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  • In MAYA 2009, is it possible to capture the cube rotate event?

    - by Rahul2047
    I need to call a function ( Maya-Python ) based on cube rotationX. For that I have to capture the event, programmatically. I tried using while loop but It stucks in the loop, Nothing can be done in that time. I tried theading (python), still same. Can it be done this or other way? If yes, How? Maya 2009 in Windows XP Some failed code references: import maya.cmds as cmds while (count < 90): lock = cmds.getAttr('pCube1.rotateX',lock=False) print lock count = count + 1 Here Python wise: #!/usr/bin/python import thread import time # Define a function for the thread def cubeRotateX( threadName, delay): count = 0 while count < 5: time.sleep(delay) count += 1 try: thread.start_new_thread( cubeRotateX, ("Thread-1", 2, ) ) except: print "Error: unable to start thread" while 1: pass

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  • Update information outdated

    - by Achim Krause
    I have a warning triangle that my update information is outdated, the last update was 12 days ago. I use Ubuntu 11.10. A run of sudo apt-get update produces the following output: Ign http://ppa.launchpad.net oneiric InRelease Ign http://de.archive.ubuntu.com oneiric InRelease Ign http://de.archive.ubuntu.com oneiric-updates InRelease Ign http://de.archive.ubuntu.com oneiric-backports InRelease Ign http://security.ubuntu.com oneiric-security InRelease Ign http://extras.ubuntu.com oneiric InRelease Hit http://ppa.launchpad.net oneiric Release.gpg Get:1 http://de.archive.ubuntu.com oneiric Release.gpg [198 B] Hit http://security.ubuntu.com oneiric-security Release.gpg Get:2 http://extras.ubuntu.com oneiric Release.gpg [72 B] Hit http://ppa.launchpad.net oneiric Release Hit http://de.archive.ubuntu.com oneiric-updates Release.gpg Hit http://security.ubuntu.com oneiric-security Release Hit http://extras.ubuntu.com oneiric Release Err http://extras.ubuntu.com oneiric Release Hit http://ppa.launchpad.net oneiric/main Sources Hit http://de.archive.ubuntu.com oneiric-backports Release.gpg Hit http://security.ubuntu.com oneiric-security/main Sources Hit http://ppa.launchpad.net oneiric/main i386 Packages Ign http://ppa.launchpad.net oneiric/main TranslationIndex Ign http://linux.dropbox.com oneiric InRelease Hit http://security.ubuntu.com oneiric-security/restricted Sources Hit http://security.ubuntu.com oneiric-security/universe Sources Hit http://security.ubuntu.com oneiric-security/multiverse Sources Hit http://security.ubuntu.com oneiric-security/main i386 Packages Hit http://security.ubuntu.com oneiric-security/restricted i386 Packages Hit http://security.ubuntu.com oneiric-security/universe i386 Packages Hit http://security.ubuntu.com oneiric-security/multiverse i386 Packages Hit http://security.ubuntu.com oneiric-security/main TranslationIndex Hit http://security.ubuntu.com oneiric-security/multiverse TranslationIndex Hit http://security.ubuntu.com oneiric-security/restricted TranslationIndex Hit http://security.ubuntu.com oneiric-security/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric Release Hit http://de.archive.ubuntu.com oneiric-updates Release Ign http://de.archive.ubuntu.com oneiric Release Hit http://security.ubuntu.com oneiric-security/main Translation-en Hit http://security.ubuntu.com oneiric-security/multiverse Translation-en Hit http://linux.dropbox.com oneiric Release.gpg Hit http://security.ubuntu.com oneiric-security/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-backports Release Hit http://security.ubuntu.com oneiric-security/universe Translation-en Ign http://de.archive.ubuntu.com oneiric/main Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/restricted Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/universe Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/multiverse Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/main i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/restricted i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/universe i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/multiverse i386 Packages/DiffIndex Hit http://linux.dropbox.com oneiric Release Get:3 http://de.archive.ubuntu.com oneiric/main TranslationIndex [3,289 B] Get:4 http://de.archive.ubuntu.com oneiric/multiverse TranslationIndex [2,265 B] Hit http://de.archive.ubuntu.com oneiric/restricted TranslationIndex Get:5 http://de.archive.ubuntu.com oneiric/universe TranslationIndex [2,640 B] Hit http://de.archive.ubuntu.com oneiric-updates/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/multiverse TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/restricted TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/main Sources Hit http://linux.dropbox.com oneiric/main i386 Packages Ign http://ppa.launchpad.net oneiric/main Translation-en_US Ign http://ppa.launchpad.net oneiric/main Translation-en Ign http://linux.dropbox.com oneiric/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/restricted Sources Hit http://de.archive.ubuntu.com oneiric-backports/universe Sources Hit http://de.archive.ubuntu.com oneiric-backports/multiverse Sources Hit http://de.archive.ubuntu.com oneiric-backports/main i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/multiverse TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/restricted TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric/main Sources Hit http://de.archive.ubuntu.com oneiric/restricted Sources Hit http://de.archive.ubuntu.com oneiric/universe Sources Hit http://de.archive.ubuntu.com oneiric/multiverse Sources Hit http://de.archive.ubuntu.com oneiric/main i386 Packages Hit http://de.archive.ubuntu.com oneiric/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/main Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/multiverse Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/universe Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/main Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/multiverse Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/universe Translation-en Err http://de.archive.ubuntu.com oneiric-updates/main Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/restricted Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/universe Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/multiverse Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/main i386 Packages 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Ign http://linux.dropbox.com oneiric/main Translation-en_US Ign http://linux.dropbox.com oneiric/main Translation-en Fetched 273 B in 2s (91 B/s) Reading package lists... Done W: A error occurred during the signature verification. The repository is not updated and the previous index files will be used. GPG error: http://extras.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 16126D3A3E5C1192 Ubuntu Extras Archive Automatic Signing Key <[email protected]> W: GPG error: http://de.archive.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 40976EAF437D05B5 Ubuntu Archive Automatic Signing Key <[email protected]> W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/oneiric/Release W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/main/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_main_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/multiverse/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_multiverse_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/universe/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_universe_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/main/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/restricted/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/universe/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/multiverse/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/main/binary-i386/Packages 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Some index files failed to download. They have been ignored, or old ones used instead. There are some questions with similar problems, but no one seems to get these "Range Not Satisfiable" errors. I do not use a proxy, and the network configuration should not have changed since it worked the last time.

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  • Évènement : eMetrics Marketing Optimization Summit, le salon de l'optimisation marketing et de la Bu

    eMetrics Marketing Optimization / SMX - l'événement webmarketing à ne pas manquer La première en France et ce sera au Hilton à Paris le 15 et 16 juin Le sommet eMetrics Marketing Optimization - l´évènement international de référence pour l´e-marketing et le « Web Analytics » - fera son entrée en France, pour la première fois le 15 et 16 juin 2010 à Paris. Depuis 2002, c´est la plateforme de rencontre des responsables marketing, des analystes web et des experts en business intelligence qui souhaitent augmenter leur retour sur investissements en ligne. Il est généralement mené en parallèle avec

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • Problemas de instalación de Silverlight 4 (Segunda parte)

    - by Eugenio Estrada
    El otro día escribí el post Problemas de Instalación de Silverlight 4 (Solucionado) , iluso de mi creí que eso llegaba. Pero cuando me puse a aplicar esa solución en algunos de los clientes me encontré con que el problema iba más allá. Silverlight se veía bien en Firefox y no en Internet Explorer y por consecuencia tampoco en el Out Of Browser. Investigando me encontré con que Internet Explorer tenía TODOS los complementos deshabilitados y el botón de habilitar estaba bloqueado. Continué en mi andanza...(read more)

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • Eorror while installing spellchecker for libreoffice

    - by nixnotwin
    When I give this command on ubuntu 10.10: sudo apt-get install aspell aspell-en dictionaries-common hunspell-en-us myspell-en-us I get the following error: Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: hunspell-en-us : Conflicts: myspell-en-us but 1:3.2.1-2ubuntu1 is to be installed I used this guide to install libreoffice

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Error while installing spellchecker for LibreOffice

    - by nixnotwin
    When I run this command: sudo apt-get install aspell aspell-en dictionaries-common hunspell-en-us myspell-en-us I get the following error: Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: hunspell-en-us : Conflicts: myspell-en-us but 1:3.2.1-2ubuntu1 is to be installed I used this guide to install LibreOffice.

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • AllSparkCube Packs 4,096 LEDs into a Giant Computer Controlled Display

    - by Jason Fitzpatrick
    LED matrix cubes are nothing new, but this 16x16x16 monster towers over the tiny 4x4x4 desktop variety. Check out the video to see it in action. Sound warning: the music starts off very loud and bass-filled; we’d recommend turning down the speakers if you’re watching from your cube. So what compels someone to build a giant LED cube driven by over a dozen Arduino shields? If you’re the employees at Adaptive Computing, you do it to dazzles crowds and show off your organizational skills: Every time I talk about the All Spark Cube people ask “so what does it do?” The features of the All Spark are the reason it was built and sponsored by Adaptive Computing. The Cube was built to catch peoples’ attention and to demonstrate how Adaptive can take a chaotic mess and inject order, structure and efficiency. We wrote several examples of how the All Spark Cube can demonstrate the effectiveness of a complex data center. If you’re interested in building a monster of your own, hit up the link below for more information, schematics, and videos. How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • Normal vector of a face loaded from an FBX model during collision?

    - by Corey Ogburn
    I'm loading a simple 6 sided cube from a UV-mapped FBX model and I'm using a BoundingBox to test for collisions. Once I determine there's a collision, I want to use the normal vector of the collided surface to correct the movement of whatever collided with the cube. I suppose this is a two-part question: 1) How can I determine which face of the cube was collided with in a collision? 2) How can I get the normal vector of that surface?

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • Certain transformations in Open Inventor(Coin3D)

    - by Marc
    Hi, I am quite new to Open Inventor(Coin3D) and have the following problem: I have a SoSelection holding a root node(also SoSeparator). And the root node holds a number of SoSeparator nodes. Each of these SoSeparator nodes holds a SoTransform node and a SoCube node. When I select one cube node I want all other cubes within a certain distance to the selected cube to arrange in a circle arround the selected cube. (Moreover all of the cubes should be on a plane than) An additional information: My cubes are always oriented in the camera direction with (cubeTransform_-rotation.connectFrom(&camera_-orientation) Assuming the selected cube is the center of the circle, how do I translate the other cubes in a circle on a plane(perpendicular to the vector between the selected cube and the camera)? Especially how do I find coordinates on the plain on which the circle should be which have a certain distance from the Axis (from center cube to camera). What I already did is to search for the for all cubes within a certain distance as soon as one cube is selected. As a result I already have the required separators (which are holding the according SoTransforms and SoCubes) in a SoPathList. Now I want to arrange the cubes by modifing the according SoTransform-translation values. Regards Mark

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  • Update on: How to model random non-overlapping spheres of non-uniform size in a cube using Matlab?

    - by user3838079
    I am trying to use MATLAB for generating random locations for non-uniform size spheres (non-overlapping) in a cube. The for loop in the code below never seems to end. I don't know what am missing in the code. I have ran the code for no. of spheres (n) = 10; dims = [ 10 10 10 ] function [ c r ] = randomSphere( dims ) % creating one sphere at random inside [0..dims(1)]x[0..dims(2)]x... % radius and center coordinates are sampled from a uniform distribution % over the relevant domain. % output: c - center of sphere (vector cx, cy,... ) % r - radius of sphere (scalar) r = rand(1); % you might want to scale this w.r.t dims or other consideration c = r + rand( size(dims) )./( dims - 2*r ); % make sure sphere does not exceed boundaries function ovlp = nonOverlapping( centers, rads ) % check if several spheres with centers and rads overlap or not ovlp = false; if numel( rads ) == 1 return; % nothing to check for a single sphere end dst = sqrt( sum( bsxfun( @minus, permute( centers, [1 3 2] ),... permute( centers, [3 1 2] ) ).^2, 3) ); ovlp = dst >= bsxfun( @plus, rads, rads.' ); %' all distances must be smaller than r1+r2 ovlp = any( ovlp(:) ); % all must not overlap function [centers rads] = sampleSpheres( dims, n ) % dims is assumed to be a row vector of size 1-by-ndim % preallocate ndim = numel(dims); centers = zeros( n, ndim ); rads = zeros( n, 1 ); ii = 1; while ii <= n [centers(ii,:), rads(ii) ] = randomSphere( dims ); if nonOverlapping( centers(1:ii,:), rads(1:ii) ) ii = ii + 1; % accept and move on end end

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  • xinetd 'connection reset by peer'

    - by ceejayoz
    I'm using percona-clustercheck (which comes with Percona's XtraDB Cluster packages) with xinetd and I'm getting an error when trying to curl the clustercheck service. /usr/bin/clustercheck: #!/bin/bash # # Script to make a proxy (ie HAProxy) capable of monitoring Percona XtraDB Cluster nodes properly # # Author: Olaf van Zandwijk <[email protected]> # Documentation and download: https://github.com/olafz/percona-clustercheck # # Based on the original script from Unai Rodriguez # MYSQL_USERNAME="clustercheckuser" MYSQL_PASSWORD="clustercheckpassword!" ERR_FILE="/dev/null" AVAILABLE_WHEN_DONOR=0 # # Perform the query to check the wsrep_local_state # WSREP_STATUS=`mysql --user=${MYSQL_USERNAME} --password=${MYSQL_PASSWORD} -e "SHOW STATUS LIKE 'wsrep_local_state';" 2>${ERR_FILE} | awk '{if (NR!=1){print $2}}' 2>${ERR_FILE}` if [[ "${WSREP_STATUS}" == "4" ]] || [[ "${WSREP_STATUS}" == "2" && ${AVAILABLE_WHEN_DONOR} == 1 ]] then # Percona XtraDB Cluster node local state is 'Synced' => return HTTP 200 /bin/echo -en "HTTP/1.1 200 OK\r\n" /bin/echo -en "Content-Type: text/plain\r\n" /bin/echo -en "\r\n" /bin/echo -en "Percona XtraDB Cluster Node is synced.\r\n" /bin/echo -en "\r\n" exit 0 else # Percona XtraDB Cluster node local state is not 'Synced' => return HTTP 503 /bin/echo -en "HTTP/1.1 503 Service Unavailable\r\n" /bin/echo -en "Content-Type: text/plain\r\n" /bin/echo -en "\r\n" /bin/echo -en "Percona XtraDB Cluster Node is not synced.\r\n" /bin/echo -en "\r\n" exit 1 fi /etc/xinetd.mysqlchk: # default: on # description: mysqlchk service mysqlchk { # this is a config for xinetd, place it in /etc/xinetd.d/ disable = no flags = REUSE socket_type = stream port = 9200 wait = no user = nobody server = /usr/bin/clustercheck log_on_failure += USERID only_from = 10.0.0.0/8 127.0.0.1 # recommended to put the IPs that need # to connect exclusively (security purposes) per_source = UNLIMITED } When attempting to curl the service, I get a valid response (HTTP 200, text) but a 'connection reset by peer' notice at the end: HTTP/1.1 200 OK Content-Type: text/plain Percona XtraDB Cluster Node is synced. curl: (56) Recv failure: Connection reset by peer Unfortunately, Amazon ELB appears to see this as a failed check, not a succeeded one. How can I get clustercheck to exit gracefully in a manner that curl doesn't see a connection failure?

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  • Domain name rewriting and URL rewriting in the meantime in .htaccess

    - by Steven
    Ugly URLs: www.domainname.com/en/piece/piece.php?piece_id=1 www.domainname.com/en/piece/piece.php?piece_id=2 www.domainname.com/en/piece/piece.php?piece_id=3 ... Friendly URLs: piece.domainname.com/en/1 piece.domainname.com/en/2 piece.domainname.com/en/3 ... I want to present website users only friendly URLs. When I apply RewriteEngine On RewriteRule ^en/([^/]*)$ /en/piece/piece.php?piece_id=$1 [L] only the URL is rewrote.Besides the CSS file can not be found in web page of the friendly URL. How to rewrite the domain name and the URL in the meantime? Do I have to use RedirectMatch, if so, how to do it?

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  • Domain name rewriting and URL rewriting in the meantime in .htaccess

    - by Steven
    Ugly URLs: www.domainname.com/en/piece/piece.php?piece_id=1 www.domainname.com/en/piece/piece.php?piece_id=2 www.domainname.com/en/piece/piece.php?piece_id=3 ... Friendly URLs: piece.domainname.com/en/1 piece.domainname.com/en/2 piece.domainname.com/en/3 ... When I apply RewriteEngine On RewriteRule ^en/([^/]*)$ /en/piece/piece.php?piece_id=$1 [L] only the URL is rewrote.Besides the CSS file can not be found in web page of the friendly URL. How to rewrite the domain name and the URL in the meantime? Do I have to use RedirectMatch, if so, how to do it?

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