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  • Handling window resize with arbitrary aspect ratios

    - by DormoTheNord
    I'm currently making a 2D game using SFML. I want the aspect ratio to be maintained when the user resizes the window. I also want the game to work with any arbitrary aspect ratio (like any media player would). Here is the code I have so far: void os::GameEngine::setCameraViewport() { sf::FloatRect tempViewport; float viewAspectRatio = (float)aspectRatio.x / aspectRatio.y; float screenAspectRatio = (float)gameWindow.getSize().x / gameWindow.getSize().y; if (viewAspectRatio > screenAspectRatio) { // Viewport is wider than screen, fit on X } else if (viewAspectRatio < screenAspectRatio) { // Screen is wider than viewport, fit on Y } else // window aspect ratio matches view aspect ratio { tempViewport.height = 1; tempViewport.width = 1; tempViewport.left = 0; tempViewport.top = 0; } viewport = tempViewport; camera.setViewport(viewport); gameWindow.setView(camera); } The problem is I'm having trouble with the logic to determine the properties of the viewport.

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • 3d Picking under reticle

    - by Wolftousen
    i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray. Here are the variables i'm using: float iReticleSlope = 95/3000; //inverse reticle slope float baseReticle = 1; //radius of the reticle at z = 0 float maxRange = 3000; //max range to target Quaternion orientation; //the cameras orientation Vector3d position; //the cameras position Then I loop through each object in the world: Vector3d transformed; //object position after transformations float d, r; //holder variables for(i = 0; i < objects.length; i++) { transformed = position - objects[i].position; //transform the position relative to camera orientation.multiply(transformed); //orient the object relative to the camera if(transformed.z < 0) { d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]); r = -transformed[2] * iReticleSlope + objects[i].radius; if(d < r && -transformed[2] - objects[i].radius <= maxRange) { //the object is under the reticle } else { //the object is not under the reticle } } else { //the object is not under the reticle } } Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that

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  • How to Upgrade Windows 7 Easily (And Understand Whether You Should)

    - by The Geek
    Just the other day I was trying to use Remote Desktop to connect from my laptop in the living room to the desktop downstairs, when I realized that I couldn’t do it because the desktop was running Windows Home Premium—that’s when I realized we’d never covered how to upgrade Windows, so here you are. You can upgrade from any version of Windows to the next version up, but it’s obviously going to cost a bit of money, and there’s a very good chance that you’ll have no reason to upgrade. Keep reading for the differences between the versions, whether you should bother upgrading, and how to actually do it Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Take Better Panoramic Photos with Any Camera Make Creating App Tabs Easier in Firefox Peach and Zelda Discuss the Benefits and Perks of Being Kidnapped [Video] The Life of Gadgets in Price and Popularity [Infographic] Apture Highlights Turns Your Cursor into a Search Tool Add Classic Sci-Fi Goodness to Your Desktop with the Matrix Theme for Windows 7

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  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Use any CSS compiler (Sass, Less) to generate the selector

    - by xckpd7
    So I've recently been playing around with CSS compilers, but I have no idea how (or if it's possible) to dynamically generate pieces of a selector. For instance, let's say I wanted to make mixins to get display: inline-block; to work cross browser. I would have to do the styles, yeah, but I would have to do the IE6/7 selector hacks to get them to work in those browsers too. Ideally I'm looking for a one off thing to add to an element and have the ability for that to work. Some kind person recently gave me this solution: http://stackoverflow.com/questions/2746754/css-compilers-and-converting-ie-hacks-to-conditional-css/2747036#2747036 and it would be nice to implement that in a minimal way that would allow me to specify it for a given element and be on my way (for instance in Less, you can create a class with styles, pass that class to another element, and that element will inherit all of those styles. It would be nice to pass an element .inline-block; and it create the styles needed to support IE6/7 without having to resort to stuff like _color: pink; Any ideas? EDIT: for instance as well, how could I do something like clearfix for LESS? (lesscss.org)? If Sass can only do it then that will work too.

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  • Simple first-child js?

    - by Glister
    Searching for a simple first-child detection via javascript (no framework). It should add some class for the first child of the element. Like a css-hacks for ie, but in javascript and for a html file. Must work similar to :first-child When I say no framework, I mean some code like this: <script type="text/javascript">document.documentElement.id = "js"</script> For example: <div class="terms"> <dl> <dt>Term 1 name</dt> <dd>Term 1 description</dd> </dl> <dl> <dt>Term 2 name</dt> <dd>Term 2 description</dd> </dl> <dl> <dt>Term 3 name</dt> <dd>Term 3 description</dd> </dl> </div> Three <dl>, the first one includes Term 1. This css won't work in IE6, thats why I'm searching for a javascript solution. CSS-hacks are not allowed. .terms dl:first-child { float: right; }

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  • No, iCloud Isn’t Backing Them All Up: How to Manage Photos on Your iPhone or iPad

    - by Chris Hoffman
    Are the photos you take with your iPhone or iPad backed up in case you lose your device? If you’re just relying on iCloud to manage your important memories, your photos may not be backed up at all. Apple’s iCloud has a photo-syncing feature in the form of “Photo Stream,” but Photo Stream doesn’t actually perform any long-term backups of your photos. iCloud’s Photo Backup Limitations Assuming you’ve set up iCloud on your iPhone or iPad, your device is using a feature called “Photo Stream” to automatically upload the photos you take to your iCloud storage and sync them across your devices. Unfortunately, there are some big limitations here. 1000 Photos: Photo Stream only backs up the latest 1000 photos. Do you have 1500 photos in your Camera Roll folder on your phone? If so, only the latest 1000 photos are stored in your iCloud account online. If you don’t have those photos backed up elsewhere, you’ll lose them when you lose your phone. If you have 1000 photos and take one more, the oldest photo will be removed from your iCloud Photo Stream. 30 Days: Apple also states that photos in your Photo Stream will be automatically deleted after 30 days “to give your devices plenty of time to connect and download them.” Some people report photos aren’t deleted after 30 days, but it’s clear you shouldn’t rely on iCloud for more than 30 days of storage. iCloud Storage Limits: Apple only gives you 5 GB of iCloud storage space for free, and this is shared between backups, documents, and all other iCloud data. This 5 GB can fill up pretty quickly. If your iCloud storage is full and you haven’t purchased any more storage more from Apple, your photos aren’t being backed up. Videos Aren’t Included: Photo Stream doesn’t include videos, so any videos you take aren’t automatically backed up. It’s clear that iCloud’s Photo Stream isn’t designed as a long-term way to store your photos, just a convenient way to access recent photos on all your devices before you back them up for real. iCloud’s Photo Stream is Designed for Desktop Backups If you have a Mac, you can launch iPhoto and enable the Automatic Import option under Photo Stream in its preferences pane. Assuming your Mac is on and connected to the Internet, iPhoto will automatically download photos from your photo stream and make local backups of them on your hard drive. You’ll then have to back up your photos manually so you don’t lose them if your Mac’s hard drive ever fails. If you have a Windows PC, you can install the iCloud Control Panel, which will create a Photo Stream folder on your PC. Your photos will be automatically downloaded to this folder and stored in it. You’ll want to back up your photos so you don’t lose them if your PC’s hard drive ever fails. Photo Stream is clearly designed to be used along with a desktop application. Photo Stream temporarily backs up your photos to iCloud so iPhoto or iCloud Control Panel can download them to your Mac or PC and make a local backup before they’re deleted. You could also use iTunes to sync your photos from your device to your PC or Mac, but we don’t really recommend it — you should never have to use iTunes. How to Actually Back Up All Your Photos Online So Photo Stream is actually pretty inconvenient — or, at least, it’s just a way to temporarily sync photos between your devices without storing them long-term. But what if you actually want to automatically back up your photos online without them being deleted automatically? The solution here is a third-party app that does this for you, offering the automatic photo uploads with long-term storage. There are several good services with apps in the App Store: Dropbox: Dropbox’s Camera Upload feature allows you to automatically upload the photos — and videos — you take to your Dropbox account. They’ll be easily accessible anywhere there’s a Dropbox app and you can get much more free Dropbox storage than you can iCloud storage. Dropbox will never automatically delete your old photos. Google+: Google+ offers photo and video backups with its Auto Upload feature, too. Photos will be stored in your Google+ Photos — formerly Picasa Web Albums — and will be marked as private by default so no one else can view them. Full-size photos will count against your free 15 GB of Google account storage space, but you can also choose to upload an unlimited amount of photos at a smaller resolution. Flickr: The Flickr app is no longer a mess. Flickr offers an Auto Upload feature for uploading full-size photos you take and free Flickr accounts offer a massive 1 TB of storage for you to store your photos. The massive amount of free storage alone makes Flickr worth a look. Use any of these services and you’ll get an online, automatic photo backup solution you can rely on. You’ll get a good chunk of free space, your photos will never be automatically deleted, and you can easily access them from any device. You won’t have to worry about storing local copies of your photos and backing them up manually. Apple should fix this mess and offer a better solution for long-term photo backup, especially considering the limitations aren’t immediately obvious to users. Until they do, third-party apps are ready to step in and take their place. You can also automatically back up your photos to the web on Android with Google+’s Auto Upload or Dropbox’s Camera Upload. Image Credit: Simon Yeo on Flickr     

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  • Review of Samsung Focus Windows Phone 7

    - by mbcrump
    I recently acquired a Samsung Focus Windows Phone 7 device from AT&T and wanted to share what I thought of it as an end-user. Before I get started, here are several of my write-ups for the Windows Phone 7. You may want to check out the second article titled: Hands-on WP7 Review of Prototype Hardware. From start to finish with the final version of Visual Studio Tools for Windows Phone 7 Hands-on : Windows Phone 7 Review on Prototype Hardware. Deploying your Windows Phone 7 Application to the actual hardware. Profile your Windows Phone 7 Application for Free Submitting a Windows Phone 7 Application to the Market. Samsung Focus i917 Phone Size: Perfect! I have been carrying around a Dell Streak (Android) and it is about half the size. It is really nice to have a phone that fits in your pocket without a lot of extra bulk. I bought a case for the Focus and it is still a perfect size.  The phone just feels right. Screen: It has a beautiful Super AMOLED 480x800 screen. I only wish it supported a higher resolution. The colors are beautiful especially in an Xbox Live Game.   3G: I use AT&T and I've had spotty reception. This really can't be blamed on the phone as much as the actual carrier. Battery: I've had excellent battery life compared to my iPhone and Android devices. I usually use my phone throughout the day on and off and still have a charge at the end of the day.  Camera/Video: I'm still looking for the option to send the video to YouTube or the Image to Twitter. The images look good, but the phone needs a forward facing camera. I like the iPhone/Android (Dell Streak) camera better. Built-in Speaker: Sounds great. It’s not a wimpy speaker that you cannot hear.  CPU: Very smooth transitioning from one screen to another. The prototype Windows Phone 7 that I had, was no where near as smooth. (It was also running a slower processor though). OS: I actually like the OS but a few things could be better. CONS: Copy and Paste (Supposed to come in the next update) We need more apps (Pandora missing was a big one for me and Slacker’s advertisement sucks!). As time passes, and more developers get on board then this will be fixed. The browser needs some major work. I have tried to make cross-platform (WP7, Android, iPhone and iPad) web apps and the browser that ships with WP7 just can’t handle it.  Apps need to be organized better. Instead of throw them all on one screen, it would help to allow the user to create categories. PROS: Hands down the best gaming experience on a phone. I have all three major phones (iphone, android and wp7). Nothing compares to the gaming experience on the WP7. The phone just works. I’ve had a LOT of glitches with my Android device. I’ve had maybe 2 with my WP7 device. Exchange and Office support are great. Nice integration with Twitter/Facebook and social media. Easy to navigate and find the information you need on one screen. Let’s look at a few pictures and we will wrap up with my final thoughts on the phone. WP7 Home Screen. Back of the phone is as stylish. It is hard to see due to the shadow but it is a very thin phone. What’s included? Manuals Ear buds Data Cable plus Power Adapter Phone Click a picture to enlarge So, what are my final thoughts on the Phone/OS? I love the Samsung Focus and would recommend it to anyone looking for a WP7 device. Like any first generation product, you need to give it a little while to mature. Right now the phone is missing several features that we are all used to using. That doesn’t mean a year from now it will be in the same situation. (I sure hope we won’t). If you are looking to get into mobile development, I believe WP7 is the easiest platform to develop from. This is especially true if you have a background in Silverlight or WPF.    Subscribe to my feed

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • VMWare Fusion patch to install Snow Leopard client

    - by Michael
    I'm running VMWare Fusion on Snow Leopard. I'm looking for instructions on how to patch the VMWare settings files so it will let me install Snow Leopard client as a guest OS. Please Note: Links to hacks on how to do this is not allowed on SU. Only officially sanctioned Apple or VMWare solutions are allowed. Any other solutions will be deleted.

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  • Cheapest dedicated PhysX card?

    - by davr
    Say I have a nice powerful ATI Radeon GPU but I would like to have PhysX support as well. What is the cheapest NVidia GPU I can buy to add on to my system that will support PhysX? (I already know about the driver hacks required to get both cards running at once)

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  • Where is the plugins directory for Turnkey Trac?

    - by Tomek
    Hello, I setup a Turnkey Trac virtual machine and am trying to set up the LdapPlugin to use use authentication through a local Active Directory. I tried using easy_install http://trac-hacks.org/svn/ldapplugin/ to install it and it claimed to have completed, however when I go to the Admin page and go to plugins, it is not listed. I have never setup a Turnkey server like this before and was wondering in which directory the Trac plugins are located on the Turnkey-linux machine? Thanks, Tomek

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  • How can I use Outlook 2007 to connect to mail service using active sync protocol

    - by Dan
    Has anyone tried connected outlook(I am running v2007 on Windows 7) to a mail service using the MS Exchange Active Sync protocol? If so, how did you do it? Wouldn't this solution probably eliminate the need for all the hacks/APIs needed to connect outlook to 'X' mail (Gmail, notes, etc)? I know it is intended for mobile devices, but to me it looks like it is becoming the latest 'de facto' mail protocol for email/calendar/contact sync'ing due to the iPhone's support for it. Thanks!

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  • Is there a Hypercam for mac?

    - by mrpwnscroner
    I don't care if you have to buy it(i use bittorrent) me and my cousin switched from pc to mac and i kind of miss hypercam to record our best moments in games, (such as, halo, Combat arms, starcraft, etc.) and showing hacks. I tried to use crossover 8 and 9 both pro versions and it hasnt worked. if anyone has a solution, lemme know, thanx!

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