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  • Wait for animation, render to complete - XAML and C#

    - by Adam S
    Hi all. I have a situation where I am animating part of my XAML application, and I need to wait for the animation AND rendering to complete before I can move on in my code. So far the tail end of my function looks like: ProcExpandCollapse.Begin(); while (ProcExpandCollapse.GetCurrentState() != ClockState.Stopped) { } } Which, in theory, will wait until the animation is finished. But it will not wait until the rendering is finished - the thread drawing the application might still not have re-drawn the animation. The animation is expanding a UIElement, and then the next part of my code uses it's rendered size to do some things. My question then is, how do I wait until my UI Element is re-rendered before moving on?

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  • PHP & RSS Feeds & Special Characters validation Problem.

    - by BUGY
    I keep getting the following validation warning below. And I was wondering that some of my articles deal with special characters and was wondering how should I go about rendering or not rendering special characters in my RSS feeds? Should I use htmlentites or not? If so how? In addition, interoperability with the widest range of feed readers could be improved by implementing the following recommendations. line 22, column 35: title should not contain HTML: &amp; PHP code. <title>' . htmlentities(strip_tags($title), ENT_QUOTES, "UTF-8") . '</title>

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  • Is it possible to *optionally* override a theme in Drupal 6?

    - by David Semeria
    I want to override the theming of only one (custom) menu. I can do this with phptemplate_menu_tree() but - of course - it overrides the rendering of all menus. I've tried returning FALSE (an obvious technique IMO) if the menu is not the specific one I want to override - but this doesn't cause the overridden theme function to be called. My only alternative (when the menu is anything other than the specific one) is to call the overridden function from within phptemplate_menu_tree() - but this seems to defeat the whole point of the override system, since the default rendering function will be hard-coded therein. I hope the explanation is clear, and any help is greatly appreciated - tks.

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • The Windows Browser Ballot Screen Offers Web Browser Choice to European Users

    - by Matthew Guay
    Since March, our friends across the pond in Europe get to decide which browser they want to install with their Windows OS. Today we thought we would take a look at the ballot choices, some are well known, and others you may not have heard of. Windows users in European countries should start seeing the so called “Browser Ballot Screen” after installing the Windows Update KB976002 (link below). The browser ballot offers a dozen different browsers, including some you’ve likely never heard of.  They each have some unique features, and are all free, and here we take a quick look at each of them. Internet Explorer 8 Internet Explorer is the world’s most used web browser, as it’s bundled with Windows. It also includes several unique features, including Accelerators that make it easy to search or find a map of a location, and InPrivate filtering to directly control what sites can get personal information.  Additionally, it offers great integration with Windows Touch and the new taskbar in Windows 7. IE 8 runs on Windows XP and newer, and is bundled with Windows 7. Mozilla Firefox 3.6 Firefox is the most popular browser other than Internet Explorer.  It is the modern descendant of Netscape, and is loved by web developers for its adherence to web standards, openness, and expandability.  It offers thousands of Add-ons and themes to let you customize it to fit your preferences. The most recent version has added Personas, which are quick, lightweight themes to let you personalize the look your browser. It’s open source, and runs on all modern versions of Windows, Mac OS X, and Linux. Of course thanks to Asian Angel, our resident browser expert, you can check out several articles regarding this popular IE alternative. Google Chrome 4 Google Chrome has gained an impressive amount of market share during its short time in the market. It offers a minimalistic interface and fast speeds with intensive web applications. The address bar is also a search bar, so you can enter a search query or web address and quickly get the information you need. With version 4 you can add a growing number of extensions, personalize it with a variety of stylish themes, and automatically translate foreign websites into your own language. Opera 10.50 Although Opera has been around for over a decade, relatively few users have used it. With the new 10.50 release, Opera has many unique features packed in a sleek UI. It integrates great with Aero and the Windows 7 taskbar, and lets you preview the contents of your websites in the tab bar. It also includes Opera Unite, a small personal web server to make file sharing easy, Opera Turbo to speed up your internet when the connection is slow, and Opera Link to keep all your copies of Opera in sync. It’s a popular browser on many mobile devices, and version 10.50 has a lot of enhancements. Apple Safari 4 Safari is the default browser in Mac OS X, and starting with version 3 it has been available for Windows as well. It’s based on Webkit, the popular new rendering engine that provides great speed and standards compatibility.  Safari 4 lets you browse your browsing history in a unique Coverflow interface, and shows your Top Sites in a fancy, 3D interface.  It’s also great for viewing mobile websites for the iPhone and other mobile devices through Developer Tools. Flock 2.5 Based on the popular Firefox core, Flock brings a multitude of social features to your browsing experience. You can view the latest YouTube videos, Flickr pictures, update your favorite social network, and keep up with your webmail thanks to It’s integration with a wide variety of services. You can even post to your blog through the integrated blog editor. If your time online is mostly spent in social services, this may be a browser you want to check out. Maxthon 2.5 Maxthon is a unique browser that builds on Internet Explorer to bring more features with IE’s rendering. Formerly known as MyIE2, Maxthon was popular for bringing tabbed browsing with IE rendering during the days of IE 6.  Today Maxthon supports a wide range of plugins and skins, so you can customize it however you want. It includes mouse gestures, a web accelerator to speed up pokey internet connections, a content blocker to remove unwanted content from sites, an online account to backup your favorites, and a nice download manager. Avant Browser Another nice browser based on Internet Explorer, Avant brings a wide variety of features in a nice brushed-metal interface. It includes an integrated AutoFill for forms, mouse gestures, customizable skins, and privacy protection features. It also includes a Flash blocker that will only load flash in webpages when you select them. You can also integrate Avant with an online account to store your bookmarks, feeds, settings and passwords online. Sleipnir Sleipnir is a customizable browser meant for advance users that is quite popular in Japan. It’s built on the Trident engine and virtually every aspect of is customizable unlike Internet Explorer.   FlashPeak SlimBrowser SlimBrowser from FlashPeak incorporates a lot of features like Popup Killer, Auto Login, site filtering and more. It’s based on Internet Explorer but offers a lot more customizable options out of the box.   K-meleon This basic browser is light on system resources and based on the Gecko engine. It’s been in development for years on SourceForge, and if you like to tweak virtually any aspect of your browser, this might be a good choice for you.   GreenBrowser GreenBrowser is based on Internet Explorer and is available in several languages. It has a large amount of features out of the box and is light on system resources.   Conclusion The European Union asked for more choices in the web browser they could choose from when installing Windows, and with the Browser Ballot Screen, they certainly get a variety to choose from.  If you’ve tried out some of the lesser known browsers, or think some important ones have been left out, leave a comment and tell us about it. Learn More About the Browser Ballot Screen and Download Alternatives to IE Windows Update KB976002 Similar Articles Productive Geek Tips Set the Default Browser on Ubuntu From the Command LineQuick Tip: Empty Internet Explorer 7 Cache when Browser is ClosedView Hidden Files and Folders in Ubuntu File BrowserSet the Default Browser and Email Client in UbuntuAccess Multiple Browsers from Firefox with Browser View Plus TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Play Music in Chrome by Simply Dragging a File 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more

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  • RSS feeds in Orchard

    - by Latest Microsoft Blogs
    When we added RSS to Orchard , we wanted to make it easy for any module to expose any contents as a feed. We also wanted the rendering of the feed to be handled by Orchard in order to minimize the amount of work from the module developer. A typical example Read More......(read more)

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  • The Battle of Helm’s Deep in LEGO [Video]

    - by Jason Fitzpatrick
    Not only is this an impressive rendering of the Lord of the Ring’s series Battle of Helm’s Deep, but the animator threw in some great cameos and jokes along the way. LEGO The Battle of Helm’s Deep [via Geeks Are Sexy] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • "exception at 0x53C227FF (msvcr110d.dll)" with SOIL library

    - by Sean M.
    I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an image with SOIL throws the following runtime error: This error points to this part: // SOIL.c int query_NPOT_capability( void ) { /* check for the capability */ if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) { /* we haven't yet checked for the capability, do so */ if( (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), "GL_ARB_texture_non_power_of_two" ) ) ) //############ it points here ############// { /* not there, flag the failure */ has_NPOT_capability = SOIL_CAPABILITY_NONE; } else { /* it's there! */ has_NPOT_capability = SOIL_CAPABILITY_PRESENT; } } /* let the user know if we can do non-power-of-two textures or not */ return has_NPOT_capability; } Since it points to the line where SOIL tries to access the OpenGL extensions, I think that for some reason SOIL is trying to load the texture before an OpenGL context is created. The problem is, I've gone through the entire solution, and there is only one place where SOIL has to load a texture, and it happens long after the OpenGL context is created. This is the part where it loads the texture... //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); //Create the internal rendering components prepareScreen(); //Init glew glewExperimental = GL_TRUE; int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); <-- Sucessfully creates an OpenGL context //Initialize the app g_app = new App(); g_app->PreInit(); g_app->Init(); g_app->PostInit(); <-- Loads the texture (after the context is created) ...and debug printing to the console CONFIRMS that the OpenGL context was created before the texture loading was attempted. So my question is if anyone is familiar with this specific error, or knows if there is a specific instance as to why SOIL would think OpenGL isn't initialized yet.

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  • Creating a bare bone web-browser: After the html parser, javascript parser, etc have done their work, how do I display the content of the webpage?

    - by aste123
    This is a personal project to learn computer programming. I took a look at this: https://www.udacity.com/course/viewer#!/c-cs262 The following is the approach taken in it: Abstract Syntax Tree is created. But javascript is still not completely broken down in order not to confuse with the html tags. Then the javascript interpreter is called on it. Javascript interpreter stores the text from the write() and document.write() to be used later. Then a graphics library in Python is called which will convert everything to a pdf file and then we convert it into png or jpeg and then display it. My Question: I want to display the actual text in a window (which I will design later) like firefox or chrome does instead of image files so that the data can be selected, copied, etc by the user of the browser. How do I accomplish this? In other words, what are the other elements of a bare bone web browser that I am missing? I would prefer to implement most of the stuff in C++ although if things seem too complicated I might go with Python to save time and create a prototype and later creating another bare bone browser in C++ and add more features. This is a project to learn more. I do realize we already have lots of reliable browsers like firefox, etc. The way I feel it is done: I think after all the broken down contents have been created by the parsers and interpreters, I will need to access them individually from within the window's code (like qt) and then decide upon a good way to display them. I am not sure if it is the way this should be done. Additions after useful comment by Kilian Foth: I found this page: http://friendlybit.com/css/rendering-a-web-page-step-by-step/ 14. A DOM tree is built out of the broken HTML 15. New requests are made to the server for each new resource that is found in the HTML source (typically images, style sheets, and JavaScript files). Go back to step 3 and repeat for each resource. 16. Stylesheets are parsed, and the rendering information in each gets attached to the matching node in the DOM tree 17. Javascript is parsed and executed, and DOM nodes are moved and style information is updated accordingly 18. The browser renders the page on the screen according to the DOM tree and the style information for each node 19. You see the page on the screen I need help with step 18. How do I do that? How much work do Webkit and Gecko do? I want to use a readymade layout renderer for step number 18 and not for anything that comes before that.

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Google I/O 2011: GIS with Google Earth and Google Maps

    Google I/O 2011: GIS with Google Earth and Google Maps Josh Livni, Mano Marks Building a robust interactive map with a lot of data involves more than just adding a few placemarks. We'll talk about integrating with existing GIS software, importing data from shapefiles and other formats, map projections, and techniques for managing, analyzing, and rendering large datasets. From: GoogleDevelopers Views: 3785 19 ratings Time: 52:25 More in Science & Technology

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Mesa library vs Hardware accelerated OpenGL for my executable - it's just a linking problem?

    - by user827992
    Supposing that i have my program that is targeting a specific OpenGL version, let's say the 3.0, now i want to produce an executable that will support the software rendering with Mesa and another executable that will support the Hardware accelerated context, i can use the same source code for both without expecting any issues ? In another words, the instrunctions in this libraries are the same for my linking purpose ?

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  • Graphics card recommendation for dual-HD output?

    - by Graham
    I'm going for a dual-HD monitor setup (HDMI or DVI output), running Ubuntu 11.10 64-bit with Unity 3D. What graphics card / video card should I get? Requirements: Dual-monitor output for DVI (mixed-resolution: 1920x1080 and 1920x1200) Or dual-HDMI output, if it works with Ubuntu Smooth desktop compositing and (Chrome) browser and IDE window rendering At least 60fps on fullscreen glxgears (1920x1200 resolution) Supported and non-buggy behaviour in Unity 3D/Compiz Not looking to play games Smooth fullscreen video playback (just because)

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  • Ogre3D Fog with overlays

    - by Yourdoom
    I'm building a game with Ogre3d, I've got fog working properly with: scenemanager->setFog(Ogre::FOG_LINEAR, Ogre::ColourValue( 0.23f, 0.725f, 1.0f ), 0, 18, 20 ); However I'm currently implementing a GUI system (libRocket) which is rendered on top of everything else, and this removes the fog, does anyone know how to fix this? (I'm using the default libRocket rendering system for ogre as included in the samples, but this problem also appears when using a semi-transparent overlay).

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Voxel Engine in Multiplayer?

    - by Oliver Schöning
    This is a question more out of Interest for now, because I am not even near to the point that I could create this project at the moment. I really like the progress on the Atomontage Engine. A Voxel engine that is WIP at the moment. I would like to create a Voxel SERVER eventually. First in JavaScript (That's what I am learning right now) later perhaps in C++ for speed. Remember, I am perfectly aware that this is very hard! This is a brainstorm for the next 10 years as for now. What I would like to achieve one day is a Multiplayer Game in the Browser where the voxels positions are updated by XYZ input from the server. The Browser Does only 3 things: sending player input to the server, updating Voxel positions send from the server and rendering the world. I imagine using something like the Three.js libary on the client side. So that would be my programming dream right there... Now to something simpler for the near future. Right now I am learning javascript. And I am making games with Construct2. (A really cool JavaScript "game maker") The plan is to create a 2D Voxel enviorment (Block Voxels) on the Socket.IO Server* and send the position of the Voxels and Players to the Client side which then positions the Voxel Blocks to the Server Output coordinates. I think that is a bit more manageable then the other bigger idea. And also there should be no worries about speed with this type of project in JavaScript (I hope). Extra Info: *I am using nodejs (Without really knowing what it does besides making Socket.IO work) So now some questions: Is the "dream project" doable in JavaScript? Or is C++ just the best option because it does not take as long to be interpreted at run time like JavaScript? What are the limitations? I can think of some: Need of a Powerful server depending on how much information the server has to process. Internet Speed; Sending the data of the Voxel positions to every player could add up being very high! The browser FPS might go down quickly if rendering to many objects. One way of fixing reducing the packages Could be to let the browser calculate some of the Voxel positions from Several Values. But that would slow down the Client side too. What about the more achievable project? I am almost 100% convinced that this is possible in JavaScript, and that there are several ways of doing this. This is just XY position Updating for now.. Hope this did make some sense. Please comment if you got something to say :D

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  • What math should all game programmers know?

    - by Tetrad
    Simple enough question: What math should all game programmers have a firm grasp of in order to be successful? I'm not specifically talking about rendering math or anything in the niche areas of game programming, more specifically just things that even game programmers should know about, and if they don't they'll probably find it useful. Note: as there is no one correct answer, this question (and its answers) is a community wiki. Also, if you would like fancy latex math equations, feel free to use http://mathurl.com/.

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Creating a chained dropdownlist using AJAX and XML

    This article is about to create a chained drop down list when we need to represent data from hierarchical data sets. Here I’ll be discussing the method to populate ASPX dropdown lists using partial page rendering with AJAX. My database is simple XML data file.

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  • Creating a chained dropdownlist using AJAX and XML

    This article is about to create a chained drop down list when we need to represent data from hierarchical data sets. Here Ill be discussing the method to populate ASPX dropdown lists using partial page rendering with AJAX. My database is simple XML data file....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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