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  • Cocos2d-x Spritebatch node animation appears to be broken? cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); this->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • Silverlight Cream for January 03, 2011 -- #1021

    - by Dave Campbell
    In this all-Submittal Issue: Gill Cleeren(-2-), Brian Noyes, Brian Genisio, René Schulte, and Andy Schwam(-2-). Above the Fold: Silverlight: "The INavigationContentLoader interface in Silverlight 4" Gill Cleeren WP7: "Sending Windows Phone Screenshots in an Email" René Schulte WCF RIA Services: "WCF RIA Services Part 10 - Exposing Domain Services To Other Clients" Brian Noyes Shoutouts: Want to know what it takes to be an MVP? Check out René Schulte's recap of 2010: Goodbye 2010 - Hello 2011 ... awesome, René! Rui Marinho sent me this post... it's WPF, but wow... WPF and Kinect! Kinect & WPF From SilverlightCream.com: The INavigationContentLoader interface in Silverlight 4 Gill Cleeren has a couple posts up... this first is a break-out of the INavigationContentLoader... what all can be done with it, in addition to the flow of the page load process broken out. Working with the RaiseCanExecuteChanged in MVVM Light (Silverlight) Gill Cleeren' latest post is a discussion of the Silverlight ICommand interface and Laurent Bugnion's RaiseCanExecuteChanged in MVVM Light, with example code. WCF RIA Services Part 10 - Exposing Domain Services To Other Clients Brian Noyes has Part 10 in his WCF RIA Services Tutorial series up at SilverlightShow ... with info on, for example, exposint an OData, SOAP, or REST/JSON endpoint, or how to consume them. Cross-Training in Silverlight & Flex–MVVM vs Presentation Model Brian Genisio finished the year off with this post in his on-going Silverlight/Flex seris comparing MVVM vs Presentation Model .. lots of good MVVM/ViewModel tips and code in this post. Sending Windows Phone Screenshots in an Email René Schulte is the perfect guy to be doing this... how about emailing a screenshot directly from inside an app, for instance Laurent's taking a screenshot from inside an app... too cool, Rene! Windows Phone 7 Application Development Tips Andy Schwam has a post up with tips he learned while creating his first WP7 app... lots of good tips, Gestures, Camera, ISO... check it out, could save you some time and tears :) WP7 Tip: Using the CameraCaptureTask for Windows Phone 7 Andy Schwam's most recent post is WP7 dev as well, and has a bunch of tips and code for using the camera, such as capturing an image, resizing, saving... good stuff. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Le MIT crée « Kinect du futur », un capteur capable de détecter et suivre les mouvements d'une personne derrière un mur

    Le MIT crée « Kinect du futur » un capteur capable de détecter et suivre les mouvements d'une personne derrière un murDes jeunes chercheurs du MIT viennent de rendre public leur nouveau système de localisation dans l'espace qui permet de détecter une personne (ne disposant d'aucun transmetteur sans fil courant) située derrière un mur.Baptisé « Kinect du futur » en référence à la caméra des consoles de jeux de la firme de Redmond, le nouveau système tire parti de la propriété réflective des ondes...

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Week in Geek: IPv6 Capable Smartphones Compromise User Privacy Edition

    - by Asian Angel
    This week we learned how to “clone a disk, resize static windows, and create system function shortcuts”, use 45 different services, sites, and apps to help read favorite sites, add MP3 support to Audacity (for saving in MP3 format), install a Wii game loader for easy backups and fast load times, create a Blue Screen of Death in any color, and more. Photo by legofenris. Weekly News Links Photo by The H Security. IPv6: Smartphones compromise users’ privacy Since version 4 of the iOS operating system, Apple’s iPhones, iPads and iPods have been capable of handling IPv6, and most Android devices have been capable since version 2.1. However, the operating systems transfer an ID that discloses information about their users. Dumb phones can be attacked too Much of the discussion of security threats to mobile phones revolves around smartphones, but researchers have found that less advanced “feature phones,” still used by the majority of people around the world, also are vulnerable to attack. SCADA exploit – the dragon awakes The recent publication of an exploit for KingView, a software package for visualising industrial process control systems, appears to be having an effect. Threatpost reports that both the Chinese vendor Wellintech and Chinese CERT (CN-CERT) have now reacted. Sophos: Spam to get more malicious Spam is becoming more malicious in nature as trickery tactics change in line with current user interests, according to a new report released Tuesday by Sophos. Global spam traffic rebounds as Rustock wakes Spam is on the rise after the Rustock botnet awoke from its Christmas slumber, according to Symantec. Cracking WPA keys in the cloud At the forthcoming Black Hat conference, blogger Thomas Roth plans to demonstrate how weak WPA PSKs can be cracked quickly and easily using Amazon’s Elastic Compute Cloud (EC2) service. Microsoft Security Advisory: Vulnerability in Internet Explorer could allow remote code execution Provides a link to more details about the vulnerability and shows a work-around/fix for the problem. Adobe plans to make it easier to delete Flash cookies in web browsers The new API, NPAPI:ClearSiteData, will allow Flash cookies – also known as Local Shared Objects (LSO) – to be deleted directly in the browser’s settings. Firefox beta getting new database standard The ninth beta version of Firefox is set to get support for a standard called IndexedDB that provides a database interface useful for offline data storage and other tasks needing information on a browser’s computer. MetroPCS accused of blocking certain Net content MetroPCS is violating the FCC’s recently approved Net neutrality rules by blocking certain Internet content, say several public interest groups. Server and Tools chief Muglia to leave Microsoft in summer 2011 Microsoft veteran and Server & Tools Business (STB) President Bob Muglia is leaving Microsoft, according to an email that CEO Steve Ballmer sent to employees on January 10. Report: DOJ nearing decision on Google-ITA The U.S. Department of Justice is gearing up for a possible formal antitrust investigation into whether or not Google should be allowed to purchase travel software company ITA Software, according to a report. South Korea says Google Street View broke law Police in South Korea reportedly say Google broke the country’s law when its Street View service captured personal data from unsecure Wi-Fi networks. The backlash over Google’s HTML5 video bet Choosing strategies based on what you believe to be long-term benefits is generally a good idea when running a business, but if you manage to alienate the world in the process, the long term may become irrelevant. Google answers critics on HTML5 Web video move Google responded to critics of its decision to drop support for a popular HTML5 video codec by declaring that a royalty-supported standard for Web video will hold the Web hostage. Random TinyHacker Links A Special GiveAway: a Great Book & Great Security Software The team from 7 Tutorials has a special giveaway running during the month of January. Signed copies of their latest book, full 1-year licenses of BitDefender Internet Security 2011 and free 3-month trials for everyone willing to participate. One Click Rooting For Android Phones Here’s a nice tool that helps you root your Android phone effortlessly. New Angry Birds Free version 1.0 Available in the App Store. Google Code University Learn programming at Google Code University. Capture and Share Your Favorite Part Of a YouTube Video SnipSnip.it lets you share only the part of the video that you like. Super User Questions More great questions and answers from this past week’s popular topics at Super User. What are the Windows A: and B: drives used for? Does OS X support linux-like features? What is the easiest way to make a backup of an entire hard disk? Will shifting from Wireless to Wired network result in better performance? Is it legal to install Windows 7 Home Premium Retail inside VMware virtual machine? How-To Geek Weekly Article Recap Enjoy reading through our hottest articles from this past week. The 50 Best Ways to Disable Built-in Windows Features You Don’t Want The Best of CES (Consumer Electronics Show) in 2011 How to Upgrade Windows 7 Easily (And Understand Whether You Should) The Worst of CES (Consumer Electronics Show) in 2011 The How-To Geek Guide to Audio Editing: Basic Noise Removal One Year Ago on How-To Geek More great articles from one year ago filled with helpful geeky goodness for you to enjoy. Share Text & Images the Easy Way with JustPaste.it Start Portable Firefox in Safe Mode Firefox 3.6 Release Candidate Available, Here’s How to Fix Your Incompatible Extensions Protect Your Computer from “Little Hands” with KidSafe Lock Prying Eyes Out of Your Minimized Windows Custom Crocheted Cylon-Cthulhu Hybrid What happens when you let your Cylon Centurion figure and your crocheted Cthulhu spend too many lonely nights together? A Cylon-Cthulhu hybrid, of course! You can get your own from the Cthulhu Chick store over on Etsy. Note: This is not an ad…Ruth is a friend of ours, and this Cylon-Cthulhu hybrid makes the perfect guard for the new MVP trophy in our office. The Geek Note Whether it is a geeky indoor project or just getting outside, we hope that you and your families have a terrific fun-filled weekend! Remember to keep sending those great tips in to us at [email protected]. Photo by qwrrty. Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper Pulse Is a Sleek Newsreader for iOS and Android Devices

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • Coordinates from 3DS Max to XNA 3.5

    - by David Conde
    Hello My problem is this. I have a simple box made in 3DS Max 2009, the Box is 10x10x10. I've tried to load it on XNA and traslate the camera for 15 units, but I can seem to find the values needed to see the box properly. Can anyone point me to a good resource where I can find some good introduction to XNA coordinate system and how is a simple box made in 3DS Max imported properly Best regards, David

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  • Silverlight Cream for November 20, 2011 -- #1169

    - by Dave Campbell
    In this Issue: Andrea Boschin, Michael Crump, Michael Sync, WindowsPhoneGeek, Jesse Liberty, Derik Whittaker, Sumit Dutta, Jeff Blankenburg(-2-), and Beth Massi. Above the Fold: WP7: "Silver VNC 1.0 for Windows Phone "Mango"" Andrea Boschin Metro/WinRT/W8: "Lighting up your C# Metro apps by being a Share Source" Derik Whittaker LightSwitch: "Using the Save and Query Pipeline to “Archive” Deleted Records" Beth Massi Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up From SilverlightCream.com: Silver VNC 1.0 for Windows Phone "Mango" Andrea Boschin published the first release of his "Silver VNC" version 1.0 on CodePlex. Check out the video on the blog post to see the capabilities, then go grab it from CodePlex. Fixing a broken toolbox (In Visual Studio 2010 SP1) Not Silverlight or Metro, but near to us all is Visual Studio... read how Michael Crump resolves the 'broken' toolbox that we all get now and then Windows Phone 7 – USB Device Not Recognized Error Michael Sync is looking for ideas about an error he gets any time he updates his phone. Windows Phone Toolkit MultiselectList in depth| Part2: Data Binding WindowsPhoneGeek has up the second part of his tutorial series on the MultiselectList from the Windows Phone Toolkit... this part is about data binding, complete with lots of code, discussion, pictures, and project to download New Mini-Tutorial Video Series Jesse Liberty started a new video series based on his Mango Mini tutorials. They will be on Channel 9, and he has a link on this post to the index. The firs of the series is on animation without code Lighting up your C# Metro apps by being a Share Source Derik Whittaker continues investigating Metro with this post about how to set your app up to share its content with other apps Part 21 - Windows Phone 7 - Toast Push Notification Sumit Dutta has part 21 of his WP7 series up and is talking about Toast Notification by creating a Windows form app for sending notifications to the WP7 app for viewing 31 Days of Mango | Day #6: Motion Jeff Blankenburg's Day 6 in his Mango series is about the Motion class which combines the data we get from the Accelerometer, Compass, and Gyroscope of the last couple days of posts 31 Days of Mango | Day #7: Raw Camera Data In Day 7, Jeff Blankenburg talks about the Camera on the WP7 and how to use the raw data in your own application Using the Save and Query Pipeline to “Archive” Deleted Records Beth Massi's latest LightSwith post is this one on tapping into the Save and Query pipelines to perform some data processing prior to saving or pulling data Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How to check if a Webcam is broken?

    - by user84812
    I just bought an Acer Aspire 3830TG, it comes with an integrated 1.3M HD Webcam. Before buying it i tried with a bootable Lubuntu usb stick, everything worked well except for the webcam, which i thought I had to tweak. The thing is that it seems the camera should work with no problems in ubuntu. The driver is detected, I try dmesg | grep uvcvideo and the output is [ 12.226174] uvcvideo: Found UVC 1.00 device 1.3M HD WebCam (058f:b002) [ 12.245553] usbcore: registered new interface driver uvcvideo I've also tried using different software (guvcview is black when camera output is MJPG and turns to funny colors when YU12 or YV12, cheese is always black, camorama is always with funny colors...). I should have checked that it was working properly with the default os (windows) but now it's too late for that. I even booted with a official Ubuntu Quantal distro from the usb pen, and the results are the same. so, my question is: is there any way to check that the camera is righmt or broken? So, if it's broken, at least i can go to the shop, show them that it's really broken and get an external webcam for free, or st like that. cheers. UPDATE 1 Thanks, jrp. I run sudo lsinput, and the output info about my video is the following: /dev/input/event6 bustype : BUS_USB vendor : 0x58f product : 0xb002 version : 2 name : "1.3M HD WebCam" phys : "usb-0000:00:1a.0-1.3/button" bits ev : EV_SYN EV_KEY /dev/input/event7 bustype : BUS_HOST vendor : 0x0 product : 0x6 version : 0 name : "Video Bus" phys : "LNXVIDEO/video/input0" bits ev : EV_SYN EV_KEY With this info, i'm not pretty sure about running the luvcview command. If I run luvcview -d /dev/video0 -L, the output is the following: SDL information: Video driver: x11 A window manager is available Device information: Device path: /dev/video0 { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/7, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/7, 1/5, { pixelformat = 'MJPG', description = 'MJPEG' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'RGB3', description = 'RGB3' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'BGR3', description = 'BGR3' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'YU12', description = 'YU12' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, { pixelformat = 'YV12', description = 'YV12' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 720 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 1280, height = 800 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 960 } Time interval between frame: 1/15, 1/10, 1/5, { discrete: width = 1280, height = 1024 } Time interval between frame: 1/15, 1/10, 1/5, if i run luvcview by itself, the image is funny (blue and red colors, mainly, with myself in negative state). tx

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  • The Shift: how Orchard painlessly shifted to document storage, and how it’ll affect you

    - by Bertrand Le Roy
    We’ve known it all along. The storage for Orchard content items would be much more efficient using a document database than a relational one. Orchard content items are composed of parts that serialize naturally into infoset kinds of documents. Storing them as relational data like we’ve done so far was unnatural and requires the data for a single item to span multiple tables, related through 1-1 relationships. This means lots of joins in queries, and a great potential for Select N+1 problems. Document databases, unfortunately, are still a tough sell in many places that prefer the more familiar relational model. Being able to x-copy Orchard to hosters has also been a basic constraint in the design of Orchard. Combine those with the necessity at the time to run in medium trust, and with license compatibility issues, and you’ll find yourself with very few reasonable choices. So we went, a little reluctantly, for relational SQL stores, with the dream of one day transitioning to document storage. We have played for a while with the idea of building our own document storage on top of SQL databases, and Sébastien implemented something more than decent along those lines, but we had a better way all along that we didn’t notice until recently… In Orchard, there are fields, which are named properties that you can add dynamically to a content part. Because they are so dynamic, we have been storing them as XML into a column on the main content item table. This infoset storage and its associated API are fairly generic, but were only used for fields. The breakthrough was when Sébastien realized how this existing storage could give us the advantages of document storage with minimal changes, while continuing to use relational databases as the substrate. public bool CommercialPrices { get { return this.Retrieve(p => p.CommercialPrices); } set { this.Store(p => p.CommercialPrices, value); } } This code is very compact and efficient because the API can infer from the expression what the type and name of the property are. It is then able to do the proper conversions for you. For this code to work in a content part, there is no need for a record at all. This is particularly nice for site settings: one query on one table and you get everything you need. This shows how the existing infoset solves the data storage problem, but you still need to query. Well, for those properties that need to be filtered and sorted on, you can still use the current record-based relational system. This of course continues to work. We do however provide APIs that make it trivial to store into both record properties and the infoset storage in one operation: public double Price { get { return Retrieve(r => r.Price); } set { Store(r => r.Price, value); } } This code looks strikingly similar to the non-record case above. The difference is that it will manage both the infoset and the record-based storages. The call to the Store method will send the data in both places, keeping them in sync. The call to the Retrieve method does something even cooler: if the property you’re looking for exists in the infoset, it will return it, but if it doesn’t, it will automatically look into the record for it. And if that wasn’t cool enough, it will take that value from the record and store it into the infoset for the next time it’s required. This means that your data will start automagically migrating to infoset storage just by virtue of using the code above instead of the usual: public double Price { get { return Record.Price; } set { Record.Price = value; } } As your users browse the site, it will get faster and faster as Select N+1 issues will optimize themselves away. If you preferred, you could still have explicit migration code, but it really shouldn’t be necessary most of the time. If you do already have code using QueryHints to mitigate Select N+1 issues, you might want to reconsider those, as with the new system, you’ll want to avoid joins that you don’t need for filtering or sorting, further optimizing your queries. There are some rare cases where the storage of the property must be handled differently. Check out this string[] property on SearchSettingsPart for example: public string[] SearchedFields { get { return (Retrieve<string>("SearchedFields") ?? "") .Split(new[] {',', ' '}, StringSplitOptions.RemoveEmptyEntries); } set { Store("SearchedFields", String.Join(", ", value)); } } The array of strings is transformed by the property accessors into and from a comma-separated list stored in a string. The Retrieve and Store overloads used in this case are lower-level versions that explicitly specify the type and name of the attribute to retrieve or store. You may be wondering what this means for code or operations that look directly at the database tables instead of going through the new infoset APIs. Even if there is a record, the infoset version of the property will win if it exists, so it is necessary to keep the infoset up-to-date. It’s not very complicated, but definitely something to keep in mind. Here is what a product record looks like in Nwazet.Commerce for example: And here is the same data in the infoset: The infoset is stored in Orchard_Framework_ContentItemRecord or Orchard_Framework_ContentItemVersionRecord, depending on whether the content type is versionable or not. A good way to find what you’re looking for is to inspect the record table first, as it’s usually easier to read, and then get the item record of the same id. Here is the detailed XML document for this product: <Data> <ProductPart Inventory="40" Price="18" Sku="pi-camera-box" OutOfStockMessage="" AllowBackOrder="false" Weight="0.2" Size="" ShippingCost="null" IsDigital="false" /> <ProductAttributesPart Attributes="" /> <AutoroutePart DisplayAlias="camera-box" /> <TitlePart Title="Nwazet Pi Camera Box" /> <BodyPart Text="[...]" /> <CommonPart CreatedUtc="2013-09-10T00:39:00Z" PublishedUtc="2013-09-14T01:07:47Z" /> </Data> The data is neatly organized under each part. It is easy to see how that document is all you need to know about that content item, all in one table. If you want to modify that data directly in the database, you should be careful to do it in both the record table and the infoset in the content item record. In this configuration, the record is now nothing more than an index, and will only be used for sorting and filtering. Of course, it’s perfectly fine to mix record-backed properties and record-less properties on the same part. It really depends what you think must be sorted and filtered on. In turn, this potentially simplifies migrations considerably. So here it is, the great shift of Orchard to document storage, something that Orchard has been designed for all along, and that we were able to implement with a satisfying and surprising economy of resources. Expect this code to make its way into the 1.8 version of Orchard when that’s available.

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • iOS - pass UIImage to shader as texture

    - by martin pilch
    I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { highp vec4 color = texture2D(inputImageTexture, textureCoordinate); highp vec4 color2 = texture2D(inputImageTexture2, textureCoordinate); gl_FragColor = color * color2; } What I want to do is send images from camera and do multiply blend with texture. When I just send data from camera, everything is fine. So problem should be with sending another texture to shader. I am doing it this way: - (void)setTexture:(UIImage*)image forUniform:(NSString*)uniform { CGSize sizeOfImage = [image size]; CGFloat scaleOfImage = [image scale]; CGSize pixelSizeOfImage = CGSizeMake(scaleOfImage * sizeOfImage.width, scaleOfImage * sizeOfImage.height); //create context GLubyte * spriteData = (GLubyte *)malloc(pixelSizeOfImage.width * pixelSizeOfImage.height * 4 * sizeof(GLubyte)); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, pixelSizeOfImage.width, pixelSizeOfImage.height, 8, pixelSizeOfImage.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); //draw image into context CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, pixelSizeOfImage.width, pixelSizeOfImage.height), image.CGImage); //get uniform of texture GLuint uniformIndex = glGetUniformLocation(__programPointer, [uniform UTF8String]); //generate texture GLuint textureIndex; glGenTextures(1, &textureIndex); glBindTexture(GL_TEXTURE_2D, textureIndex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //create texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixelSizeOfImage.width, pixelSizeOfImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureIndex); //"send" to shader glUniform1i(uniformIndex, 1); free(spriteData); CGContextRelease(spriteContext); } Uniform for texture is fine, glGetUniformLocation function do not returns -1. The texture is PNG file of resolution 2000x2000 pixels. PROBLEM: When the texture is passed to shader, I have got "black screen". Maybe problem are parameters of the CGContext or parameters of the function glTexImage2D Thank you

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  • Turn off keyboard back-light Sony (VAIO SVF1521DCXW)

    - by KasiyA
    I have a Sony laptop and I want to turn keyboard back-light off. It doesn't have a shortcut function key for doing this on the keyboard . I can turn off it with VAIO Control Center in Windows but I don't know how can I turn it off in Ubuntu 14.04. There isn't available to me: /sys/devices/platform/sony-laptop/kbd_backlight doesn't exist on my machine. I have this folder /sys/devices/platform/sony-laptop/ and there is three folder one power folder and two shortcut-ed folder driver , subsystem and five file contains battery_care_health , battery_care_limiter , modalias , touchpad and event This is the output of running sudo modinfo sony-laptop: filename: /lib/modules/3.13.0-34-generic/kernel/drivers/platform/x86/sony-laptop.ko version: 0.6 license: GPL description: Sony laptop extras driver (SPIC and SNC ACPI device) author: Stelian Pop, Mattia Dongili srcversion: 5C6E050349475558A231C59 alias: acpi*:SNY6001:* alias: acpi*:SNY5001:* depends: intree: Y vermagic: 3.13.0-34-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: 50:0B:C5:C8:7D:4B:11:5C:F3:C1:50:4F:7A:92:E2:33:C6:14:3D:58 sig_hashalgo: sha512 parm: debug:set this to 1 (and RTFM) if you want to help the development of this driver (int) parm: no_spic:set this if you don't want to enable the SPIC device (int) parm: compat:set this if you want to enable backward compatibility mode (int) parm: mask:set this to the mask of event you want to enable (see doc) (ulong) parm: camera:set this to 1 to enable Motion Eye camera controls (only use it if you have a C1VE or C1VN model) (int) parm: minor:minor number of the misc device for the SPIC compatibility code, default is -1 (automatic) (int) parm: kbd_backlight:set this to 0 to disable keyboard backlight, 1 to enable it (default: no change from current value) (int) parm: kbd_backlight_timeout:meaningful values vary from 0 to 3 and their meaning depends on the model (default: no change from current value) (int) With the suggested command: sudo modprobe -r sony_laptop sudo modprobe -v sony_laptop kbd_backlight=0 Output was: insmod /lib/modules/3.13.0-34-generic/kernel/drivers/platform/x86/sony-laptop.ko kbd_backlight=0 It doesn't seem to affect the keyboard backlight. And also trying this command: sudo modprobe -v sony_laptop kbd_backlight_timeout=3 kbd_backlight=0 and doesn't seem to effect the keyboard backlight I also test it after restart laptop, And I didn't see any effect too. Important : By default, keyboard backlight is off; when I press a key it turns on and after 15 seconds it turns off again. It's the same result on battery and AC power I followed also http://ubuntuforums.org/showthread.php?t=2139597 and Keyboard backlighting not working on a Vaio VPCSB11FX but didn't work so.

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • Shadow mapping: what is the light looking at?

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

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Everything turning black when pitching down

    - by Gordon
    Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. I'm multiplying my normals by the normal matrix in the shader, and I'm multiplying my lights direction by the model view matrix. If I leave the normal and light dir in world space everything ends up fine. I thought putting them both in view space would not cause those weird things to happen?

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • Council for the Development of a jumping game!

    - by Esteban Quintero
    I want to create platforms on the stage, where a sprite is jumping on them. something like this http://itunes.apple.com/es/app/doodle-jump-cuidado-extremadamente/id307727765?mt=8 I would like some guidance to do so. 1) what is the best way to simulate the jump? (Velocity or EnityModifier) 2) as platforms rabdom I can generate, with no overlap? 3) should move the camera or the sprites of the stage?

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  • DX9 Deferred Rendering, GBuffer displays as clear color only

    - by Fire31
    I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a problem, the screen shows only the clear color, no matter how much I move the camera around. However, removing all the render target operations lets the app render the scene normally, even if the models are being applied the renderGBuffer effect. Any ideas of what I'm doing wrong?

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