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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Two graphical entities, smooth blending between them (e.g. asphalt and grass)

    - by Gabriel Conrad
    Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into other tinier strips, and suppose that the meadow is covered with grass. What can be done to make the two graphical entities seem less cut out from a photo and just pasted one on top of the other at the edges? To better understand the problem, picture a strip of asphalt and a plane covered with grass. The grass texture should also "enter" the tarmac strip a little bit at the edges (i.e. feathering effect). My ideas involve two approaches: put two textures on the tarmac entity, but that involves a serious restriction in how the strip is modeled and its texture coordinates are mapped or try and apply a post-processing filter that mimics a bloom effect where "grass" is used instead of light. This could be a terrible failure to achieve correct results. So, is there a better or at least a more obvious way that's widely used in the game dev industry?

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • Heightmap and Textures

    - by Robert
    Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im really lost and i dont know what to use at all. Here is my code that generates the heightmap (its basic) float[] vertexes = null; float[] textureCoords = null; for(int x = 0; x < this.m_size.width; x++) { for(int y = 0; y < this.m_size.height; y++) { vertexes ~= [x, 1.0f, y]; textureCoords ~= [cast(float)x / 50, cast(float)y / 50]; } } As you can see, i dont know how to apply the texture at all (i was using / 50 for my tests). Result of that code : I would like to have something very basic like : (you can find more pics in his blog) Edit : my texture size is 1024x1024.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • How to handle class dependency with interfaces and implementatons

    - by lealand
    I'm using ObjectAid with Eclipse to generate UML class diagrams for my latest Java project, and I currently have a handful of situations like this, where I have a dependency between two interfaces, as well as one of the implementations of one of the interfaces. Here, foo is the graphics library I'm using. In the previous example, FooCanvas draws ITexture objects to the screen, and both FooCanvas and its interface, ICanvas, take ITexture objects as arguments to their methods. The method in the canvas classes which cause this dependency is the following: void drawTexture(ITexture texture, float x, float y); Additionally, I tried a variation on the method signature using Java's generics: <T extends ITexture> void drawTexture(T texture, float x, float y); The result of this was a class diagram where the only dependencies where between the interfaces and the implementing classes, and no dependency by a canvas object on a texture. I'm not sure if this is more ideal or not. Is the dependency of both the interface and implementation on another interface an expected pattern, or is it typical and/or possible to keep the implementation 'isolated' from its interfaces dependencies? Or is the generic method the ideal solution?

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  • marshal data too short!!!

    - by Nitin Garg
    My application requires to keep large data objects in session. There are like 3-4 data objects each created by parsing a csv containing 150 X 20 cells having strings of 3-4 characters. My application shows this error- "marshal data too short". I tried this- Deleting the old session table. Deleting the old migration for session table. Creating a new migration using rake db: sessions:create. editing the migration manually, changing "text: data" to "longtext: data". running the migration using rake db: migrate. now when i open my application, i see this page- link text please someone help me, this is getting on my nerves!! other details of application-- In view "index.html.erb"- There is a link that makes ajax call to an action in controller, that action parses large csv file and makes an object out of it. this object is stored in session. ERROR LOG ` ArgumentError in Scoring#index Showing app/views/scoring/index.html.erb where line #4 raised: marshal data too short Extracted source (around line #4): 1: 2: 3: 4: <%= link_to_remote "get csv file", 5: :url = { :action = 'show_static_1' }, 6: :update = "static_score", 7: :complete = "$('static_score').update(request.responseText)" % Application Trace | Framework Trace | Full Trace /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' (eval):2:in send' (eval):2:in form_authenticity_token' app/views/scoring/index.html.erb:4:in _run_erb_app47views47scoring47index46html46erb' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:1065:in options_for_ajax' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:449:in remote_function' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:256:in link_to_remote' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:306:in with_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:30:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/template.rb:205:in render_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:265:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:348:in _render_with_layout' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:262:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1250:in render_for_file' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:945:in render_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1326:in default_render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1338:in perform_action_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:617:in call_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:610:in perform_action_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/rescue.rb:160:in perform_action_without_flash' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/flash.rb:146:in perform_action' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in process_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:606:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:391:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:386:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/routing/route_set.rb:437:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:87:in dispatch' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:121:in _call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:130:in build_middleware_stack' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/head.rb:9:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/methodoverride.rb:24:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/params_parser.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:122:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:29:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/query_cache.rb:34:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:9:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:28:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/connection_pool.rb:361:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/failsafe.rb:26:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in synchronize' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:114:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/reloader.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:108:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/static.rb:31:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:46:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in each' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/log_tailer.rb:17:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/content_length.rb:13:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/chunked.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:64:in process' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:159:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in each' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in run' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/commands/server.rb:111 /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in gem_original_require' /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in require' script/server:3 /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' (eval):2:in send' (eval):2:in form_authenticity_token' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:1065:in options_for_ajax' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:449:in remote_function' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:256:in link_to_remote' /app/views/scoring/index.html.erb:4:in _run_erb_app47views47scoring47index46html46erb' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:306:in with_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:30:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/template.rb:205:in render_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:265:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:348:in _render_with_layout' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:262:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1250:in render_for_file' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:945:in render_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1326:in default_render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1338:in perform_action_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:617:in call_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:610:in perform_action_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/rescue.rb:160:in perform_action_without_flash' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/flash.rb:146:in perform_action' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in process_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:606:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:391:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:386:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/routing/route_set.rb:437:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:87:in dispatch' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:121:in _call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:130:in build_middleware_stack' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/head.rb:9:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/methodoverride.rb:24:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/params_parser.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:122:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:29:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/query_cache.rb:34:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:9:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:28:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/connection_pool.rb:361:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/failsafe.rb:26:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in synchronize' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:114:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/reloader.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:108:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/static.rb:31:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:46:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in each' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/log_tailer.rb:17:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/content_length.rb:13:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/chunked.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:64:in process' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:159:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in each' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in run' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/commands/server.rb:111 /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in gem_original_require' /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' script/server:3 Request Parameters: None Show session dump Response Headers: {"Content-Type"="text/html", "Cache-Control"="no-cache"} `

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  • Rendering ASP.NET MVC Razor Views outside of MVC revisited

    - by Rick Strahl
    Last year I posted a detailed article on how to render Razor Views to string both inside of ASP.NET MVC and outside of it. In that article I showed several different approaches to capture the rendering output. The first and easiest is to use an existing MVC Controller Context to render a view by simply passing the controller context which is fairly trivial and I demonstrated a simple ViewRenderer class that simplified the process down to a couple lines of code. However, if no Controller Context is available the process is not quite as straight forward and I referenced an old, much more complex example that uses my RazorHosting library, which is a custom self-contained implementation of the Razor templating engine that can be hosted completely outside of ASP.NET. While it works inside of ASP.NET, it’s an awkward solution when running inside of ASP.NET, because it requires a bit of setup to run efficiently.Well, it turns out that I missed something in the original article, namely that it is possible to create a ControllerContext, if you have a controller instance, even if MVC didn’t create that instance. Creating a Controller Instance outside of MVCThe trick to make this work is to create an MVC Controller instance – any Controller instance – and then configure a ControllerContext through that instance. As long as an HttpContext.Current is available it’s possible to create a fully functional controller context as Razor can get all the necessary context information from the HttpContextWrapper().The key to make this work is the following method:/// <summary> /// Creates an instance of an MVC controller from scratch /// when no existing ControllerContext is present /// </summary> /// <typeparam name="T">Type of the controller to create</typeparam> /// <returns>Controller Context for T</returns> /// <exception cref="InvalidOperationException">thrown if HttpContext not available</exception> public static T CreateController<T>(RouteData routeData = null) where T : Controller, new() { // create a disconnected controller instance T controller = new T(); // get context wrapper from HttpContext if available HttpContextBase wrapper = null; if (HttpContext.Current != null) wrapper = new HttpContextWrapper(System.Web.HttpContext.Current); else throw new InvalidOperationException( "Can't create Controller Context if no active HttpContext instance is available."); if (routeData == null) routeData = new RouteData(); // add the controller routing if not existing if (!routeData.Values.ContainsKey("controller") && !routeData.Values.ContainsKey("Controller")) routeData.Values.Add("controller", controller.GetType().Name .ToLower() .Replace("controller", "")); controller.ControllerContext = new ControllerContext(wrapper, routeData, controller); return controller; }This method creates an instance of a Controller class from an existing HttpContext which means this code should work from anywhere within ASP.NET to create a controller instance that’s ready to be rendered. This means you can use this from within an Application_Error handler as I needed to or even from within a WebAPI controller as long as it’s running inside of ASP.NET (ie. not self-hosted). Nice.So using the ViewRenderer class from the previous article I can now very easily render an MVC view outside of the context of MVC. Here’s what I ended up in my Application’s custom error HttpModule: protected override void OnDisplayError(WebErrorHandler errorHandler, ErrorViewModel model) { var Response = HttpContext.Current.Response; Response.ContentType = "text/html"; Response.StatusCode = errorHandler.OriginalHttpStatusCode; var context = ViewRenderer.CreateController<ErrorController>().ControllerContext; var renderer = new ViewRenderer(context); string html = renderer.RenderView("~/Views/Shared/GenericError.cshtml", model); Response.Write(html); }That’s pretty sweet, because it’s now possible to use ViewRenderer just about anywhere in any ASP.NET application, not only inside of controller code. This also allows the constructor for the ViewRenderer from the last article to work without a controller context parameter, using a generic view as a base for the controller context when not passed:public ViewRenderer(ControllerContext controllerContext = null) { // Create a known controller from HttpContext if no context is passed if (controllerContext == null) { if (HttpContext.Current != null) controllerContext = CreateController<ErrorController>().ControllerContext; else throw new InvalidOperationException( "ViewRenderer must run in the context of an ASP.NET " + "Application and requires HttpContext.Current to be present."); } Context = controllerContext; }In this case I use the ErrorController class which is a generic controller instance that exists in the same assembly as my ViewRenderer class and that works just fine since ‘generically’ rendered views tend to not rely on anything from the controller other than the model which is explicitly passed.While these days most of my apps use MVC I do still have a number of generic pieces in most of these applications where Razor comes in handy. This includes modules like the above, which when they error often need to display error output. In other cases I need to generate string template output for emailing or logging data to disk. Being able to render simply render an arbitrary View to and pass in a model makes this super nice and easy at least within the context of an ASP.NET application!You can check out the updated ViewRenderer class below to render your ‘generic views’ from anywhere within your ASP.NET applications. Hope some of you find this useful.ResourcesViewRenderer Class in Westwind.Web.Mvc Library (Github)Original ViewRenderer ArticleRazor Hosting Library (GitHub)Original Razor Hosting Article© Rick Strahl, West Wind Technologies, 2005-2013Posted in ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • IE9 not rendering box-shadow Elements inside of Table Cells

    - by Rick Strahl
    Ran into an annoying problem today with IE 9. Slowly updating some older sites with CSS 3 tags and for the most part IE9 does a reasonably decent job of working with the new CSS 3 features. Not all by a long shot but at least some of the more useful ones like border-radius and box-shadow are supported. Until today I was happy to see that IE supported box-shadow just fine, but I ran into a problem with some old markup that uses tables for its main layout sections. I found that inside of a table cell IE fails to render a box-shadow. Below are images from Chrome (left) and IE 9 (right) of the same content: The download and purchase images are rendered with: <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> where the .boxshadow and .roundbox styles look like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } And the Problem is… collapsed Table Borders Now normally these two styles work just fine in IE 9 when applied to elements. But the box-shadow doesn't work inside of this markup - because the parent container is a table cell.<td class="sidebar" style="border-collapse: collapse"> … <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> …</td> This HTML causes the image to not show a shadow. In actuality I'm not styling inline, but as part of my browser Reset I have the following in my master .css file:table { border-collapse: collapse; border-spacing: 0; } which has the same effect as the inline style. border-collapse by default inherits from the parent and so the TD inherits from table and tr - so TD tags are effectively collapsed. You can check out a test document that demonstrates this behavior here in this CodePaste.net snippet or run it here. How to work around this Issue To get IE9 to render the shadows inside of the TD tag correctly, I can just change the style explicitly NOT to use border-collapse:<td class="sidebar" style="border-collapse: separate; border-width: 0;"> Or better yet (thanks to David's comment below), you can add the border-collapse: separate to the .boxshadow style like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; border-collapse: separate; } With either of these approaches IE renders the shadows correctly. Do you really need border-collapse? Should you bother with border-collapse? I think so! Collapsed borders render flat as a single fat line if a border-width and border-color are assigned, while separated borders render a thin line with a bunch of weird white space around it or worse render a old skool 3D raised border which is terribly ugly as well. So as a matter of course in any app my browser Reset includes the above code to make sure all tables with borders render the same flat borders. As you probably know, IE has all sorts of rendering issues in tables and on backgrounds (opacity backgrounds or image backgrounds) most of which is caused by the way that IE internally uses ActiveX filters to apply these effects. Apparently collapsed borders are yet one more item that causes problems with rendering. There you have it. Another crappy failure in IE we have to check for now, just one more reason to hate Internet Explorer. Luckily this one has a reasonably easy workaround. I hope this helps out somebody and saves them the hour I spent trying to figure out what caused this problem in the first place. Resources Sample HTML document that demonstrates the behavior Run the Sample© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML  Internet Explorer   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • What's the default traditional Chinese font?

    - by janoChen
    The only fonts that can render Chinese text are: WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono, Droid Sans (I think is unicode), FreeSans (I think is unicode too). Changing Chinese text to Sans, FreeSans, Droid Sans render the same font). WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono render 'bolder' Chinese text. EDIT: What I discovered so far: Is not WenQuanYi Micro Hei, WenQuanYi Micro Hei, Droid Sans Fallback (Droid with CJK support). It can only be FreeSans, or Deja vu Sans. I'm not sure which one is being used as default one (clean installation) Any idea?

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • Instance caching in Objective C

    - by zoul
    Hello! I want to cache the instances of a certain class. The class keeps a dictionary of all its instances and when somebody requests a new instance, the class tries to satisfy the request from the cache first. There is a small problem with memory management though: The dictionary cache retains the inserted objects, so that they never get deallocated. I do want them to get deallocated, so that I had to overload the release method and when the retain count drops to one, I can remove the instance from cache and let it get deallocated. This works, but I am not comfortable mucking around the release method and find the solution overly complicated. I thought I could use some hashing class that does not retain the objects it stores. Is there such? The idea is that when the last user of a certain instance releases it, the instance would automatically disappear from the cache. NSHashTable seems to be what I am looking for, but the documentation talks about “supporting weak relationships in a garbage-collected environment.” Does it also work without garbage collection? Clarification: I cannot afford to keep the instances in memory unless somebody really needs them, that is why I want to purge the instance from the cache when the last “real” user releases it. Better solution: This was on the iPhone, I wanted to cache some textures and on the other hand I wanted to free them from memory as soon as the last real holder released them. The easier way to code this is through another class (let’s call it TextureManager). This class manages the texture instances and caches them, so that subsequent calls for texture with the same name are served from the cache. There is no need to purge the cache immediately as the last user releases the texture. We can simply keep the texture cached in memory and when the device gets short on memory, we receive the low memory warning and can purge the cache. This is a better solution, because the caching stuff does not pollute the Texture class, we do not have to mess with release and there is even a higher chance for cache hits. The TextureManager can be abstracted into a ResourceManager, so that it can cache other data, not only textures.

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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