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  • Content Length and Transfer Encoding Chunked nginx, node-http-proxy

    - by rampr
    I have the following setup - node-http-proxy acts as a reverse proxy forwarding all requests to nginx/socket.io as necessary My problem is this When I send a HTTP DELETE request from the browser, node-http-proxy adds a header "Transfer Encoding Chunked" as the request from the browser had no Content Length. The request from the browser had no Content Length as it had no body. Nginx doesn't like the Transfer Encoding Chunked Header and throws a 411 asking for Content-Length. The problem gets solved when I send dummy data as part of the DELETE request so there is a Content Length and node-http-proxy doesn't add Transfer Encoding Chunked header and nginx is happy. I want to understand if node-http-proxy isn't working as expected, because it adds a Transfer Encoding Chunked header when Content Length is missing because there is no Content Body.

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  • MySQL proxy HA with no need to reconnect after node failure

    - by Matthias
    I use MySQL with Galera wsrep to get synchronous replication, that part it's up and running I need to setup a kind of proxy to handle client connections. Since any node in cluster can fail, clients will not connect nodes directly, but only via proxy. Currently I use Galera Load Balancer which does it work, but with one exception: if one node fails, all clients connected via proxy to that node get connection error and need to reconnect. I have no control over server applications connected to proxy and some of them can't reconnect automatically and need manual restart. So the question is how to force proxy automatically redirect already connected applications to new data node, without need to reconnect?

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  • configuring nginx as reverse proxy

    - by user55714
    This isn't directly passenger related..but I am hoping some of you might have tried this for sure so why not ask. I am using passenger with nginx to serve my rails app on a virtual slice host. I am considering putting a reverse proxy for serving static content as well as handling etagged actions. 1 - Can I use my existing nginx installation and just change it to a reverse proxy? Do I even need a web server? What would a typical architecture look like in this case? nginx rev-proxy - nginx web server - passenger? or nginx rev-proxy - passenger? 2 - Is nginx the best choice in this case? 3 - Can my reverse proxy reside on the same slice? Thanks

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  • Threading models when talking to hardware devices

    - by Fuzz
    When writing an interface to hardware over a communication bus, communications timing can sometimes be critical to the operation of a device. As such, it is common for developers to spin up new threads to handle communications. It can also be a terrible idea to have a whole bunch of threads in your system, an in the case that you have multiple hardware devices you may have many many threads that are out of control of the main application. Certainly it can be common to have two threads per device, one for reading and one for writing. I am trying to determine the pros and cons of the two different models I can think of, and would love the help of the Programmers community. Each device instance gets handles it's own threads (or shares a thread for a communication device). A thread may exist for writing, and one for reading. Requested writes to a device from the API are buffered and worked on by the writer thread. The read thread exists in the case of blocking communications, and uses call backs to pass read data to the application. Timing of communications can be handled by the communications thread. Devices aren't given their own threads. Instead read and write requests are queued/buffered. The application then calls a "DoWork" function on the interface and allows all read and writes to take place and fire their callbacks. Timing is handled by the application, and the driver can request to be called at a given specific frequency. Pros for Item 1 include finer grain control of timing at the communication level at the expense of having control of whats going on at the higher level application level (which for a real time system, can be terrible). Pros for Item 2 include better control over the timing of the entire system for the application, at the expense of allowing each driver to handle it's own business. If anyone has experience with these scenarios, I'd love to hear some ideas on the approaches used.

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  • How to use Railroad to create a models diagram that show methods

    - by SeeBees
    Railroad is a great UML tool for Ruby on Rails. It can automatically generate class diagrams of models and controllers. For models, a railroad-generated class diagram shows attributes of each model and the associations between one model and another. A sample diagram can be found here. It is very useful for a developer to see attributes and associations of models. While attributes and associations reveal the inner states and relationships of models, methods specify their behaviours. They are all desirable in a class diagram. I would like railroad to generate a class diagram that also lists methods for models, which will help me to know what each model does. I know methods are displayed in a diagram that is generated for controllers, but I don't see such an option for a diagram of models. Does someone know how to do that with railroad? Or is that possible? Thanks!

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  • Any HTTP proxies with explicit, configurable support for request/response buffering and delayed conn

    - by Carlos Carrasco
    When dealing with mobile clients it is very common to have multisecond delays during the transmission of HTTP requests. If you are serving pages or services out of a prefork Apache the child processes will be tied up for seconds serving a single mobile client, even if your app server logic is done in 5ms. I am looking for a HTTP server, balancer or proxy server that supports the following: A request arrives to the proxy. The proxy starts buffering in RAM or in disk the request, including headers and POST/PUT bodies. The proxy DOES NOT open a connection to the backend server. This is probably the most important part. The proxy server stops buffering the request when: A size limit has been reached (say, 4KB), or The request has been received completely, headers and body Only now, with (part of) the request in memory, a connection is opened to the backend and the request is relayed. The backend sends back the response. Again the proxy server starts buffering it immediately (up to a more generous size, say 64KB.) Since the proxy has a big enough buffer the backend response is stored completely in the proxy server in a matter of miliseconds, and the backend process/thread is free to process more requests. The backend connection is immediately closed. The proxy sends back the response to the mobile client, as fast or as slow as it is capable of, without having a connection to the backend tying up resources. I am fairly sure you can do 4-6 with Squid, and nginx appears to support 1-3 (and looks like fairly unique in this respect). My question is: is there any proxy server that empathizes these buffering and not-opening-connections-until-ready capabilities? Maybe there is just a bit of Apache config-fu that makes this buffering behaviour trivial? Any of them that it is not a dinosaur like Squid and that supports a lean single-process, asynchronous, event-based execution model? (Siderant: I would be using nginx but it doesn't support chunked POST bodies, making it useless for serving stuff to mobile clients. Yes cheap 50$ handsets love chunked POSTs... sigh)

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  • Create a Models Diagram Using Railroad

    - by SeeBees
    Railroad is a great UML tool for Ruby on Rails. It can automatically generate class diagrams of models and controllers. For models, a railroad-generated class diagram shows attributes of each model and the associations between one model and another. A sample diagram can be found here. It is very useful for a developer to see attributes and associations of models. While attributes and associations reveal the inner states and relationships of models, methods specify their behaviours. They are all desirable in a class diagram. I would like railroad to generate a class diagram that also lists methods for models, which will help me to know what each model does. I know methods are displayed in a diagram that is generated for controllers, but I don't see such an option for a diagram of models. Does someone know how to do that with railroad? Or is that possible? Thanks!

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • How attach a model with another model on a specific bone?

    - by Mehdi Bugnard
    I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no response. Thread found : How to attach two XNA models together? How can I attach a model to the bone of another model? http://stackoverflow.com/questions/11391852/attach-model-xna But I think it is possible. Here is my code example attached a "cube" of the hand of my player private void draw_itemActionAttached(Model modelInUse) { Matrix[] Model1TransfoMatrix = new Matrix[this.player.Model.Bones.Count]; this.player.Model.CopyAbsoluteBoneTransformsTo(Model1TransfoMatrix); foreach (ModelMesh mesh in modelInUse.Meshes) { foreach (BasicEffect effect in mesh.Effects) { Matrix model2Transform = Matrix.CreateScale(1f) * Matrix.CreateFromYawPitchRoll(0, 0, 0); effect.World = model2Transform * Model1TransfoMatrix[0]; //root bone index effect.View = arcadia.camera.View; effect.Projection = arcadia.camera.Projection; } mesh.Draw(); } }

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • How to make my proxy settings change depending on the network I connect to?

    - by Little Jawa
    My company's corporate network requires me to set a network proxy to access the net, but when I am anywhere else, I don't need it. The proxy settings in Ubuntu (System - Preferences - Proxy server) allowed me to create "locations" that I can manually select. Then I have a "default" location (with no proxy) and a "work" location (with my company's proxy in it). Is there a way to make Ubuntu automatically select the "work" location based on the connection I'm using? I thought I could use the IP subnet (very specific) to detect where I am, but I have no idea how to set it up... Edit: I really need to have the proxy settings set at the system level. All my network connections (IMAP, SMTP, chat, etc) need to go through the proxy. Not only the web browser.

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • Intellij Community can't use http proxy for Maven

    - by MikeHoss
    I have Intellij IDEA Community installed on a Linux box that needs to use an authenticated proxy to get to the Internet. I have a system-wide proxy on the box that works, and I have the proxy configured in ~/.m2/settings.xml. Maven correctly uses the proxy when I run try it from the command-line. I have the same proxy configured within Intellij and it gives me the plugins listing correctly. But when I try to sync with the Maven repository withing Intellij I keep getting this: [WARNING] Unable to get resource 'org.codehaus.mojo:hibernate3-maven-plugin:pom:2.2' from repository restlet (http://maven.restlet.org): Authorization failed: Not authorized by proxy. I went to Settings-Maven and put in the proxy info as properties and that didn't work. I can see by looking at those settings that Intellij is reading my ~./m2/settings.xml fine because it knows where my local repo is (it's in a non-standard place). Anyone know how I can get this working?

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  • ADFS 2.1 proxy trust establishment error

    - by Tommy Jakobsen
    I'm trying to install an ADFS proxy. In our intranet we have a ADFS 2.1 server running on Windows 2012 which is working fine. Now we're trying to deploy a proxy to this one for internet access, using Windows 2012 R2's Web Application Proxy. I'm getting the following error on the proxy server, event ID 393: Message : An error occurred while attempting to establish a trust relationship with the Federation Server. An error occurred when attempting to establish a trust relationship with the federation service. Error: Forbidden Context : DeploymentTask Status : Error I'm not getting any errors on the ADFS server. I've tried with different credentials. The ADFS service account, a domain administrator who is a member of the local administrators group on the ADFs server, and the local administrator account on the ADFS server. Same error message. Both port 80 and 443 is accessible from the proxy server to the internal ADFS server, and I can access the ADFS metadata endpoint from the proxy server. I'm using the same trusted SSL certificate (wildcard) on both machines. Do you have any ideas that can help me troubleshoot this problem?

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  • Apache Proxy Error AH00920 and AH01206

    - by Aptos
    I ran into this problem when trying to enable proxy function on apache http: My httpd.conf LoadModule proxy_module modules/mod_proxy.so LoadModule proxy_connect_module modules/mod_proxy_connect.so LoadModule proxy_ftp_module modules/mod_proxy_ftp.so LoadModule proxy_http_module modules/mod_proxy_http.so LoadModule proxy_fcgi_module modules/mod_proxy_fcgi.so LoadModule proxy_scgi_module modules/mod_proxy_scgi.so LoadModule proxy_ajp_module modules/mod_proxy_ajp.so LoadModule proxy_balancer_module modules/mod_proxy_balancer.so <VirtualHost localhost:57173> ServerName localhost <Location /balancer-manager> SetHandler balancer-manager Order Deny,Allow Deny from all Allow from localhost </Location> <Proxy balancer://mycluster> BalancerMember http://localhost:9999 BalancerMember http://localhost:9998 status=+H </Proxy> <Proxy *> Order Allow,Deny Allow From All </Proxy> ProxyPreserveHost On ProxyPass /balancer-manager ! ProxyPass / balancer://mycluster/ ProxyPassReverse / http://localhost:9999/ ProxyPassReverse / http://localhost:9998/ </VirtualHost> When I check the log: [Sat Oct 27 00:16:24.506220 2012] [proxy:crit] [pid 3153] (13)Permission denied: AH00920: Failed to reopen mutex balancer://mycluster in child [Sat Oct 27 00:16:24.506407 2012] [proxy_balancer:crit] [pid 3152] (13)Permission denied: AH01206: Failed to init balancer balancer://mycluster in child Can someone please help me :( I tri googling it but there was no answer for this problem. Thank you very much

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  • How can I find out if an instance is a MarshalByRef proxy?

    - by Will
    I know there's a way, I know I've done it (a long time) before, but I can't remember or find out how to do it!!! var otherDomain = AppDomain.Create("Lol my memory sucks"); var myRemotableType = typeof(MyTypeThatExtendsMBRO); var proxy = otherDomain .CreateInstanceAndUnwrap( type.Assembly.FullName, type.FullName); // how do you do this next step??? bool isProxy = IsYouIsOrIsYouAintAProxy(proxy);

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  • Is there a solution that lets Node.js act as an HTTP reverse proxy?

    - by Igor Zinov'yev
    Our company has a project that right now uses nginx as a reverse proxy for serving static content and supporting comet connections. We use long polling connections to get rid of constant refresh requests and let users get updates immediately. Now, I know there is a lot of code already written for Node.js, but is there a solution that lets Node.js act as a reverse proxy for serving static content as nginx does? Or maybe there is a framework that allows to quickly develop such a layer using Node.js?

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  • How do I authenticate to a Proxy Server from clj-apache-http?

    - by erikcw
    I'm trying to get up an running using http://github.com/rnewman/clj-apache-http (http/get (java.net.URI. url) :headers {"User-Agent" user-agent} :parameters (http/map->params {:default-proxy (http/http-host :host "localhost" :port 8888)}) :as :string) Problem is, my proxy (squid) requires authentication. How do I "feed" my username/password into this library? Thanks!

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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Can't set up image upload in Django

    - by culebrón
    I can't understand what's not working here: 1) settings MEDIA_ROOT = '/var/www/satel/media' MEDIA_URL = 'http://media.satel.culebron' ADMIN_MEDIA_PREFIX = '/media/' 2) models class Photo(models.Model): id = models.AutoField(primary_key=True) name = models.CharField(max_length = 200) desc = models.TextField(max_length = 1000) img = models.ImageField(upload_to = 'upload') 3) access rights: drwxr-xrwx 3 culebron culebron 4.0K 2010-04-14 21:13 media drwxr-xrwx 2 culebron culebron 4.0K 2010-04-14 19:04 upload 4) SQL: CREATE TABLE "photos_photo" ( "id" integer NOT NULL PRIMARY KEY, "name" varchar(200) NOT NULL, "desc" text NOT NULL, "img" varchar(100) NOT NULL ); 4) run Django test server as myself. 5) result: SuspiciousOperation at /admin/photos/author/add/ Attempted access to '/var/www/satel/upload/OpenStreetMap.png' denied. Not a PIL & jpeg issue, seems not to be access rights issue. But what's wrong?

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  • Advanced Django query with subselects and custom JOINS

    - by Bryan Ward
    I have been investigating this number theoretic function (found in the Height model) and I need to query for things based on the prime factorization of the primary key, or id. I have created a model for Factors of the id which maintains all of the prime factors. class Height(models.Model): b = models.IntegerField(null=True, blank=True) c = models.IntegerField(null=True, blank=True) d = models.FloatField(null=True, blank=True) class Factors(models.Model): height = models.ForeignKey(Height, null=True, blank=True) factor = models.IntegerField(null=True, blank=True) degree = models.IntegerField(null=True, blank=True) prime_id = models.IntegerField(null=True, blank=True) For example, if id=24, then the associated entries in the factors table would be height_id=24,factor=2,degree=3,prime_id=0 height_id=24,factor=3,degree=1,prime_id=1 the prime_id keep track of the relative order of the primes. Now let p < q < r < s all be prime numbers and a,b,c,d be positive integers. Then I want to be able to query for all Heights of the form id=(p**a)*(q**b)*(r**c)*(s**d). Now this is simple in the case that all of p,q,r,s,a,b,c,d are known in that I can just run Height.objects.get(id=(p**a)*(q**b)*(r**c)*(s**d)) But I need to be able to query for something like (2**a)*(3**2)*(r**c)*(s**d) where r,s,a,d are unknown and all Heights of such form will be returned. Furthermore, not all of the rows in Height will have exactly four prime factors, so I need to make sure that I am not matching rows of the form id=(p**a)*(q**b)*(r**c)*(s**d)*(t**e)... From what I can tell, the following MySQL query accomplishes this, but I would like to do it through the Django ORM. I also don't know if this MySQL query is the proper way to go about doing things. SELECT h.*,count(f.height_id) AS factorsCount FROM height AS h LEFT JOIN factors AS f ON ( f.height_id = h.id AND f.height_id IN (SELECT height_id FROM factors where prime_id=1 AND factor=2 AND degree=1) AND f.height_id IN (SELECT height_id FROM factors where prime_id=2 AND factor=3 AND degree=2) AND f.height_id IN (SELECT height_id FROM factors where prime_id=3 AND factor=5 AND degree=1) AND f.height_id IN (SELECT height_id FROM factors where prime_id=4 AND factor=7 ANd degree=1) ) GROUP BY h.id HAVING factorsCount=4 ORDER BY h.id; Any ideas or suggestions for things to try?

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