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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • SQLAuthority News – Bookmark – Deprecated Database Engine Features in SQL Server 2008

    - by pinaldave
    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Custom internal search engine [migrated]

    - by nobody
    I am building a social network, and I need a simple internal search engine that will display a list of all website users starting with the ones that have the specific keyword in their username. So here is what i need: a search engine that will take a keyword. the search engine will open a new page with a list of all website users, displaying first the users that have the specific keyword in their username. display your username in the placeholder. So, here is what I have so far: <div class="logobox r"> <form method="post" action="../sity/search.php"> <!--will redirect you to a new page with a list of all website users.--> <input type="text" class="logo" name="searchUser" placeholder="<?php echo $comObj->getSession('username')?>"> <!--will take a keyword as a imput, and will display your username in the placeholder--> <button type="submit" class="sity" value="sity">sity</button> </form> </div> And here is the searchUser function: function searchUser($keyword) { $commObj = new common; $sql = "SELECT `id`,`username`, `profile_pic` FROM ".$this->tables['user']." WHERE `username` LIKE '%".$keyword."%' AND `id` <> ".$commObj->getSession('userid'); $result = $this->selectAll($sql); unset($this->rsa); return $result; } The problem is that when you click on the search box, instead of letting you to enter a keyword, the page will logout you from the website. I still can't figure out why. Here is the link to the website: www.sity.net Any suggestion will be highly appreciated. Thanks

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Google Analytics on Static Site Hosted by GAE

    - by Cody Hess
    I finagled hosting a static site on Google App Engine at http://corbyhaas.com The HTML when visiting the URL shows some meta information and a frame to the site's actual address: http://cody-static-sites.appspot.com/corbyhaas which has the content. This is done automagically by Google App Engine. I've set up Google Analytics by including their script in my index.html, but the report shows 100% of visits coming from referring site "corbyhaas.com", which is useless information. Has anyone set up Google Analytics for a static GAE site? Is there a setting in my Analytics dashboard I can tweak, or is this a hazard of using Google App Engine for static content? Also, while it's not relevant here (but could be for future sites), does GAE's method of showing only meta information with frames for static data affect SEO?

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  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • How to localize an app on Google App Engine?

    - by Petri Pennanen
    What options are there for localizing an app on Google App Engine? How do you do it using Webapp, Django, web2py or [insert framework here]. 1. Readable URLs and entity key names Readable URLs are good for usability and search engine optimization (Stack Overflow is a good example on how to do it). On Google App Engine, key based queries are recommended for performance reasons. It follows that it is good practice to use the entity key name in the URL, so that the entity can be fetched from the datastore as quickly as possible. Currently I use the function below to create key names: import re import unicodedata def urlify(unicode_string): """Translates latin1 unicode strings to url friendly ASCII. Converts accented latin1 characters to their non-accented ASCII counterparts, converts to lowercase, converts spaces to hyphens and removes all characters that are not alphanumeric ASCII. Arguments unicode_string: Unicode encoded string. Returns String consisting of alphanumeric (ASCII) characters and hyphens. """ str = unicodedata.normalize('NFKD', unicode_string).encode('ASCII', 'ignore') str = re.sub('[^\w\s-]', '', str).strip().lower() return re.sub('[-\s]+', '-', str) This works fine for English and Swedish, however it will fail for non-western scripts and remove letters from some western ones (like Norwegian and Danish with their œ and ø). Can anyone suggest a method that works with more languages? 2. Translating templates Does Django internationalization and localization work on Google App Engine? Are there any extra steps that must be performed? Is it possible to use Django i18n and l10n for Django templates while using Webapp? The Jinja2 template language provides integration with Babel. How well does this work, in your experience? What options are avilable for your chosen template language? 3. Translated datastore content When serving content from (or storing it to) the datastore: Is there a better way than getting the *accept_language* parameter from the HTTP request and matching this with a language property that you have set with each entity?

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  • New Regular Expression Features in Java 8

    - by Jan Goyvaerts
    Java 8 brings a few changes to Java’s regular expression syntax to make it more consistent with Perl 5.14 and later in matching horizontal and vertical whitespace. \h is a new feature. It is a shorthand character class that matches any horizontal whitespace character as defined in the Unicode standard. In Java 4 to 7 \v is a character escape that matches only the vertical tab character. In Java 8 \v is a shorthand character class that matches any vertical whitespace, including the vertical tab. When upgrading to Java 8, make sure that any regexes that use \v still do what you want. Use \x0B or \cK to match just the vertical tab in any version of Java. \R is also a new feature. It matches any line break as defined by the Unicode standard. Windows-style CRLF pairs are always matched as a whole. So \R matches \r\n while \R\R fails to match \r\n. \R is equivalent to (?\r\n|[\n\cK\f\r\u0085\u2028\u2029]) with an atomic group that prevents it from matching only the CR in a CRLF pair. Oracle’s documentation for the Pattern class omits the atomic group when explaining \R, which is incorrect. You cannot use \R inside a character class. RegexBuddy and RegexMagic have been updated to support Java 8. Java 4, 5, 6, and 7 are still supported. When you upgrade to Java 8 you can compare or convert your regular expressions between Java 8 and the Java version you were using previously.

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • MVC Razor Engine For Beginners Part 1

    - by Humprey Cogay, C|EH, E|CSA
    I. What is MVC? a. http://www.asp.net/mvc/tutorials/older-versions/overview/asp-net-mvc-overview II. Software Requirements for this tutorial a. Visual Studio 2010/2012. You can get your free copy here Microsoft Visual Studio 2012 b. MVC Framework Option 1 - Install using a standalone installer http://www.microsoft.com/en-us/download/details.aspx?id=30683 Option 2 - Install using Web Platform Installer http://www.microsoft.com/web/handlers/webpi.ashx?command=getinstallerredirect&appid=MVC4VS2010_Loc III. Creating your first MVC4 Application a. On the Visual Studio click file new solution link b. Click Other Project Type>Visual Studio Solutions and on the templates window select blank solution and let us name our solution MVCPrimer. c. Now Click File>New and select Project d. Select Visual C#>Web> and select ASP.NET MVC 4 Web Application and Enter MyWebSite as Name e. Select Empty, Razor as view engine and uncheck Create a Unit test project f. You can now view a basic MVC 4 Application Structure on your solution explorer g. Now we will add our first controller by right clicking on the controllers folder on your solution explorer and select Add>Controller h. Change the name of the controller to HomeController and under the scaffolding options select Empty MVC Controller. i. You will now see a basic controller with an Index method that returns an ActionResult j. We will now add a new View Folder for our Home Controller. Right click on the views folder on your solution explorer and select Add> New Folder> and name this folder Home k. Add a new View by right clicking on Views>Home Folder and select Add View. l. Name the view Index, and select Razor(CSHTML) as View Engine, All checkbox should be unchecked for now and click add. m. Relationship between our HomeController and Home Views Sub Folder n. Add new HTML Contents to our newly created Index View o. Press F5 to run our MVC Application p. We will create our new model, Right click on the models folder of our solution explorer and select Add> Class. q. Let us name our class Customer r. Edit the Customer class with the following code s. Open the HomeController by double clickin HomeController of our Controllers folder and edit the HomeControllerusing System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc;   namespace MyWebSite.Controllers {     public class HomeController : Controller     {         //         // GET: /Home/           public ActionResult Index()         {             return View();         }           public ActionResult ListCustomers()         {             List<Models.Customer> customers = new List<Models.Customer>();               //Add First Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 1,                         CompanyName = "Volvo",                         ContactNo = "123-0123-0001",                         ContactPerson = "Gustav Larson",                         Description = "Volvo Car Corporation, or Volvo Personvagnar AB, is a Scandinavian automobile manufacturer founded in 1927"                     });                 //Add Second Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 2,                         CompanyName = "BMW",                         ContactNo = "999-9876-9898",                         ContactPerson = "Franz Josef Popp",                         Description = "Bayerische Motoren Werke AG,  (BMW; English: Bavarian Motor Works) is a " +                                       "German automobile, motorcycle and engine manufacturing company founded in 1917. "                     });                 //Add Third Customer to Our Collection             customers.Add(new Models.Customer()             {                 Id = 3,                 CompanyName = "Audi",                 ContactNo = "983-2222-1212",                 ContactPerson = "Karl Benz",                 Description = " is a multinational division of the German manufacturer Daimler AG,"             });               return View(customers);         }     } } t. Let us now create a view for this Class, But before continuing Press Ctrl + Shift + B to rebuild the solution, this will make the previously created model on the Model class drop down of the Add View Menu. Right click on the views>Home folder and select Add>View u. Let us name our View as ListCustomers, Select Razor(CSHTML) as View Engine, Put a check mark on Create a strongly-typed view, and select Customer (MyWebSite.Models) as model class. Slect List on the Scaffold Template and Click OK. v. Run the MVC Application by pressing F5, and on the address bar insert Home/ListCustomers, We should now see a web page similar below.   x. You can edit ListCustomers.CSHTML to remove and add HTML codes @model IEnumerable<MyWebSite.Models.Customer>   @{     Layout = null; }   <!DOCTYPE html>   <html> <head>     <meta name="viewport" content="width=device-width" />     <title>ListCustomers</title> </head> <body>     <h2>List of Customers</h2>     <table border="1">         <tr>             <th>                 @Html.DisplayNameFor(model => model.CompanyName)             </th>             <th>                 @Html.DisplayNameFor(model => model.Description)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactPerson)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactNo)             </th>         </tr>         @foreach (var item in Model) {         <tr>             <td>                 @Html.DisplayFor(modelItem => item.CompanyName)             </td>             <td>                 @Html.DisplayFor(modelItem => item.Description)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactPerson)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactNo)             </td>                   </tr>     }         </table> </body> </html> y. Press F5 to run the MVC Application   z. You will notice some @HTML.DisplayFor codes. These are called HTML Helpers you can read more about HTML Helpers on this site http://www.w3schools.com/aspnet/mvc_htmlhelpers.asp   That’s all. You now have your first MVC4 Razor Engine Web Application . . .

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Possible to access gdata api when using Java App Engine?

    - by PCBEEF
    I have a dilemma where I want to create an application that manipulates google contacts information. The problem comes down to the fact that Python only supports version 1.0 of the api whilst Java supports 3.0. I also want it to be web-based so I'm having a look at google app engine, but it seems that only the python version of app engine supports the import of gdata apis whilst java does not. So its either web based and version 1.0 of the api or non-web based and version 3.0 of the api. I actually need version 3.0 to get access to the extra fields provided by google contacts. So my question is, is there a way to get access to the gdata api under Google App Engine using Java? If not is there an ETA on when version 3.0 of the gdata api will be released for python? Cheers.

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  • Best option for Google App Engine Datastore and external database?

    - by Alex
    I need to get an App Engine app talking to and sharing data with an external database, The best option i can come up with is outputting the external database data to an xml file and then processing this in my app engine app and storing it inside the datastore, although the data being shared is sensitive data such as login details so outputting this to an xml file is not exactly a great idea, is it possible for the app engine app to directly query the database? or is there a secure option for using xml files? oh and im using python/django and the external database will be hosted on another domain

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  • What can I use the Google App Engine for?

    - by Sergio Boombastic
    This question possibly doesn't belong here. We'll see how the answers pan out, if this doesn't belong here please move it to where it belongs. I'm following the getting started guide for Google App Engine, and I'm seeing what it can and can't do. Basically, I'm seeing it's very similar to an MVC pattern. You create your model, then create a View that uses that Model to display information. Not only that, but it uses a controller of some kind in this fashion: application = webapp.WSGIApplication( [('/', MainPage)], debug=True) My question is, why would you use this Google App Engine if it's the same as using a number of other MVC frameworks? Is the only benefit you gain the load balancing being handled by Google automagically? What is a good example of something you would need the App Engine for? I'm trying to learn, so thanks for the discussion.

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  • Sampler referencing in HLSL - Sampler parameter must come from a literal expression

    - by user1423893
    The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } // [Standard Depth Calculation] float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; If I try and do anything with the sampler reference outside the if statement then I get the following error: Sampler parameter must come from a literal expression This code demonstrates that float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; // [Standard Depth Calculation] float depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; How can I reference the sampler in this manner without triggering the error?

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  • Regular expression not working after debugging

    - by Jaison
    I have an ASP.NET website with a regular expression validator text box. I have changed the expression in the regular expression validation property "validator expression" and after compiling (rebuild) and running, the validation CHANGEs are not reflecting. The previous validation is working fine but the changed validation is not working. Please help me! edit: First code: ([a-zA-Z0-9_-.]+)\@((base.co.uk)|(base.com)|(group.com)) Second code: @"([a-zA-Z0-9_\-.]+)@((base\.co\.uk)|(base\.com)|(group\.com)|(arg\.co\.uk)|(arggroup\.com))"

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  • C++ Expression Templates

    - by yCalleecharan
    Hi, I currently use C for numerical computations. I've heard that using C++ Expression Templates is better for scientific computing. What are C++ Expression Templates in simple terms? Are there books around that discuss numerical methods/computations using C++ Expression Templates? In what way, C++ Expression Templates are better than using pure C? Thanks a lot

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  • Why isn't Expression Blend rendering my User Control? It's only showing XAML.

    - by unforgiven3
    I'm opening valid XAML within my VS2008 solution in Expression Blend 3 and it is only showing XAML when I try to open individual XAML files. My solution/projects all build and run correctly. When I go to View - Active Document View the Design View, Split View and XAML View options are all grayed out... which doesn't make much sense. I'm not much of a Blend user, but this has never happened before, and I'm coming up blank for how to fix it. Any ideas?

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