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  • .NET "must-have" development tools

    - by nzpcmad
    James Avery wrote a classic article a while back entitled Ten Must-Have Tools Every Developer Should Download Now which is a companion to Visual Studio Add-Ins Every Developer Should Download Now and Scott Hanselman has an excellent list on his blog but if you were on a desert island and were only allowed three .NET development tools which ones would you pick? Update: Assuming you already have an IDE like Visual Studio ... Update (5) : Up to 08/01 : The current state of play: Reflector 13 Resharper 9 NUnit + TestDriven.Net 7 Refactor Pro 4 Process Explorer (other Sysinternals) 3 SnippetCompiler 3 CodeRush 3 MSDN Library 2 LinqPad 2 Cruisecontrol.net 2 VMWare 2 RhinoMocks 2 Fiddler 2 PowerShell 2 PowerCommands for VS 2008 1 Sandcastle 1 SQL Profiler 1 Redgate ANTS profiler 11 NCover 1 VisualSVN 1 Rubber Ducky 1 WinMerge 1 NAnt 1 ViEmu 1 AnkhSVN 1 dotTrace Profiler 1 BeyondCompare 1 DPack VS Plugin 1 WCF Trace Viewer (SDK) 1 xUnit.net 1 SourceGear DiffMerge 1 Ghostdoc 1 Expression Studio 1 XAML Pad 1 KaXaml 1 Blender for 3D modeling 1 Snoop a WPF tool 1 DiffMerge 1 DPack 1 NDepend 1 Kodos 1 WatiN 1 HTTPWatch Basic Edition 1 Paint.Net 1 Mole For VS 1 What I find particularly interesting about this is that "NUnit + TestDriven.Net " is right up there in third place which shows the growing emphasis on testing as an integral part of the development process rather than as an adjunct which is simply bolted on. And I'm somewhat perplexed that Codesmith didn't receive a single vote?

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  • How to connect a USB dongle to Windows XP Mode?

    - by Ivo Flipse
    I'm trying to connect a Matrix dongle to Windows XP Mode, but when looking under USB options it's not listed. Example: The dongle get's recognized by the Windows 7 device manager as a HID-compliant device, so it's properly connected. Does anyone have an idea how to make Virtual PC recognize the dongle? I'm running Windows 7 Professional x64

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  • OpenGL - Frustum not culling polygons beyond far plane

    - by Pladnius Brooks
    I have implemented frustum culling and am checking the bounding box for its intersection with the frustum planes. I added the ability to pause frustum updates which lets me see if the frustum culling has been working correctly. When I turn around after I have paused it, nothing renders behind me and to the left and right side, they taper off as well just as you would expect. Beyond the clip distance (far plane), they still render and I am not sure whether it is a problem with my frustum updating or bounding box checking code or I am using the wrong matrix or what. As I put the distance in the projection matrix at 3000.0f, it still says that bounding boxes well past that are still in the frustum, which isn't the case. Here is where I create my modelview matrix: projectionMatrix = glm::perspective(newFOV, 4.0f / 3.0f, 0.1f, 3000.0f); viewMatrix = glm::mat4(1.0); viewMatrix = glm::scale(viewMatrix, glm::vec3(1.0, 1.0, -1.0)); viewMatrix = glm::rotate(viewMatrix, anglePitch, glm::vec3(1.0, 0.0, 0.0)); viewMatrix = glm::rotate(viewMatrix, angleYaw, glm::vec3(0.0, 1.0, 0.0)); viewMatrix = glm::translate(viewMatrix, glm::vec3(-x, -y, -z)); modelViewProjectiomMatrix = projectionMatrix * viewMatrix; The reason I scale it by -1 in the Z direction is because the levels were designed to be rendered with DirectX so I reverse the Z direction. Here is where I update my frustum: void CFrustum::calculateFrustum() { glm::mat4 mat = camera.getModelViewProjectionMatrix(); // Calculate the LEFT side m_Frustum[LEFT][A] = (mat[0][3]) + (mat[0][0]); m_Frustum[LEFT][B] = (mat[1][3]) + (mat[1][0]); m_Frustum[LEFT][C] = (mat[2][3]) + (mat[2][0]); m_Frustum[LEFT][D] = (mat[3][3]) + (mat[3][0]); // Calculate the RIGHT side m_Frustum[RIGHT][A] = (mat[0][3]) - (mat[0][0]); m_Frustum[RIGHT][B] = (mat[1][3]) - (mat[1][0]); m_Frustum[RIGHT][C] = (mat[2][3]) - (mat[2][0]); m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[3][0]); // Calculate the TOP side m_Frustum[TOP][A] = (mat[0][3]) - (mat[0][1]); m_Frustum[TOP][B] = (mat[1][3]) - (mat[1][1]); m_Frustum[TOP][C] = (mat[2][3]) - (mat[2][1]); m_Frustum[TOP][D] = (mat[3][3]) - (mat[3][1]); // Calculate the BOTTOM side m_Frustum[BOTTOM][A] = (mat[0][3]) + (mat[0][1]); m_Frustum[BOTTOM][B] = (mat[1][3]) + (mat[1][1]); m_Frustum[BOTTOM][C] = (mat[2][3]) + (mat[2][1]); m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[3][1]); // Calculate the FRONT side m_Frustum[FRONT][A] = (mat[0][3]) + (mat[0][2]); m_Frustum[FRONT][B] = (mat[1][3]) + (mat[1][2]); m_Frustum[FRONT][C] = (mat[2][3]) + (mat[2][2]); m_Frustum[FRONT][D] = (mat[3][3]) + (mat[3][2]); // Calculate the BACK side m_Frustum[BACK][A] = (mat[0][3]) - (mat[0][2]); m_Frustum[BACK][B] = (mat[1][3]) - (mat[1][2]); m_Frustum[BACK][C] = (mat[2][3]) - (mat[2][2]); m_Frustum[BACK][D] = (mat[3][3]) - (mat[3][2]); // Normalize all the sides NormalizePlane(m_Frustum, LEFT); NormalizePlane(m_Frustum, RIGHT); NormalizePlane(m_Frustum, TOP); NormalizePlane(m_Frustum, BOTTOM); NormalizePlane(m_Frustum, FRONT); NormalizePlane(m_Frustum, BACK); } And finally, where I check the bounding box: bool CFrustum::BoxInFrustum( float x, float y, float z, float x2, float y2, float z2) { // Go through all of the corners of the box and check then again each plane // in the frustum. If all of them are behind one of the planes, then it most // like is not in the frustum. for(int i = 0; i < 6; i++ ) { if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue; // If we get here, it isn't in the frustum return false; } // Return a true for the box being inside of the frustum return true; }

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  • How can I sort my data while keeping paired rows together?

    - by Joe Lee Frank
    How can I pair two rows on a spreadsheet, so that for each data entry I can sort the matrix but the pair of rows moves as a single list of data, retaining the structure of the two rows? For example: Original entry A1,1 B1,1 C1,1 D1,1 A1,2 B1,2 C1,2 D1,2 A2,1 B2,1 C2,1 D2,1 A2,2 B2,2 C2,2 D2,2 Sorted reverse order A2,1 B2,1 C2,1 D2,1 A2,2 B2,2 C2,2 D2,2 A1,1 B1,1 C1,1 D1,1 A1,2 B1,2 C1,2 D1,2

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  • What does transactions per seconds for a load balancer mean

    - by Anurag
    I was looking at the product matrix of webmux 592G(load balancer). It says maximum connections per sec = 2.8M Maximum number of transactions = 100,000 What does the above numbers mean. Does above means that load balancer can have 2.8M connections open but only 100K of them will be active per seconds. Also incase any one has used webmux 592G do you guys know in practice how many connections it can have open and what qps it can serve

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  • Web application/ site service (like Google App Engine) for PHP/ MySQL and Postgres

    - by Simon
    I would like to find a service similar to Google App Engine for PHP/ MySQL/ Postgres sites/ applications. We host two different types of site. i). PHP/ Mysql/ Zend Framework <VirtualHost *:80> DocumentRoot "/home/websites/website.com/public" ServerName website.com # This should be omitted in the production environment SetEnv APPLICATION_ENV development <Directory "/home/websites/website.com/public"> Options Indexes MultiViews FollowSymLinks AllowOverride All Order allow,deny Allow from all RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L] </Directory> </VirtualHost> ii). Matrix CMS - PHP/ Postgres + loads of pear classes <VirtualHost *:80> ServerName server.example.com DocumentRoot /home/websites/mysource_matrix/core/web Options -Indexes FollowSymLinks <Directory /home/websites/mysource_matrix> Order deny,allow Deny from all </Directory> <DirectoryMatch "^/home/websites/mysource_matrix/(core/(web|lib)|data/public|fudge)"> Order allow,deny Allow from all </DirectoryMatch> <DirectoryMatch "^/home/websites/mysource_matrix/data/public/assets"> php_flag engine off </DirectoryMatch> <FilesMatch "\.inc$"> Order allow,deny Deny from all </FilesMatch> <LocationMatch "/(CVS|\.FFV)/"> Order allow,deny Deny from all </LocationMatch> Alias /__fudge /home/websites/mysource_matrix/fudge Alias /__data /home/websites/mysource_matrix/data/public Alias /__lib /home/websites/mysource_matrix/core/lib Alias / /home/websites/mysource_matrix/core/web/index.php/ </VirtualHost> My key requirements are: I don't want to worry/ know/ care about the server/ infrastructure Secure/ up to date software/ os Good monitoring Automatic scalability SLA I apologise for the length of the question. In short all I want to do is i). create vhost, ii). create db iii). install app/ site iv). relax. Thanks. Edit: I include the Matrix vhost because that is the only complication that I cannot really do via a .htaccess file.

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  • best way to go about cost-benefit analysis on hardware

    - by Michael
    I'm looking to build a low-end computational server (my jargon in this field is especially limited so if someone can state that better please change that to meet jargon). I'm basically running computational fluid dynamics programs, large matrix computations and bioinformatics code. What would be the best way to approach cost/benefit analysis on what to put in the system? Perhaps even more general: How does one approach cost/benefit analysis on hardware theoretically (doing the analysis before building the machine)?

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  • Google Calendar like interface

    - by John Virgolino
    I need to write an application that essentially functions like a week-view of a calendar, columns for the days and then rows for appointments. Where the height of the appointment box visually represents time. In my case, I just don't want the time of day as the vertical axis, I just want hours or mins. The Google AJAX approach is very clean and easy to use and would be perfect, I think, but my major knowledge comes in ASP.Net and Windows Forms (.Net). I don't want to reinvent the wheel, but I find my mind is stuck on this problem and that I would have to create an interface from scratch for this. I have checked out the Infragistics product (used it for other projects) and read up a lot on the Google API's including their Ajax toolkit. I haven't done Java, however learning a language is not my issue, it's learning the particulars that will help me reach my goal that I feel will take most of the time. Am I making a mountain out of a mole hill? Is this really a lot easier than I think? This is starting to sound like a Dear Abby post - I'll stop now. Any advice or insight would be great! Thanks all!

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  • Pixel plot method errors out without error message.

    - by sonny5
    // The following method blows up (big red x on screen) without generating error info. Any // ideas why? // MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // runs if commented out // My goal is to draw a pixel on a form. Is there a way to increase the pixel size also? using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Plot : System.Windows.Forms.Form { private Size _ClientArea; //keeps the pixels info private double _Xspan; private double _Yspan; public Plot() { InitializeComponent(); } public Size ClientArea { set { _ClientArea = value; } } private void InitializeComponent() { this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="World Plot (world_plot.cs)"; this.Resize += new System.EventHandler(this.Form1_Resize); this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); this.Paint += new System.Windows.Forms.PaintEventHandler(this.TransformPoints); // new this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawRectangleFloat); this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawWindow_Paint); } private void DrawWindow_Paint(object sender, PaintEventArgs e) { Graphics Grf = e.Graphics; pixPlot(Grf); } static void Main() { Application.Run(new Plot()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { // no transforms done yet!!! Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called p.Dispose(); } public void PlotPixel(double X, double Y, Color C, Graphics G) { Bitmap bm = new Bitmap(1, 1); bm.SetPixel(0, 0, C); G.DrawImageUnscaled(bm, TX(X), TY(Y)); } private int TX(double X) //transform real coordinates to pixels for the X-axis { double w; w = _ClientArea.Width / _Xspan * X + _ClientArea.Width / 2; return Convert.ToInt32(w); } private int TY(double Y) //transform real coordinates to pixels for the Y-axis { double w; w = _ClientArea.Height / _Yspan * Y + _ClientArea.Height / 2; return Convert.ToInt32(w); } private void pixPlot(Graphics Grf) { Plot MyPlot = new Plot(); double x = 12.0; double y = 10.0; MyPlot.ClientArea = this.ClientSize; Console.WriteLine("x = {0}", x); Console.WriteLine("y = {0}", y); //MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // blows up } private void DrawRectangleFloat(object sender, PaintEventArgs e) { // Create pen. Pen penBlu = new Pen(Color.Blue, 2); // Create location and size of rectangle. float x = 0.0F; float y = 0.0F; float width = 200.0F; float height = 200.0F; // translate DOWN by 200 pixels // Draw rectangle to screen. e.Graphics.DrawRectangle(penBlu, x, y, width, height); } private void TransformPoints(object sender, System.Windows.Forms.PaintEventArgs e) { // after transforms Graphics g = this.CreateGraphics(); Pen penGrn = new Pen(Color.Green, 3); Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis with -1 g.Transform = myMatrix2; g.TranslateTransform(0, 200, MatrixOrder.Append); // translate DOWN the same distance as the rectangle... // ...so this will put it at lower left corner g.DrawLine(penGrn, 0, 0, 100, 90); // notice that y 90 is going UP } private void Form1_Resize(object sender, System.EventArgs e) { Invalidate(); } }

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  • navigate all items in a wpf tree view

    - by Brian Leahy
    I want to be able to traverse the visual ui tree looking for an element with an ID bound to the visual element's Tag property. I'm wondering how i do this. Controls don't have children to traverse. I started using LogicalTreeHelper.GetChildren, which seems to work as intended, up until i hit a TreeView control... then LogicalTreeHelper.GetChildren doesnt return any children. Note: the purpose is to find the visual UI element that corresponds to the data item. That is, given an ID of the item, Go find the UI element displaying it. Edit: I am apparently am not explaining this well enough. I am binding some data objects to a TreeView control and then wanting to select a specific item programaticly given that business object's ID. I dont see why it's so hard to travers the visual tree and find the element i want, as the data object's ID is in the Tag property of the appropriate visual element. I'm using Mole and I am able to find the UI element with the appropriate ID in it's Tag. I just cannot find the visual element in code. LogicalTreeHelper does not traverse any items in the tree. Neither does ItemContainerGenerator.ContainerFromItem retrieve anything for items in the tree view.

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  • How to remove RAID flag on unstriped drive without losing data?

    - by Alex Folland
    I have a Gigabyte Z68X-UD4-B3 motherboard. It advertises this new thing called "XHD", which is like RAID but makes a SSD and traditional-style drive work together to enable high speed with high capacity. I don't want to use this feature, and I already have Windows 7 64 installed without using this feature. When I first installed my 2 hard drives (1 SSD and 1 traditional-style drive) in my machine and booted it up for the first time, it ran a program from the mobo that asked me if I wanted to set up XHD. Thinking it would go to some config screen, I said yes. It immediately started doing something with my drives and finished. I considered that strange, but figured it wouldn't matter when I simply install Windows onto my SSD only. I now have my BIOS and Windows running in AHCI mode with no RAID arrays and separate drives. My SSD is one of those new Corsair Force GT drives which loses power every so often, causing Windows to BSOD. I've figured everything out about this problem, including installing the latest firmware from Corsair, and the only way to fix it at this point is by installing Intel Rapid Storage Technology to control AHCI instead of Windows, since the Windows AHCI driver disables the drive's power every once in a while and can't be configured not to do so. I've tried installing Intel Rapid Storage Technology. When I reboot my machine after doing so, it BSODs just after the Windows logo. I've figured out this is because my SSD and my traditional drive are flagged as RAID, as seen in the "Intel Matrix Storage Manager" program found by switching the BIOS hard drive handling to "RAID" mode. This is due to the XHD auto-config program I mentioned earlier. Normally, the BIOS is set to AHCI, and when the drives boot in AHCI mode, they work perfectly. So, I've concluded the data is stored in AHCI mode but the drives' flags are set to RAID. I've figured out that I can accomplish my objective by using the "Intel Matrix Storage Manager" program on the mobo (with "Reset disks to non-RAID"), but doing so would cause it to completely wipe the drives I select. I want to simply toggle these flags from RAID to AHCI so Intel Rapid Storage Technology doesn't fail and cause a BSOD upon booting, but without wiping the drives.

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  • Python: need to get energies of charge pairs.

    - by Two786
    I am new to python. I have to make a program for a project that takes a PDB format file as input and returns a list of all the intra-chain and inter-chain charge pairs and their energies (using coulomb’s law assuming a dielectric constant of (?) of 40.0). For simplicity, the charged residues for this program are just Arg (CZ), Lys (NZ), Asp (CG) and Glu (CD) with the charge bearing atoms for each indicated in parentheses. The program should report any attractive or repulsive interactions within 8.0 Å. Here is some additional information needed for the program. Eij = energy of interaction between atoms i and j in kilocalories/mole (kcals/mol) qi = charge for atom i (+1 for Lys or Arg, -1 for Glu or Asp) rij = distance between atoms i and j in angstroms using the distance formula The output should adhere to the following format: First residue : Second residue Distance Energy Lys 10 Chain A: ASP 46 Chain A D= 4.76 ang E= -2.32 kcals/mol (For some reason I can't organize the top two rows, but the first row should be lables and below it the corresponding values.) I really have no idea how to tackle this problem, any and all help is greatly appreciated. I hope this is the right place to ask. Thank you in advance. Using python 2.5

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  • matlab on laptop [closed]

    - by bill
    I would to get any opnion regarding which of the two laptop configuration is best for running Matlab with (by running matlab I do not mean graphic simulation): HP EliteBook 8570p - Intel® Core™ i5-3210M (2.50 GHz, 3 MB L3 cache, 2 cores) Chipset Mobile Intel® QM77 Express 4 GB 1600 MHz DDR3 SDRAM OR HP g6-2090ej - 2.1 GHz Intel Core i7-3612QM 6 MB L3 cache 8 GB DDR3 The second one is i7 but the first one is the Elitbook series which is a "workstation". Which will be the best for Matlab computation (no graphic simulation only computing matrix etc.)?

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  • Watch a Tesla Coil Zap in “Bullet Time” [Video]

    - by Jason Fitzpatrick
    What happens when you take 10 cameras, hack their firmware, and rig them up in a Matrix-style “Bullet Time” array to capture a Tesla Coil blasting energy bolts? Pure video magic. Over at Hacker Friendly they took ten Canon A470s, hacked the firmware with the Canon CHDK firmware, and wired them all together into an arc to capture a Tesla coil in action. Watch the video below to see the results: Impressed? You can hit up the link below to see more photos and check out their code and schematics. Bullet Time Lightning [Hacker Friendly via Laughing Squid] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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  • Get started with C++ AMP

    - by Daniel Moth
    With the imminent release of Visual Studio 2012, even if you do not classify yourself as a C++ developer, C++ AMP is something you should learn so you can understand how to speed up your loops by offloading to the GPU the computation performed in the loop (assuming you have large number of iterations/data). We have many C# customers who are using C++ AMP through pinvoke, and of course many more directly from C++. So regardless of your programming language, I hope you'll find helpful these short videos that help you get started with C++ AMP C++ AMP core API introduction... from scratch Tiling Introduction - C++ AMP Matrix Multiplication with C++ AMP GPU debugging in Visual Studio 2012 In particular the work we have done for parallel and GPU debugging in Visual Studio 2012 is market leading, so check it out! Comments about this post by Daniel Moth welcome at the original blog.

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  • 3D Ray Casting / Picking

    - by Chris
    Hi, I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point of the ray so that I can either draw a line to show the ray, or render an object at the end of 3d mouse position. Here is my post on the stack overflow math site, if there is a problem with me doing this just close the thread. Thank you. http://math.stackexchange.com/questions/15918/help-with-matrix-mathematica

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  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • (and a new ray smith equipment webpage)

    - by raysmithequip
    Originally posted on: http://geekswithblogs.net/raysmithequip/archive/2013/10/15/154351.aspxPlease bear with me, apparently we lost jabry.com to what I am not sure.  I have yet another webpage coming to http://www.raysmithequip.netai.net/ . Right now it is pretty bare, I just spent an hour configuring web matrix 2.0 (3 no likey like vista!!).  I should have the shoppers corner sub page back up intime for black friday though, soo keep your eyes posted.To keep you busy meantime, be sure to check out inmoov, a really cool open source 3d printed diy robot.I chanced upon it from the dangerous prototypes web site some time ago and consider it the one project that will rock the world in the immediate future.inmoov.blogspot.com/ raysmithn3twu

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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