Search Results

Search found 60978 results on 2440 pages for 'web development'.

Page 471/2440 | < Previous Page | 467 468 469 470 471 472 473 474 475 476 477 478  | Next Page >

  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

    Read the article

  • How to store the path of a game pawn in a turn based game ?

    - by panzerschreck
    Hello, I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not. i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins. The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point. Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns. Is there any pattern to store such static information, in a elegant way ? Thanks for your time

    Read the article

  • VS 2010 very slow

    - by kaze
    I have just upgraded to VS 2010, and I have performance problems which I did not have before (in VS 2008). The most annoying thing is that it freezes while I work in the text editor. Sometimes when it freezes I see that it is saving auto recovery information, but not always. Almost anything I do gives an unacceptable long delay, like saving, starting to debug, ending debug session, switching between design and code view, and doing WinForms designing. I have some parts of my home directory on a mapped network drive. I suspect that that might be a part of the problem. Is it possible to configure VS 2010 to use exclusively local disk for its "internal" work perhaps? Any hints would be appreciated! Has anyone else experienced these kinds of problems?

    Read the article

  • will_paginate undefined method error - Ruby on Rails

    - by bgadoci
    I just installed the gem for will_paginate and it says that it was installed successfully. I followed all the instructions listed with the plugin and I am getting an 'undefined method `paginate' for' error. Can't find much in the way of Google search and haven't been able to fix it myself (obviously). Here is the code: PostsController def index @tag_counts = Tag.count(:group => :tag_name, :order => 'updated_at DESC', :limit => 10) @posts = Post.paginate :page => params[:page], :per_page => 50 respond_to do |format| format.html # index.html.erb format.xml { render :xml => @posts } format.json { render :json => @posts } format.atom end end /model/post.rb class Post < ActiveRecord::Base validates_presence_of :body, :title has_many :comments, :dependent => :destroy has_many :tags, :dependent => :destroy cattr_reader :per_page @@per_page = 10 end /posts/views/index.html.erb <%= will_paginate @posts %>

    Read the article

  • Developer Burnout Stories

    - by Jeff V
    In question: "What causes developer burnout?" I told of a co-worker who got burned out and ended up leaving the profession. Have you seen developer burnout? Tell the story here. Whether it is funny or just plain sad and touching I'm sure it will tell us something about our profession. This will give us a sense of how common it is as well.

    Read the article

  • how to dinamically add controls in asp.net Dynamic Data

    - by loviji
    Hello, i'm trying to work with asp.NET Dynamic Data. So, I see Dynamic Data not well learned by people as other technologies. now, to my question. Lets us work with Details.aspx page that located on ~\DynamicData\PageTemplates I need to add <asp:DynamicControl runat="server" to page into Form1.detailsTable. i've tried like this: protected DynamicControl myC=new DynamicControl(); protected void Page_Load(object sender, EventArgs e) { foreach(var c in table.Columns) { myC.DataField=c.DisplayName; FormView1.Controls.Add(myC); } } but I can not see the desired result. where is the problem. thanks

    Read the article

  • Advice for Future Programmers?

    - by Nate Zaugg
    I have a buddy that is going to be giving some presentations to high-schoolers. Specifically he asked: What would you be looking for if they approached you about work? Perhaps you are in that age group right now. What do you want to know? Perhaps you are just a few years into the workforce. What do you wish someone had told you but never did? Perhaps you have children, relatives or friends in or soon to be in that age group. What are you worried they don't know about? I'm sure there are other perspectives and questions I'm not even thinking about. I'd like to hear what you have to say about it. Here was my list: Don't be afraid to try! Don't let the perception that something is too difficult stop you from experimenting. Curiosity may have killed the cat, but an un-inquisitive person is mostly useless. Stolen from Einstein: You don't really understand something until you can explain it to your grandmother. It's never enough to be smart, you also have to work well with others. Before you can be really smart, you must learn how to learn. There will always be someone smarter than you are -- Become their buddy! Get to know great minds and learn all you can. Some knowledge can only be expressed this way. Communication, Communication, Communication! Projects rarely fail because of technical reasons and the difference between good programmers and outstanding programmers is how well they communicate. A good work ethic never goes unnoticed. Know when to ask for help and when to figure something out for yourself.

    Read the article

  • Problems with makeObjectsPerformSelector inside and outside a class?

    - by QuakAttak
    A friend and I are creating a card game for the iPhone, and in these early days of the project, I'm developing a Deck class and a Card class to keep up with the cards. I'm wanting to test the shuffle method of the Deck class, but I am not able to show the values of the cards in the Deck class instance. The Deck class has a NSArray of Card objects that have a method called displayCard that shows the value and suit using console output(printf or NSLog). In order to show what cards are in a Deck instance all at once, I am using this, [deck makeObjectsPerformSelector:@selector(displayCard)], where deck is the NSArray in the Deck class. Inside of the Deck class, nothing is displayed on the console output. But in a test file, it works just fine. Here's the test file that creates its own NSArray: #import <Foundation/Foundation.h> #import "card.h" int main (int argc, char** argv) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; Card* two = [[Card alloc] initValue:2 withSuit:'d']; Card* three = [[Card alloc] initValue:3 withSuit:'h']; Card* four = [[Card alloc] initValue:4 withSuit:'c']; NSArray* deck = [NSArray arrayWithObjects:two,three,four,nil]; //Ok, what if we release the objects in the array before they're used? //I don't think this will work... [two release]; [three release]; [four release]; //Ok, it works... I wonder how... //Hmm... how will this work? [deck makeObjectsPerformSelector:@selector(displayCard)]; //Yay! It works fine! [pool release]; return 0; } This worked beautifully, so I created an initializer around this idea, creating 52 card objects one at a time and adding them to the NSArray using deck = [deck arrayByAddingObject:newCard]. Is the real problem with how I'm using makeObjectsPerformSelector or something before/after it?

    Read the article

  • Any good card game AI strategies?

    - by Mark
    What would be strategies for writing a good computer opponent for a card game? Most card games are games of incomplete information, so simply mapping out and traversing the game tree as one could do with a board game does not seem too promising. Maybe one could track what open cards are in the game (as soon as they are revealed) and assign probabilities to certain events (e.g. opponent still has 2 cards of clubs). Does anyone have experience with this? Links and directions greatly appreciated. Thanks! -Mark

    Read the article

  • Google Maps API v3: InfoWindow not sizing correctly

    - by JacobT
    Hi all It appears my InfoWindow, when you click on the home icon on my Google Maps v3, is not properly auto-sizing to the content of the InfoWindow. It gives scrollbars when it should not. The InfoWindow should be properly auto-sizing. Any ideas on why? Link below to live size. http://tinyurl.com/ygktsj Per request, the relevant JavaScript which injects the HTML for the InfoWindow: listing = '<div>Content goes here</div>';

    Read the article

  • Why do some websites add "Slugs" to the end of URLs?

    - by Dave Webb
    Many websites, including this one, add what are apparently called slugs - descriptive but as far as I can tell useless bits of text - to the end of URLs. For example, the URL the site gives for this question is: http://stackoverflow.com/questions/47427/why-do-some-websites-add-slugs-to-the-end-of-urls But the following URL works just as well: http://stackoverflow.com/questions/47427/ Is the point of this text just to somehow make the URL more user friendly or are there some other benefits?

    Read the article

  • What's your all-time creativity problem?

    - by furtelwart
    Sometimes, you stumble with programming. Sometimes, it's a lack of creativity, sometimes, you need a new solution. But there are a lot of situations, you stick in, every time they occur. For myself, it's when I have to create the interface between model and viewer. I designed my data structure very well and drew a GUI prototype, but the missing link won't be written. What are your personal barricades in developing projects?

    Read the article

  • Check box and text box for Other value

    - by Svish
    When I have a set of either check boxes or radio buttons I often need to have an Other choice. This check box or radio button is very often accompanied by a text box where the user is supposed to fill out what this Other is. How do you usually handle this set up? What kind of markup do you use? What do you require in your validation? Do you use java script for anything? For example: How do you make the form accessible? Do you use and how do you use the label tag, for example. Do you connect the check box and text box in any way with some javascript? For example, do you activate the text box when the check box is checked? Do you check or uncheck the check box automatically if the text box is filled out or cleared? Do you let validation fail with error messages if the check box is checked but the text box is not filled out, or if the text box is filled out but the check box is not checked? Or do you just consider it not filled out and not checked? Very unsure how to best deal with this issue, so any advice and examples are most welcome c",)

    Read the article

  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. THe: R.id.gestures is defined right int he main.xml as: (just like the tutorial) Thanks, Shane p.s. im new here be gentle.

    Read the article

  • Does Blogging affect Job Prospects?

    - by BM
    Would a hiring manager at a small-to-medium consulting firm/corporation consider active blogging by a candidate about Programming/software/technology as a positive? Should the candidate disclose this information during the interviews or put it on the resume? Thanks for the answers, So far the views about this topic has been.. Don't mention the blog if it is not relevant to the job. Mention the blog, if you believe your blog has quality content. Potential risk of not being accepted by culture of the employer's workplace. Could be a valuable for consultants to publish & preview their skills and experience. Certain Employers may consider blogging of a candidate a plus. Be careful what you post on the blog,no badmouthing,rants and overt criticism of others. Do not lie about blogging,if directly asked during the interview.

    Read the article

  • Problem with reCaptcha and .NET

    - by vtortola
    Hi, I get this error with reCaptcha: 'Input error: response: Required field must not be blank challenge: Required field must not be blank privatekey: Required field must not be blank' I'm sending the data via POST, so I don't understand what is going on. This is the code I use: public static Boolean Check(String challenge, String response) { try { String privatekey = "7LeAbLoSAAAABJBn05uo6sZoFNoFnK2XKyF3dRXL"; String remoteip = HttpContext.Current.Request.UserHostAddress; WebRequest req = WebRequest.Create("http://api-verify.recaptcha.net/verify"); req.Method = "POST"; using (StreamWriter sw = new StreamWriter(req.GetRequestStream())) { sw.Write("privatekey={0}&remoteip={1}&challenge={2}&response={3}", privatekey, remoteip, challenge, response); sw.Flush(); } String resultString = String.Empty; String errorString = String.Empty; using (StreamReader sr = new StreamReader(req.GetResponse().GetResponseStream())) { resultString = sr.ReadLine(); errorString = sr.ReadLine(); } Boolean b; return Boolean.TryParse(resultString, out b) && b; } catch (Exception) { return false; } } (Of course that'is not the correct private key :P) I have no idea what the problem is about, I think I'm sending the data correctly, but that error says that apparently I'm not sending anything. What could be the problem? Cheers.

    Read the article

  • is struts2 Framework dead? if so, which direction to go from here?

    - by Omnipresent
    I've been working in struts2 framework for the past year and a half. As I look around SO it seems like struts2 questions get the least amount of hits. At first I thought it was because the SO community is not much into struts2, but this is the case in other forums as well. Only the struts2 mailing list is pretty active. I think struts2 is slowly becoming a dinosaur framework and I want to move on. I've dabbled a little with other stuff like RoR, Grails, Django, .NET MVC but I've never really committed and made a pact with myself to sit down and learn these. Maybe its the fact that I dont know the languages that these frameworks are built on. Spending a day or two with RoR makes me want to choke some of the JAR files and struts2 html tags and .NET MVC looks promising but not knowing c# ties me back. My question is, have you been on the same path? Did anyone used to do struts2 before and now changed to something new? What would you suggest I learn after Struts2? And lastly, as a developer how do you motivate yourself to learn a new framework, or a language? for me, just typing the code provided in the book is dead boring.

    Read the article

  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

    Read the article

  • reinventing the wheels: Node.JS/Event-driven programming v.s. Functional Programming?

    - by ivanTheTerrible
    Now there's all the hype lately about Node.JS, an event driven framework using Javascript callbacks. To my limited understanding, its primary advantage seems to be that you don't have to wait step by step sequentially (for example, you can fetch the SQL results, while calling other functions too). So my question is: how is this different, or better than just functional languages, like CL, Haskell, Clojure etc? If not better, then why don't people just do functional languages then (instead of reinventing the wheel with Javascript)? Please note that I have none experience in either Node.JS nor functional programming. So some basic explanation can be helpful.

    Read the article

  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

    Read the article

< Previous Page | 467 468 469 470 471 472 473 474 475 476 477 478  | Next Page >