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  • howto configure mod_proxy for apache2, jetty

    - by Kaustubh P
    Hello, This is how I have setup my environment, atm. An apache2 instance on port 80. Jetty instance on the same server, on port 8090. Use-Case: When I visit foo.com, I should see the webapp, which is hosted on jetty, port 8090. If I put foo.com/blog, I should see the wordpress blog, which is hosted on apache. (I read howtos on the web, and installed it using AMP.) Below are my various configuration files: /etc/apache2/mods-enabled/proxy.conf: ProxyPass / http://foo.com:8090/ << this is the jetty server ProxyPass /blog http://foo.com/blog ProxyRequests On ProxyVia On <Proxy *> Order deny,allow Allow from all </Proxy> ProxyPreserveHost On ProxyStatus On /etc/apache2/httpd.conf: LoadModule proxy_module /usr/lib/apache2/modules/mod_proxy.so LoadModule proxy_balancer_module /usr/lib/apache2/modules/mod_proxy_balancer.so LoadModule proxy_http_module /usr/lib/apache2/modules/mod_proxy_http.so LoadModule proxy_ajp_module /usr/lib/apache2/modules/mod_proxy_ajp.so I have not created any other files, in sites-available or sites-enabled. Current situation: If I goto foo.com, I see the webapp. If I goto foo.com/blog, I see a HTTP ERROR 404 Problem accessing /errors/404.html. Reason: NOT_FOUND powered by jetty:// If I comment out the first ProxyPass line, then on foo.com, I only see the homepage, without CSS applied, ie, only text.. .. and going to foo.com/blog gives me a this error: The proxy server received an invalid response from an upstream server. The proxy server could not handle the request GET /blog. Reason: Error reading from remote server I also cannot access /phpmyadmin, giving the same 404 NOT_FOUND error as above. I am running Debian squeeze on an Amazon EC2 Instance. Question: Where am I going wrong? What changes should I make in the proxy.conf (or another conf files) to be able to visit the blog?

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  • understanding the models in MVC

    - by fayer
    i cant fully understand the models in MVC. so i am using symfony with doctrine. the doctrine models are created. does this mean that i don't have to create any models? are the doctrine models the only models i need? where should i put the code that uses the doctrine models: eg. $phoneIds = array(); $phone1 = new Phonenumber(); $phone1['phonenumber'] = '555 202 7890'; $phone1->save(); $phoneIds[] = $phone1['id']; $phone2 = new Phonenumber(); $phone2['phonenumber'] = '555 100 7890'; $phone2->save(); $phoneIds[] = $phone2['id']; $user = new User(); $user['username'] = 'jwage'; $user['password'] = 'changeme'; $user->save(); $user->link('Phonenumbers', $phoneIds); should this code be in the controller or in another model? and where should i validate these fields (check if it exists in database, that email is email etc)? could someone please shed a light on this. thanks.

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  • understanding the ORM models in MVC

    - by fayer
    i cant fully understand the ORM models in MVC. so i am using symfony with doctrine. the doctrine models are created. does this mean that i don't have to create any models? are the doctrine models the only models i need? where should i put the code that uses the doctrine models: eg. $phoneIds = array(); $phone1 = new Phonenumber(); $phone1['phonenumber'] = '555 202 7890'; $phone1->save(); $phoneIds[] = $phone1['id']; $phone2 = new Phonenumber(); $phone2['phonenumber'] = '555 100 7890'; $phone2->save(); $phoneIds[] = $phone2['id']; $user = new User(); $user['username'] = 'jwage'; $user['password'] = 'changeme'; $user->save(); $user->link('Phonenumbers', $phoneIds); should this code be in the controller or in another model? and where should i validate these fields (check if it exists in database, that email is email etc)? could someone please shed a light on this. thanks.

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  • django-admin: creating,saving and relating a m2m model

    - by pastylegs
    I have two models: class Production(models.Model): gallery = models.ManyToManyField(Gallery) class Gallery(models.Model): name = models.CharField() I have the m2m relationship in my productions admin, but I want that functionality that when I create a new Production, a default gallery is created and the relationship is registered between the two. So far I can create the default gallery by overwriting the productions save: def save(self, force_insert=False, force_update=False): if not ( Gallery.objects.filter(name__exact="foo").exists() ): g = Gallery(name="foo") g.save() self.gallery.add(g) This creates and saves the model instance (if it doesn't already exist), but I don't know how to register the relationship between the two?

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  • Django QuerySet filter method returns multiple entries for one record

    - by Yaroslav
    Trying to retrieve blogs (see model description below) that contain entries satisfying some criteria: Blog.objects.filter(entries__title__contains='entry') The results is: [<Blog: blog1>, <Blog: blog1>] The same blog object is retrieved twice because of JOIN performed to filter objects on related model. What is the right syntax for filtering only unique objects? Data model: class Blog(models.Model): name = models.CharField(max_length=100) def __unicode__(self): return self.name class Entry(models.Model): title = models.CharField(max_length=100) blog = models.ForeignKey(Blog, related_name='entries') def __unicode__(self): return self.title Sample data: b1 = Blog.objects.create(name='blog1') e1 = Entry.objects.create(title='entry 1', blog=b1) e1 = Entry.objects.create(title='entry 2', blog=b1)

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  • Django - model.save(commit=False - Is there a way to replicate this?

    - by orokusaki
    I'm wanting to do this: from django.contrib.auth.models import User class PetFrog(models.Model): user = models.OnetoOneField(User) color = models.CharField(max_length=20) def clean(self): if self.color == 'Green': user = User(username='prince') user.save(commit=False) # No commit argument in models.Model.save() like there is in ModelForm.save() user.set_password(self.password) user.save() self.user = user Is there a way to do this creation of a model instance without filling in all the required fields, and then setting them manually before trying to save() for real (which would obviously raise a "Must choose a Password" error)? I need to do this in my model, vs using a ModelForm. If there is another way to do it (while still in clean()), I'm completely open to any suggestions.

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  • django-admin formfield_for_* change default value per/depending on instance

    - by Nick Ma.
    Hi, I'm trying to change the default value of a foreignkey-formfield to set a Value of an other model depending on the logged in user. But I'm racking my brain on it... This: Changing ForeignKey’s defaults in admin site would an option to change the empty_label, but I need the default_value. #Now I tried the following without errors but it didn't had the desired effect: class EmployeeAdmin(admin.ModelAdmin): ... def formfield_for_foreignkey(self, db_field, request=None, **kwargs): formfields= super(EmployeeAdmin, self).formfield_for_foreignkey(db_field, request, **kwargs) if request.user.is_superuser: return formfields if db_field.name == "company": #This is the RELEVANT LINE kwargs["initial"] = request.user.default_company return db_field.formfield(**kwargs) admin.site.register(Employee, EmployeeAdmin) ################################################################## # REMAINING Setups if someone would like to know it but i think # irrelevant concerning the problem ################################################################## from django.contrib.auth.models import User, UserManager class CompanyUser(User): ... objects = UserManager() company = models.ManyToManyField(Company) default_company= models.ForeignKey(Company, related_name='default_company') #I registered the CompanyUser instead of the standard User, # thats all up and working ... class Employee(models.Model): company = models.ForeignKey(Company) ... Hint: kwargs["default"] ... doesn't exist. Thanks in advance, Nick

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  • django internationlisation

    - by ha22109
    Hello I need to have multiple language support of my django admin application.I can create the messege files.But how can i change the text of my models.The heading ,fields etc .I m only able to change the static elements which are there in my template. here is example of my class class Mymodel(model.Models): id=models.IntegerField(primary_key=true) name=models.CharField(max_length=200) group=models.CharField(max_length=200) class Meta: managed=False verbose_name_plural='My admin' db_table='my_admin' one more question.In my home page it is showing my verbose name 'My admin' which i mentioned.But when i go to list page it shows me the class name 'mymodel'.Why so.Can i changed that to

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  • Get a queryset of objects through an intermediary model

    - by skyl
    I want get all of the Geom objects that are related to a certain content_object (see the function I'm trying to build at the bottom, get_geoms_for_obj() class Geom(models.Model): ... class GeomRelation(models.Model): ''' For tagging many objects to a Geom object and vice-versa''' geom = models.ForeignKey(Geom) content_type = models.ForeignKey(ContentType) object_id = models.PositiveIntegerField() content_object = generic.GenericForeignKey() def get_geoms_for_object(obj): ''' takes an object and gets the geoms that are related ''' ct = ContentType.objects.get_for_model(obj) id = obj.id grs = GeomRelation.objects.filter( content_type=ct, object_id=id ) # how with django orm magic can I build the queryset instead of list # like below to get all of the Geom objects for a given content_object geoms = [] for gr in grs: geoms.append(gr.geom) return set(geoms) # A set makes it so that I have no redundant entries but I want the # queryset ordering too .. need to make it a queryset for so many reasons...

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  • Django: query spanning multiple many-to-many relationships

    - by Brant
    I've got some models set up like this: class AppGroup(models.Model): users = models.ManyToManyField(User) class Notification(models.Model): groups_to_notify = models.ManyToManyField(AppGroup) The User objects come from django's authentication system. Now, I am trying to get all the notifications pertaining to the groups that the current user is a part of. I have tried.. notifications = Notification.objects.filter(groups_to_notify=AppGroup.objects.filter(users=request.user)) But that gives an error: more than one row returned by a subquery used as an expression Which I suppose is because the groups_to_notify is checking against several groups. How can I grab all the notifications meant for the user based on the groups he is a part of?

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  • Rails 3 namespacing requires model to be defined twice?

    - by RSG
    I'm pulling my hair out trying to understand namespacing in Rails 3. I've tried following a few different tutorials, and the only way I can get my models to work is if I define my model in both the base directory and my namespace directory. If I only define the model in the namespace directory it expects it to define both Model and Namespace::Model, as below: LoadError (Expected .../app/models/plugins/chat.rb to define Chat): or LoadError (Expected .../app/models/plugins/chat.rb to define Plugins::Chat): I'm sure I'm missing something obvious, but I could really use a pointer in the right direction. Here are the relevant excerpts. /models/plugins/chat.rb class Plugins::Chat include ActiveModel::Validations include ActiveModel::Conversion extend ActiveModel::Naming ... end /controllers/plugins/chats_controller.rb class Plugins::ChatsController < Plugins::ApplicationController load_and_authorize_resource ... end /config/routes.rb namespace :plugins do resources :chats end /config/application.rb config.autoload_paths += Dir["#{config.root}/app/models/**/"]

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  • Virtualbox: host only networking - proxy internet connection

    - by Russell
    I'll ask my question first, then give details about where I am coming from: Is it possible to use host only, then have ubuntu act as a proxy to provide internet access to windows? If so, how? I am trying to get the right combination of networking for my virtualbox windows client VM (win7). My host is ubuntu 10.10 (maverick). I believe I understand the basic network options (please correct me if I am incorrect): NAT - Host can't communicate with guest but guest has access to all host's adapters Host only - Separate adapter but guest has no net access Bridged - bridge an adapter in the host with the virtual adapter to give the host access to the host adapter I am trying to give my win guest internet access, but also access the host in a separate network. Bridged only works when the host is connected to the internet (this is a laptop) so when it's not connected the network is down. Thanks I appreciate your help.

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  • Confusion installing mongodb manually because of sitting behing a proxy

    - by black sensei
    I am forced to install mongodb manually on an Ubuntu server because the machine sits behind a proxy and there is no way to temporary open port 11371 for key exchange to happen. I am following this official mongoDB tutorial. So I downloaded the tgz and extracted it in /usr/local/bin/mongodb. Where I got confused is when assigning the ownership of the /data/db to the user mongo. So who creates the user mongo? How to get control-scripts working?

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  • Handle HTTPS Request in Proxy Server by C#

    - by Masoud Zohrabi
    I'm trying to write a Home Proxy Server in C# and I almost succeeded but I have problem to handle HTTPS requests (CONNECT). I don't know really how to handle this type of requests. In my studies I realized that for this requests we must to connect client to target host directly. Steps for these requests (that I realized): Receive first request from client (CONNECT https://www.example.ltd:443 HTTP/1.1) and send that to target host Send HTTP/1.1 200 Connection Established\r\n\r\n to client Listen to both sockets (client and target host) and send receives from each other to each other Listen until one of sockets disconnected Is this correct? If it is, how?

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  • help with generating models from database for many to many in doctrine

    - by ajsie
    im using doctrine and i have set up some test tables to be generated into models: I want a many-to-many relationship models (3 tables converted into 3 models) (things are simplified to make the point clear) mysql tables: user: id INT // primary key name VARCHAR group: id INT // primary key name VARCHAR user_group: user_id INT // primary and foreign key to user.id group_id INT // primary and foreign key to group.id i thought that it would generate these models (from the documentation): // User.php class User extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name); } public function setUp() { $this->hasMany('Group as Groups', array( 'refClass' => 'UserGroup', 'local' => 'user_id', 'foreign' => 'group_id' ) ); } } // Group.php class Group extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name); } public function setUp() { $this->hasMany('User as Users', array( 'refClass' => 'UserGroup', 'local' => 'group_id', 'foreign' => 'user_id' ) ); } } // UserGroup.php class UserGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('user_id') ); $this->hasColumn('group_id') ); } } but it generated this: // User.php abstract class BaseUser extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name'); } public function setUp() { $this->hasMany('UserGroup', array( 'local' => 'id', 'foreign' => 'user_id')); } } // Group.php abstract class BaseGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name'); } public function setUp() { $this->hasMany('UserGroup', array( 'local' => 'id', 'foreign' => 'group_id')); } } // UserGroup.php abstract class BaseUserGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('user_id'); $this->hasColumn('group_id'); } public function setUp() { $this->hasOne('User', array( 'local' => 'user_id', 'foreign' => 'id')); $this->hasOne('Group', array( 'local' => 'group_id', 'foreign' => 'id')); } } as you can see, there is no 'refClass' in the 'User' and 'Group' models pointing to the 'UserGroup'. the 'UserGroup' table in this case is just another table from Doctrine's perspective not a reference table. I've checked my table definitions in mysql. They are correct. user_group has 2 columns (primary keys and foreign keys), each one pointing to the primary key in either User or Group. But i want the standard many-to-many relationship models in Doctrine models. I'd appreciate some help. I have struggled to figure it out for a half day now. What is wrong? Thanks!

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  • A Django form for entering a 0 to n email addresses

    - by Erik
    I have a Django application with some fairly common models in it: UserProfile and Organization. A UserProfile or an Organization can both have 0 to n emails, so I have an Email model that has a GenericForeignKey. UserProfile and Organization Models both have a GenericRelation called emails that points back to the Email model (summary code provided below). The question: what is the best way to provide an Organization form that allows a user to enter organization details including 0 to n email addresses? My Organization create view is a Django class-based view. I'm leading towards creating a dynamic form and an enabling it with Javascript to allow the user to add as many email addresses as necessary. I will render the form with django-crispy-forms. I've thought about doing this with a formset embedded within the form, but this seems like overkill for email addresses. Embedding a formset in a form delivered by a class-based view is cumbersome too. Note that the same issue occurs with the Organization fields phone_numbers and locations. emails.py: from django.db import models from parent_mixins import Parent_Mixin class Email(Parent_Mixin,models.Model): email_type = models.CharField(blank=True,max_length=100,null=True,default=None,verbose_name='Email Type') email = models.EmailField() class Meta: app_label = 'core' organizations.py: from emails import Email from locations import Location from phone_numbers import Phone_Number from django.contrib.contenttypes import generic from django.db import models class Organization(models.Model): active = models.BooleanField() duns_number = models.CharField(blank=True,default=None,null=True,max_length=9) # need to validate this emails = generic.GenericRelation(Email,content_type_field='parent_type',object_id_field='parent_id') legal_name = models.CharField(blank=True,default=None,null=True,max_length=200) locations = generic.GenericRelation(Location,content_type_field='parent_type',object_id_field='parent_id') name = models.CharField(blank=True,default=None,null=True,max_length=200) organization_group = models.CharField(blank=True,default=None,null=True,max_length=200) organization_type = models.CharField(blank=True,default=None,null=True,max_length=200) phone_numbers = generic.GenericRelation(Phone_Number,content_type_field='parent_type',object_id_field='parent_id') taxpayer_id_number = models.CharField(blank=True,default=None,null=True,max_length=9) # need to validate this class Meta: app_label = 'core' parent_mixins.py from django.contrib.contenttypes.models import ContentType from django.contrib.contenttypes import generic from django.db import models class Parent_Mixin(models.Model): parent_type = models.ForeignKey(ContentType,blank=True,null=True) parent_id = models.PositiveIntegerField(blank=True,null=True) parent = generic.GenericForeignKey('parent_type', 'parent_id') class Meta: abstract = True app_label = 'core'

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  • Django User M2M relationship

    - by Antonio
    When trying to syncdb with the following models: class Contact(models.Model): user_from = models.ForeignKey(User,related_name='from_user') user_to = models.ForeignKey(User, related_name='to_user') class Meta: unique_together = (('user_from', 'user_to'),) User.add_to_class('following', models.ManyToManyField('self', through=Contact, related_name='followers', symmetrical=False)) I get the following error: Error: One or more models did not validate: auth.user: Accessor for m2m field 'following' clashes with related m2m field 'User.followers'. Add a related_name argument to the definition for 'following'. auth.user: Reverse query name for m2m field 'following' clashes with related m2m field 'User.followers'. Add a related_name argument to the definition for 'following'. auth.user: The model User has two manually-defined m2m relations through the model Contact, which is not permitted. Please consider using an extra field on your intermediary model instead. auth.user: Accessor for m2m field 'following' clashes with related m2m field 'User.followers'. Add a related_name argument to the definition for 'following'. auth.user: Reverse query name for m2m field 'following' clashes with related m2m field 'User.followers'. Add a related_name argument to the definition for 'following'.

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  • Django1.1 model field value preprocessing before returning

    - by Satoru.Logic
    Hi, all. I have a model class like this: class Note(models.Model): author = models.ForeignKey(User, related_name='notes') content = NoteContentField(max_length=256) NoteContentField is a custom sub-class of CharField that override the to_python method in purpose of doing some twitter-text-conversion processing. class NoteContentField(models.CharField): __metaclass__ = models.SubfieldBase def to_python(self, value): value = super(NoteContentField, self).to_python(value) from ..utils import linkify return mark_safe(linkify(value)) However, this doesn't work. When I save a Note object like this: note = Note(author=request.use, content=form.cleaned_data['content']) note.save() The conversed value is saved into the database, which is not what I wanna see. What I'm trying to do is to save the raw content into the database, and only make the conversion when the content attribute is later accessed. Would you please tell me what's wrong with this? Thanks to Pierre and Daniel. I have figured out what's wrong. I thought the text-conversion code should be in either to_python or get_db_prep_value, and that's wrong. I should override both of them, make to_python do the conversion and get_db_prep_value return the unconversed value: from ..utils import linkify class NoteContentField(models.CharField): __metaclass__ = models.SubfieldBase def to_python(self, value): self._raw_value = super(NoteContentField, self).to_python(value) return mark_safe(linkify(self._raw_value)) def get_db_prep_value(self, value): return self._raw_value I wonder if there is a better way to implement this?

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  • Reordering fields in Django model

    - by Alex Lebedev
    I want to add few fields to every model in my django application. This time it's created_at, updated_at and notes. Duplicating code for every of 20+ models seems dumb. So, I decided to use abstract base class which would add these fields. The problem is that fields inherited from abstract base class come first in the field list in admin. Declaring field order for every ModelAdmin class is not an option, it's even more duplicate code than with manual field declaration. In my final solution, I modified model constructor to reorder fields in _meta before creating new instance: class MyModel(models.Model): # Service fields notes = my_fields.NotesField() created_at = models.DateTimeField(auto_now_add=True) updated_at = models.DateTimeField(auto_now=True) class Meta: abstract = True last_fields = ("notes", "created_at", "updated_at") def __init__(self, *args, **kwargs): new_order = [f.name for f in self._meta.fields] for field in self.last_fields: new_order.remove(field) new_order.append(field) self._meta._field_name_cache.sort(key=lambda x: new_order.index(x.name)) super(TwangooModel, self).__init__(*args, **kwargs) class ModelA(MyModel): field1 = models.CharField() field2 = models.CharField() #etc ... It works as intended, but I'm wondering, is there a better way to acheive my goal?

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • Blender Object Appearing Gray when all Lights are Off

    - by celestialorb
    I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out why this is happening. Here's what I just did in my scene: Added a new UV Sphere mesh (to make a total of two spheres), made it visible to the camera, turned off the sun lamp (by setting energy to 0), and rendered. The result I obtained is below. I discovered this when attempting to render the first sphere with a material/texture on it and it was too bright. The material on the spheres (which are different) are very basic, there's no emit, diffuse and specular are at default values. Could there be an issue with the way my camera is setup? Thanks in advance!

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  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

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  • rotating model around own Y-axis XNA

    - by ChocoMan
    I'm have trouble with my model rotating around it's own Y-axis. The model is a person. When I test my world, the model is loaded at a position of 0, 0, 0. When I rotate my model from there, the model rotates like normal. The problem comes AFTER I moved the model to a new position. If I move the the model forward, left, etc, then try to rotate it on it's own Y-Axis, the model will rotate, but still around the original position in a circular manner (think of yourself swing around on a rope, but always facing outward from the center). Does anyone know how to keep the center point of rotation updated?

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  • LWJGL SlickUtil Texture Binding

    - by Matthew Dockerty
    I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. When I bind a texture it works fine, but then when I try to render something else after I have rendered the model with the texture, the texture is still being bound. How do I unbind the texture and set the rendermode to the one that was in use before any textures were bound? Some of my code is below. The problem I am having is the player texture is being used in the box drawn around the player after it the model has been rendered. Model.java public class Model { public List<Vector3f> vertices = new ArrayList<Vector3f>(); public List<Vector3f> normals = new ArrayList<Vector3f>(); public ArrayList<Vector2f> textureCoords = new ArrayList<Vector2f>(); public List<Face> faces = new ArrayList<Face>(); public static Model TREE; public static Model PLAYER; public static void loadModels() { try { TREE = OBJLoader.loadModel(new File("assets/model/tree_pine_0.obj")); PLAYER = OBJLoader.loadModel(new File("assets/model/player.obj")); } catch (Exception e) { e.printStackTrace(); } } public void render(Vector3f position, Vector3f scale, Vector3f rotation, Texture texture, float shinyness) { glPushMatrix(); { texture.bind(); glColor3f(1, 1, 1); glTranslatef(position.x, position.y, position.z); glScalef(scale.x, scale.y, scale.z); glRotatef(rotation.x, 1, 0, 0); glRotatef(rotation.y, 0, 1, 0); glRotatef(rotation.z, 0, 0, 1); glMaterialf(GL_FRONT, GL_SHININESS, shinyness); glBegin(GL_TRIANGLES); { for (Face face : faces) { Vector2f t1 = textureCoords.get((int) face.textureCoords.x - 1); glTexCoord2f(t1.x, t1.y); Vector3f n1 = normals.get((int) face.normal.x - 1); glNormal3f(n1.x, n1.y, n1.z); Vector3f v1 = vertices.get((int) face.vertex.x - 1); glVertex3f(v1.x, v1.y, v1.z); Vector2f t2 = textureCoords.get((int) face.textureCoords.y - 1); glTexCoord2f(t2.x, t2.y); Vector3f n2 = normals.get((int) face.normal.y - 1); glNormal3f(n2.x, n2.y, n2.z); Vector3f v2 = vertices.get((int) face.vertex.y - 1); glVertex3f(v2.x, v2.y, v2.z); Vector2f t3 = textureCoords.get((int) face.textureCoords.z - 1); glTexCoord2f(t3.x, t3.y); Vector3f n3 = normals.get((int) face.normal.z - 1); glNormal3f(n3.x, n3.y, n3.z); Vector3f v3 = vertices.get((int) face.vertex.z - 1); glVertex3f(v3.x, v3.y, v3.z); } texture.release(); } glEnd(); } glPopMatrix(); } } Textures.java public class Textures { public static Texture FLOOR; public static Texture PLAYER; public static Texture SKYBOX_TOP; public static Texture SKYBOX_BOTTOM; public static Texture SKYBOX_FRONT; public static Texture SKYBOX_BACK; public static Texture SKYBOX_LEFT; public static Texture SKYBOX_RIGHT; public static void loadTextures() { try { FLOOR = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/floor.png"))); FLOOR.setTextureFilter(GL11.GL_NEAREST); PLAYER = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/tree_pine_0.png"))); PLAYER.setTextureFilter(GL11.GL_NEAREST); SKYBOX_TOP = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_top.png"))); SKYBOX_TOP.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BOTTOM = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_bottom.png"))); SKYBOX_BOTTOM.setTextureFilter(GL11.GL_NEAREST); SKYBOX_FRONT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_front.png"))); SKYBOX_FRONT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BACK = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_back.png"))); SKYBOX_BACK.setTextureFilter(GL11.GL_NEAREST); SKYBOX_LEFT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_left.png"))); SKYBOX_LEFT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_RIGHT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_right.png"))); SKYBOX_RIGHT.setTextureFilter(GL11.GL_NEAREST); } catch (Exception e) { e.printStackTrace(); } } } Player.java public class Player { private Vector3f position; private float yaw; private float moveSpeed; public Player(float x, float y, float z, float yaw, float moveSpeed) { this.position = new Vector3f(x, y, z); this.yaw = yaw; this.moveSpeed = moveSpeed; } public void update() { if (Keyboard.isKeyDown(Keyboard.KEY_W)) walkForward(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_S)) walkBackwards(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_A)) strafeLeft(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_D)) strafeRight(moveSpeed); if (Mouse.isButtonDown(0)) yaw += Mouse.getDX(); LowPolyRPG.getInstance().getCamera().setPosition(-position.x, -position.y, -position.z); LowPolyRPG.getInstance().getCamera().setYaw(yaw); } public void walkForward(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw))); } public void walkBackwards(float distance) { position.setX(position.getX() - distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() + distance * (float) Math.cos(Math.toRadians(yaw))); } public void strafeLeft(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw - 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw - 90))); } public void strafeRight(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw + 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw + 90))); } public void render() { Model.PLAYER.render(new Vector3f(position.x, position.y + 12, position.z), new Vector3f(3, 3, 3), new Vector3f(0, -yaw + 90, 0), Textures.PLAYER, 128); GL11.glPushMatrix(); GL11.glTranslatef(position.getX(), position.getY(), position.getZ()); GL11.glRotatef(-yaw, 0, 1, 0); GL11.glScalef(5.8f, 21, 2.2f); GL11.glDisable(GL11.GL_LIGHTING); GL11.glLineWidth(3); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glColor3f(1, 1, 1); glVertex3f(1f, 0f, -1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(-1f, 1f, -1f); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } public Vector3f getPosition() { return new Vector3f(-position.x, -position.y, -position.z); } public float getX() { return position.getX(); } public float getY() { return position.getY(); } public float getZ() { return position.getZ(); } public void setPosition(Vector3f position) { this.position = position; } public void setPosition(float x, float y, float z) { this.position.setX(x); this.position.setY(y); this.position.setZ(z); } } Thanks for the help.

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