperd 0x00000001000044b3 0x100000000 + 17587 18 suhelperd 0x0000000100004154 0x100000000 + 16724 19 libSystem.B.dylib 0x00007fff83eb60d8 mach_msg_server + 357 20 suhelperd 0x00000001000036eb 0x100000000 + 14059 21 suhelperd 0x0000000100002a1f 0x100000000 + 10783 22 suhelperd 0x0000000100001080 0x100000000 + 4224 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x00007fff83e51bba kevent + 10 1 libSystem.B.dylib 0x00007fff83e53a85 _dispatch_mgr_invoke + 154 2 libSystem.B.dylib 0x00007fff83e5375c _dispatch_queue_invoke + 185 3 libSystem.B.dylib 0x00007fff83e53286 _dispatch_worker_thread2 + 244 4 libSystem.B.dylib 0x00007fff83e52bb8 _pthread_wqthread + 353 5 libSystem.B.dylib 0x00007fff83e52a55 start_wqthread + 13 Thread 2: 0 libSystem.B.dylib 0x00007fff83e529da __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff83e52dec _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff83e52a55 start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x00007fff707d7298 rcx: 0x00007fff5fbff868 rdx: 0x0000000000000000 rdi: 0x0000000000010517 rsi: 0x0000000000000006 rbp: 0x00007fff5fbff880 rsp: 0x00007fff5fbff868 r8: 0x00007fff707da9e0 r9: 0x0000000000000063 r10: 0x00007fff83e83026 r11: 0x0000000000000202 r12: 0x00007fff85a2dca1 r13: 0x0000000000000000 r14: 0x00007fff70bea228 r15: 0x00007fff5fbffb10 rip: 0x00007fff83e86fe6 rfl: 0x0000000000000202 cr2: 0x00007fff70e3afd0

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  • hibernate fail mapping two tables

    - by sebbalex
    Hi guys, I'd like to understand how it is possible: Until I was working with one table everything worked fine, when I have mapped another table it fails as shown below: Glassfish start: INFO: configuring from resource: /hibernate.cfg.xml INFO: Configuration resource: /hibernate.cfg.xml INFO: Reading mappings from resource : hibernate_centrale.hbm.xml //first table INFO: Mapping class: com.italtel.patchfinder.objects.centrale - centrale INFO: Reading mappings from resource : hibernate_impianti.hbm.xml //second table INFO: Mapping class: com.italtel.patchfinder.objects.Impianto - impianti INFO: Configured SessionFactory: null INFO: schema update complete INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ group by centrale0_.name INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ where centrale0_.name='ANCONA' order by centrale0_.name asc //Error org.hibernate.hql.ast.QuerySyntaxException: impianti is not mapped [from impianti where impianto='SD' order by modulo asc] at org.hibernate.hql.ast.util.SessionFactoryHelper.requireClassPersister(SessionFactoryHelper.java:181) ..... config: table1 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.Impianto" table="impianti"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="impianto"/> <property name="modulo"/> </class> </hibernate-mapping> table2 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.centrale" table="centrale"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="name"/> <property name="impianto"/> <property name="servizio"/> </class> </hibernate-mapping> connection stuff ... <property name="hbm2ddl.auto">update</property> <mapping resource="hibernate_centrale.hbm.xml"/> <mapping resource="hibernate_impianti.hbm.xml"/> </session-factory> </hibernate-configuration> Class: public List loadAll() { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale group by name").list(); } public List<centrale> loadImplants(String centrale) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale where name='" + centrale + "' order by name asc").list(); } public List<Impianto> loadModules(String implant) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from impianti where impianto='" + implant + "' order by modulo asc").list(); } } Do you have some advice? Thanks in advance

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  • Creating reproducible builds to verify Free Software

    - by mikkykkat
    Free Software is about freedom and privacy, Open Source software is great but making that fully practical usually won't happen. Most Free Software developers publicize binaries that we can't verify are really compiled from the source code or have something bad injected already! We have the freedom to change the code, but privacy for ordinary users is missing. For desktop software there is a lot of languages and opportunities to create Free Software with a reproducible build process (compiling source code to always produce the exact same binary), but for mobile computing I don't know if same thing is possible or not? Mobile devices are probably the future of computing and Android is the only Open Source environment so far which accept Java for coding. Compiling same Android application won't result in the exact same binary every time. For Open Source Android apps how we can verify the produced binary (.apk) is really compiled from the source code? Is there any way to create reproducible builds from the Android SDK or does Java fail here for Free Software? is there any java software ever wrote with a reproducible build?

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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