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  • Rendering a WPF Network Map/Graph layout - Manual? PathListBox? Something Else?

    - by Ben Von Handorf
    I'm writing code to present the user with a simplified network map. At any given time, the map is focused on a specific item... say a router or a server. Based on the focused item, other network entities are grouped into sets (i.e. subnets or domains) and then rendered around the focused item. Lines would represent connections and groups would be visually grouped inside a rectangle or ellipse. Panning and zooming are required features. An item can be selected to display more information in a "properties" style window. An item could also be double-clicked to re-focus the entire network map on that item. At that point, the entire map would be re-calculated. I am using MVVM without any framework, as of yet. Assume the logic for grouping items and determining what should be shown or not is all in place. I'm looking for the best way to approach the UI layout. So far, I'm aware of the following options: Use a canvas for layout (inside a ScrollViewer to handle the panning). Have my ViewModel make use of a Layout Manager type of class, which would handle assigning all the layout properties (Top, Left, etc.). Bind my set of display items to an ItemsControl and use Data Templates to handle the actual rendering. The drawbacks with this approach: Highly manual layout on my part. Lots of calculation. I have to handle item selection manually. Computation of connecting lines is manual. The Pros of this approach: I can draw additional lines between child subnets as appropriate (manually). Additional LayoutManagers could be added later to render the display differently. This could probably be wrapped up into some sort of a GraphLayout control to be re-used. Present the focused item at the center of the display and then use a PathListBox for layout of the additional items. Have my ViewModel expose a simple list of things to be drawn and bind them to the PathListBox. Override the ListBoxItem Template to also create a line geometry from the borders of the focused item (tricky) to the bound item. Use DataTemplates to handle the case where the item being bound is a subnet, in which case we would use another PathListBox in the template to display items inside the subnet. The drawbacks with this approach: Selected Item synchronization across multiple `PathListBox`es. Only one item on the whole graph can be selected at a time, but each child PathListBox maintains its own selection. Also, subnets cannot be selected, but would be selectable without additional work. Drawing the connecting lines is going to be a bit of trickery in the ListBoxItem template, since I need to know the correct side of the focused item to connect to. The pros of this approach: I get to stay out of the layout business, more. I'm looking for any advice or thoughts from others who have encountered similar issues or who have more WPF experience than I. I'm using WPF 4, so any new tricks are legal and encouraged.

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  • New Pluralsight Course: HTML5 Canvas Fundamentals

    - by dwahlin
      I just finished up a new course for Pluralsight titled HTML5 Canvas Fundamentals that I had a blast putting together. It’s all about the client and involves a lot of pixel manipulation and graphics creation which is challenging and fun at the same time. The goal of the course is to walk you through the fundamentals, start a gradual jog into the API functions, and then start sprinting as you learn how to build a business chart canvas application from scratch that uses many of the available APIs . It’s fun stuff and very useful in a variety of scenarios including Web (desktop or mobile) and even Windows 8 Metro applications. Here’s a sample video from the course that talks about building a simple bar chart using the HTML5 Canvas:   Additional details about the course are shown next.   HTML5 Canvas Fundamentals The HTML5 Canvas provides a powerful way to render graphics, charts, and other types of visual data without relying on plugins such as Flash or Silverlight. In this course you’ll be introduced to key features available in the canvas API and see how they can be used to render shapes, text, video, images, and more. You’ll also learn how to work with gradients, perform animations, transform shapes, and build a custom charting application from scratch. If you’re looking to learn more about using the HTML5 Canvas in your Web applications then this course will break down the learning curve and give you a great start!    Getting Started with the HTML5 Canvas Introduction HTML5 Canvas Usage Scenarios Demo: Game Demos Demo: Engaging Applications Demo: Charting HTML5 Canvas Fundamentals Hello World Demo Overview of the Canvas API Demo: Canvas API Documentation Summary    Drawing with the HTML5 Canvas Introduction Drawing Rectangles and Ellipses Demo: Simple Bar Chart Demo: Simple Bar Chart with Transforms Demo: Drawing Circles Demo: Using arcTo() Drawing Lines and Paths Demo: Drawing Lines Demo: Simple Line Chart Demo: Using bezierCurveTo() Demo: Using quadraticCurveTo() Drawing Text Demo: Filling, Stroking, and Measuring Text Demo: Using Canvas Transforms with Text Drawing Images Demo: Using Image Functions Drawing Videos Demo: Syncing Video with a Canvas Summary    Manipulating Pixels  Introduction Rendering Gradients Demo: Creating Linear Gradients Demo: Creating Radial Gradients Using Transforms Demo: Getting Started with Transform Functions Demo: Using transform() and and setTransform() Accessing Pixels Demo: Creating Pixels Dynamically Demo: Grayscale Pixels Animation Fundamentals Demo: Getting Started with Animation Demo: Using Gradients, Transforms, and Animations Summary    Building a Custom Data Chart Introduction Creating the CanvasChart Object Creating the CanvasChart Shell Code Rendering Text and Gradients Rendering Data Points Text and Guide Lines Connecting Data Point Lines Rendering Data Points Adding Animation Adding Overlays and Interactivity Summary     Related Courses:  

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • Sendmail Sends but never Delivers

    - by Jeremy
    I have tried 10 different emails hosted at Google, Yahoo!, GoDaddy, and some that are privately hosted, and each time I get the following errors. I have blocked sensitive information, but you will be able to see the errors. Feb 16 17:06:50 xxxxx sendmail[31824]: o1GM6ovJ031824: [email protected], ctladdr=www-data (33/33), delay=00:00:00, xdelay=00:00:00, mailer=relay, pri=30054, relay=[127.0.0.1] [127.0.0.1], dsn=2.0.0, stat=Sent (o1GM6oJo031825 Message accepted for delivery) Feb 16 16:54:19 xxxxx sendmail[31625]: o1GLsJPP031625: [email protected], ctladdr=www-data (33/33), delay=00:00:00, xdelay=00:00:00, mailer=relay, pri=30097, relay=[127.0.0.1] [127.0.0.1], dsn=2.0.0, stat=Sent (o1GLsJah031626 Message accepted for delivery) Feb 17 09:05:52 xxxxx sm-mta[10620]: o1H6Z3jM005734: to=<[email protected]>, ctladdr=<[email protected]> (33/33), delay=07:30:49, xdelay=01:15:36, mailer=esmtp, pri=571331, relay=aspmx3.googlemail.com. [209.85.222.4], dsn=4.0.0, stat=Deferred: Connection timed out with aspmx3.googlemail.com. Feb 17 10:35:23 xxxxx sm-mta[12828]: o1HEZwn8011833: to=<[email protected]>, ctladdr=<[email protected]> (33/33), delay=00:59:25, xdelay=00:12:36, mailer=esmtp, pri=300353, relay=aln-mailrelay.att.net. [12.102.252.75], dsn=4.0.0, stat=Deferred: Connection timed out with aln-mailrelay.att.net. If you take a look, they all send, but then (HOURS later) I get an error "stat=Deferred: Connection timed out with {server}". I'm at my wits end, because I use this same setup on each of my servers, and they all work.

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  • maillog "No route to host" error

    - by Sherwood Hu
    I have a CentOS server. It has sendmail installed but not used for a mail server. I forwarded the root email to another email address. However, I keep getting errors in maillog: Dec 6 08:49:16 server1 sm-msp-queue[16191]: qB6601et005433: to=root, ctladdr=root (0/0), delay=08:49:15, xdelay=00:00:00, mailer=relay, pri=883224, relay=[127.0.0.1], dsn=4.0.0, stat=Deferred: [127.0.0.1]: No route to host Dec 6 08:49:16 server1 sendmail[16190]: qB39nDfQ014062: to=<[email protected]>, delay=3+05:00:02, xdelay=00:00:00, mailer=esmtp, pri=6965048, relay=subdomain.example.com., dsn=4.0.0, stat=Deferred: subdomain.example.com.: No route to host Dec 6 08:49:16 server1 sendmail[16190]: qB39nDfR014062: to=<[email protected]>, delay=3+05:00:02, xdelay=00:00:00, mailer=esmtp, pri=7004959, relay=subdomain.example.com., dsn=4.0.0, stat=Deferred: subdomain.example.com.: No route to host In the forwarded email address, I received notification "it can't deliver email to [email protected]. subdoamin.example.com does have a MX record, and I do not want to add one. Is there any configuration that I can change to prevent this error? I want all emails to the root to be forwarded to the forward address.

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  • Postfix: Using google apps for stmp errors

    - by Zed Said
    I am using postfix and need to send the mail using google apps smtp. I am getting errors after I thought I had set everything up correctly: May 11 09:50:57 zedsaid postfix/error[22214]: 00E009693FB: to=<[email protected]>, relay=none, delay=2466, delays=2462/3.4/0/0.06, dsn=4.7.0, status=deferred (delivery temporarily suspended: SASL authentication failed; cannot authenticate to server smtp.gmail.com[74.125.155.109]: no mechanism available) May 11 09:50:57 zedsaid postfix/error[22213]: 0ACB36D1B94: to=<[email protected]>, relay=none, delay=2486, delays=2482/3.4/0/0.06, dsn=4.7.0, status=deferred (delivery temporarily suspended: SASL authentication failed; cannot authenticate to server smtp.gmail.com[74.125.155.109]: no mechanism available) May 11 09:50:57 zedsaid postfix/error[22232]: 067379693D3: to=<[email protected]>, relay=none, delay=2421, delays=2417/3.4/0/0.06, dsn=4.7.0, status=deferred (delivery temporarily suspended: SASL authentication failed; cannot authenticate to server smtp.gmail.com[74.125.155.109]: no mechanism available) main.cf: # Debian specific: Specifying a file name will cause the first # line of that file to be used as the name. The Debian default # is /etc/mailname. #myorigin = /etc/mailname smtpd_banner = $myhostname ESMTP $mail_name (Debian/GNU) biff = no # appending .domain is the MUA's job. append_dot_mydomain = no # Uncomment the next line to generate "delayed mail" warnings #delay_warning_time = 4h readme_directory = no # TLS parameters #smtpd_tls_cert_file=/etc/ssl/certs/ssl-cert-snakeoil.pem #smtpd_tls_key_file=/etc/ssl/private/ssl-cert-snakeoil.key smtpd_use_tls=yes smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache # See /usr/share/doc/postfix/TLS_README.gz in the postfix-doc package for # information on enabling SSL in the smtp client. myhostname = zedsaid.com alias_maps = hash:/etc/aliases alias_database = hash:/etc/aliases myorigin = /etc/mailname mydestination = #relayhost = mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 mailbox_command = procmail -a "$EXTENSION" mailbox_size_limit = 0 recipient_delimiter = + inet_interfaces = all delay_warning_time = 4h smtpd_recipient_limit = 16 # how many error before back off. smtpd_soft_error_limit = 3 # how many max errors before blocking it. smtpd_hard_error_limit = 12 ## Gmail Relay relayhost = [smtp.gmail.com]:587 smtp_use_tls = yes smtp_sasl_auth_enable = yes smtp_sasl_password_maps = hash:/etc/postfix/sasl_passwd smtp_sasl_security_options = noanonymous smtp_sasl_tls_security_options = noanonymous smtp_sasl_mechanism_filter = login smtp_tls_eccert_file = smtp_tls_eckey_file = smtp_use_tls = yes smtp_enforce_tls = no smtp_tls_CAfile = /etc/postfix/cacert.pem smtpd_tls_received_header = yes tls_random_source = dev:/dev/urandom transport_maps = hash:/etc/postfix/transport debug_peer_list = smtp.gmail.com debug_peer_level = 3 What am I doing wrong?

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  • Under what conditions will sendmail try to immediately resend a message instead of waiting for the standard requeue interval?

    - by Mike B
    CentOS 5.8 | Sendmail 8.14.4 I used to think that if SendMail experienced a temporary (400-class) error during delivery, it would place the message in a deferred queue (e.g. /var/spool/mqueue) and retry an hour later. For the most part, that appears to be the case. But every now and then, I'll notice log entries like this (email/domains renamed to protect the innocent :-) ) : Dec 5 01:43:03 foobox-out sendmail [11078]: qBE3l7js123022: to=<[email protected]>, delay=00:00:00, xdelay=00:00:00, mailer=relay, pri=124588, relay=exbox.foo.com. [10.10.10.10], dsn=4.0.0, stat=Deferred: 421 4.3.2 The maximum number of concurrent connections has exceeded a limit, closing transmission channel Dec 5 01:53:34 foobox-out sendmail [12763]: qBE3l7js123022: to=<[email protected]>, delay=00:10:31, xdelay=00:00:00, mailer=relay, pri=214588, relay=exbox.foo.com., dsn=4.0.0, stat=Deferred: 452 4.3.1 Insufficient system resources Dec 5 02:53:35 foobox-out sendmail [23255]: qBE3l7js123022: to=<[email protected]>, delay=01:10:32, xdelay=00:00:01, mailer=relay, pri=304588, relay=exbox.foo.com. [10.10.10.10], dsn=2.0.0, stat=Sent (<[email protected]> Queued mail for delivery) Why did Sendmail try again just 10 minutes after the first attempt and then wait another hour before trying again? If this is expected behavior, what scenarios will cause this faster requeue interval to occur?

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  • Python twisted Reactor class

    - by anijhaw
    What is the significance of the decorators @reactor.callWhenRunning, @results_deferred.addCallback @results_deferred.addErrback. Also what are deferred strings, for example in the twisted.internet.utils.getProcessOutput() returns a deferred string what exactly is happening here? I am new to twisted hence this might be a very simple question but reading twisted documentation did not help me much

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  • validator="" attribute of <h:inputtext> in jsf causing exception

    - by Amit
    We are trying to migrate from WS5 to WAS7 and the jsf code is causing the following error Original Exception: Error Message: JSPG0227E: Exception caught while translating /jsp/listView/listViewUPD_MAP_UM01.jsp: JSPG0301E: Invalid attribute, validator, for deferred method returning void. Error Code: 500 Target Servlet: /jsp/listView/listViewUPD_MAP_UM01.jsp Error Stack: com.ibm.ws.jsp.translator.JspTranslationException: JSPG0227E: Exception caught while translating /jsp/listView/listViewUPD_MAP_UM01.jsp: JSPG0301E: Invalid attribute, validator, for deferred method returning void. at com.ibm.ws.jsp.translator.visitor.generator.BaseTagGenerator.evaluateAttribute(BaseTagGenerator.java:527)

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  • AngularJS service returning promise unit test gives error No more request expected

    - by softweave
    I want to test a service (Bar) that invokes another service (Foo) and returns a promise. The test is currently failing with this error: Error: Unexpected request: GET foo.json No more request expected Here are the service definitions: // Foo service returns new objects having get function returning a promise angular.module('foo', []). factory('Foo', ['$http', function ($http) { function FooFactory(config) { var Foo = function (config) { angular.extend(this, config); }; Foo.prototype = { get: function (url, params, successFn, errorFn) { successFn = successFn || function (response) {}; errorFn = errorFn || function (response) {}; return $http.get(url, {}).then(successFn, errorFn); } }; return new Foo(config); }; return FooFactory; }]); // Bar service uses Foo service angular.module('bar', ['foo']). factory('Bar', ['Foo', function (Foo) { var foo = Foo(); return { getCurrentTime: function () { return foo.get('foo.json', {}, function (response) { return Date.parse(response.data.now); }); } }; }]); Here is my current test: 'use strict'; describe('bar tests', function () { var currentTime, currentTimeInMs, $q, $rootScope, mockFoo, mockFooFactory, Foo, Bar, now; currentTime = "March 26, 2014 13:10 UTC"; currentTimeInMs = Date.parse(currentTime); beforeEach(function () { // stub out enough of Foo to satisfy Bar service: // create mock object with function get: function(url, params, successFn, errorFn) // that promises to return a response with this property // { data: { now: "March 26, 2014 13:10 UTC" }}) mockFoo = { get: function (url, params, successFn, errorFn) { successFn = successFn || function (response) {}; errorFn = errorFn || function (response) {}; // setup deferred promise var deferred = $q.defer(); deferred.resolve({data: { now: currentTime }}); return (deferred.promise).then(successFn, errorFn); } }; // create mock Foo service mockFooFactory = function(config) { return mockFoo; }; module(function ($provide) { $provide.value('Foo', mockFooFactory); }); module('bar'); inject(function (_$q_, _$rootScope_, _Foo_, _Bar_) { $q = _$q_; $rootScope = _$rootScope_; Foo = _Foo_; Bar = _Bar_; }); }); it('getCurrentTime should return currentTimeInMs', function () { Bar.getCurrentTime().then(function (serverCurrentTime) { now = serverCurrentTime; }); $rootScope.$apply(); // resolve Bar promise expect(now).toEqual(currentTimeInMs); }); }); The error is being thrown at $rootScope.$apply(). I also tried using $rootScope.$digest(), but it gives the same error. Thanks in advance for any insight you can give me.

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • How to tell if OpenGL is really working in Ubuntu 10.04

    - by Jonathan
    I have a lenovo S9e running Intel integrated graphics. Here is my lspci output related to the graphics: 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) Subsystem: Lenovo Device 3870 Flags: bus master, fast devsel, latency 0 Memory at f0580000 (32-bit, non-prefetchable) [size=512K] Capabilities: [d0] Power Management version 2 I want to know how I can make sure OpenGL support is running in full on an Ubuntu 10.04 installation. I have a few hints to think that it is not: The "Desktop Effects" will not load Apps such as stardock, when attempting to use OpenGL rendering, will display black boxes instead of transparency In the games Pioneers, the number-tile icons are suspiciously just black circles Windows games running with Wine will only support software rendering, not hardware rendering When I boot into a Knoppix LiveCD, the desktop effects do work, splendidly, meaning compiz detects my computer as capable. My problem with troubleshooting is that Canonical has basically eliminated the conf-file-based mechanism of X11 as far as I can tell, thus making it even harder to ensure graphics modules are loading properly. How do I debug and test OpenGL on m Ubuntu 10.04 installation?

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  • Request Multiple Maya Floating Server Licenses for extra Satellite clients

    - by Rob
    Hello all: I am currently setting up a 'render farm' for Maya 2008 Unlimited. One Maya workstation license comes with the ability to render on eight satellite nodes. It works perfect, the remote rendering works like a charm. However, we have additional boxes to set up as satellite rendering nodes, and we have extra Maya workstation licenses. Ideally, the workstation can take two licenses and thus render on 16 nodes, but I haven't been able to figure it out, or determine if it is actually possible. It's a big project, where rendering the entire thing is in the scope of weeks, so the speed up would be worth it. Any thoughts?

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Video freezes when larger than a certain size

    - by Poyan
    I have a weird problem playing video files. I have a fairly new (a few years old) graphic card that should and has played up to 1080p video files without much a lot of trouble. I seem to be having a weird issue where the video plays back fine if the window is below a certain size, but as soon as the windowsize increases, the picture freezes. The audio still plays. Usually this is mitigated by killing som applications. Especially GTK (?) apps seem to cause this lag, like having a Nautilus window open usually triggers this error for me. With hardware rendering I get the error regardless of application. I have tried enabling software rendering in VLC and that eliminates the problem (but I get other problems using software rendering, so I've avoided it). I know this is pretty fuzzy, but I'm not sure how to approach this problem. Do you have any idea? EDIT: Some more information. I have the correct and latest drivers installed. My graphics card is a Nvidia 7600 GT.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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