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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • OWB – OWBLand on SourceForge

    - by David Allan
    There are a bunch of interesting utilities that are either experts or OMB scripts that are hosted on SourceForge by some keen OWB users (see the home here). One of the main initiatives has been an Excel to OWB ‘one click ETL’ utility, which looks to have had a fair amount of code added, there is an example but its kinda light on documentation, but does look like it covers quite a lot. One of the nice things about SourceForge is that you can peek into the statistics and see what kind of activity has gone on, from last August there have been a bunch of downloads with a big peak last November… Another utility that is there is one to generate OMB from a mapping definition, a bunch of useful stuff there - http://sourceforge.net/projects/owbland/files/

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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • Can we put percentage on amount of work of a certain role in project's lifecycle?

    - by deviDave
    The title may be confusing, but I will elaborate it here. I am trying to figure our how much time and effort each person spend during some project. I divided roles into: - junior developer (works mainly on UI and some light things) - senior developer (develops complex logic, database structures, etc.) - lead developer (leads the team, usually most experienced person) - negotiator/resolver (a person who directly talk to a client trying to either negotiate terms and timeframe or to clarify vagueness presented by a team leader) My AIM is to calculate percentage of role's involvement based on quality, not time (obviously a junior will spend most time in project, but with the least quality). In the end I would get a table which may look like this: Total: 100% ---------------- Junior: 10% Senior: 50% Lead: 30% Negotiator: 10% Can this be achieved? Has anyone found any source which may help me?

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  • Deploying a very simple application

    - by vanna
    I have a very simple working console application written in C++ linked with a light static library. It is just for testing purposes. Now that the coding part is done, I would like to know the process of actually deploying the program. I wrote a very basic CMakeLists.txt that create makefiles or VS projects to build the sources. I also have a program that calls the static library in order to make some google tests. To me, the distribution of this application goes like this : to developpers : the src directory with the CMakeLists.txt file (multi-platform distribution) with a README.txt and an INSTALL.txt to users : the executable and a README.txt git repo : everything mentionned above plus the sources for testing and the gtest external lib A this point : considering the complexity of my application, am I doing it right ? Is there any reference that would formalize this deployment process so I can get better and go further ? Say I would like to add dynamic libraries that can be updated, external libraries like boost : how should I package this to deploy it in a professionnal way ?

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  • Using Ubuntu without any knowledge of Linux

    - by Kiran Aaditya Jhonny
    Can I still install and use Ubuntu without any basic knowledge of a Linux operating system - do I need any background knowledge of Linux to use Ubuntu? If so, what will be the limits of my experience? Also, I heard from http://www.whylinuxisbetter.net/ that I don't need any drivers for hardware and peripherals. Can somebody shed some light on this statement? P.S. I don't know if these questions have been asked yet, I searched for these (maybe I didn't search hard enough), but I didn't find any.

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  • SuperSocket

    - by csharp-source.net
    SuperSocket is a light weight extensible socket application framework. You can use it to build a command based server side socket application (like FTP server, SMTP/POP3/IMAP4 server, SIP server, etc) easily without thinking about how to use socket, how to maintain the socket connections and how socket works(synchronize/asynchronize). It is a pure C# project which is designed to be extended, so it is easy to be integrated to your existing system. As long as your systems (like forum/CRM/MIS/HRM/ERP) are developed in .NET language, you must be able to use SuperSocket to build your socket application as a part of your current system perfectly.

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  • Alternatives for saving data with jquery

    - by Phil Vallone
    I am not sure if this question is considered too broad, but I would like to reach out to my fellow programmers to see what alternatives are out there for saving data using jquery. I have a content management system that generates an set of HTML pages called an IETM (Interactive Electronic Technical Manual). The HTML pages are written in HTML and uses jquery. The ITEM is meant to be light weight, portable and run on most modern browsers. I am looking for a way to save data. I have considered cookies and sqlite. Are there any other alternatives for saving data using jquery?

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  • What norms/API for monitoring my servers?

    - by dystroy
    I have a dozen server applications installed on my customers intranets (they can send http requests over the internet but cannot be called from outside). They're written in various technologies, mainly java and Go. I want them to regularly push information about their state towards a central server which is visible on internet. Some of this information is generic (is it ON ?), some is specific (size of a cache in an application for example). The main goal is to be able to make a small web page on which I could instantly check the state of every servers. And maybe later add some kind of notification in case of problem. Obviously I can do this by writing a few dozen lines of code each side (or a little more if I put this data in a database) but in order to ease future evolution, it could be interesting to use some existing norms or libraries. So, what are the current opensource free and light solutions to do this, preferably with no central configuration when I add a server ? I'd prefer a norm over a library.

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  • Pay for Graphic Designer vs Programmer

    - by FrankSinatra
    In a corporate web-design setup, who typically makes more per hour, the graphic designer or the programmer? By graphic designer, I mean somebody who builds mockups probably in photoshop, selects font-styles, colors, etc. Most things layout-wise are near pixel-perfect, but likely after the initial implementation by the programmer, there will be a lot of small changes directed by the graphic designer. By programmer, I mean somebody who is coding the CSS, the HTML, and light backend support, probably in PHP. The programmer will attempt to duplicate the mockups given the limitations of the medium, and consult with the graphic designer afterwards on what changes are tangible and which are not. Both probably have an undergraduate degree from a respected four-year institution.

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  • My laptop hangs a lot

    - by Salahuddin
    My laptop is 1G ram and 120G hard-disk 1.68HZ processor , I've both Ubuntu and Windows7 on my machine For the last few days, my laptop, running Ubuntu 11.10 has been hanging a lot. A lot of the time, the touchpad won't work for unknown reasons, and I have to connect a USB mouse to be able to move the pointer on the screen. When browsing the web, the browser hangs a lot, and I have to restart the laptop to refresh it. I know that there is a hotkey to force Ubuntu to refresh when it hangs, but it doesn't work here.These problems happens only on ubuntu not on windows 7... How do I make Ubuntu light and fast? Help me, please.

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  • Why do we need REST service security if we have HTTPS

    - by Vangel
    I refer to this excellent article http://www.thebuzzmedia.com/designing-a-secure-rest-api-without-oauth-authentication/ which speaks of amazon like security for web service. However I was asked a question in the team of why do we need it if we already use HTTPS. I was unable to answer as it really seems to me they may be right although gut tells me otherwise. Also is there places when providing REST services where HTTPS may not work? Like 3rd party websites? If anyone has experience in securing Web Services over the public interwebs please shed some light with your experience. Thanks in advance. EDIT: To clarify I am not speaking of user authentication but more of client authentication. The user authentication can be assumed to be plain text over HTTPS+ REST. My worry is that this still allows anyone to use the web service without my client to access it since everything is plai text although over HTTPS the client end point can still use my web service without the client application.

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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • Cloud to On-Premise Connectivity Patterns

    - by Rajesh Raheja
    Do you have a requirement to convert an Opportunity in Salesforce.com to an Order/Quote in Oracle E-Business Suite? Or maybe you want the creation of an Oracle RightNow Incident to trigger an on-premise Oracle E-Business Suite Service Request creation for RMA and Field Scheduling? If so, read on. In a previous blog post, I discussed integrating TO cloud applications, however the use cases above are the reverse i.e. receiving data FROM cloud applications (SaaS) TO on-premise applications/databases that sit behind a firewall. Oracle SOA Suite is assumed to be on-premise with with Oracle Service Bus as the mediation and virtualization layer. The main considerations for the patterns are are security i.e. shielding enterprise resources; and scalability i.e. minimizing firewall latency. Let me use an analogy to help visualize the patterns: the on-premise system is your home - with your most valuable possessions - and the SaaS app is your favorite on-line store which regularly ships (inbound calls) various types of parcels/items (message types/service operations). You need the items at home (on-premise) but want to safe guard against misguided elements of society (internet threats) who may masquerade as postal workers and vandalize property (denial of service?). Let's look at the patterns. Pattern: Pull from Cloud The on-premise system polls from the SaaS apps and picks up the message instead of having it delivered. This may be done using Oracle RightNow Object Query Language or SOAP APIs. This is particularly suited for certain integration approaches wherein messages are trickling in, can be centralized and batched e.g. retrieving event notifications on an hourly schedule from the Oracle Messaging Service. To compare this pattern with the home analogy, you are avoiding any deliveries to your home and instead go to the post office/UPS/Fedex store to pick up your parcel. Every time. Pros: On-premise assets not exposed to the Internet, firewall issues avoided by only initiating outbound connections Cons: Polling mechanisms may affect performance, may not satisfy near real-time requirements Pattern: Open Firewall Ports The on-premise system exposes the web services that needs to be invoked by the cloud application. This requires opening up firewall ports, routing calls to the appropriate internal services behind the firewall. Fusion Applications uses this pattern, and auto-provisions the services on the various virtual hosts to secure the topology. This works well for service integration, but may not suffice for large volume data integration. Using the home analogy, you have now decided to receive parcels instead of going to the post office every time. A door mail slot cut out allows the postman can drop small parcels, but there is still concern about cutting new holes for larger packages. Pros: optimal pattern for near real-time needs, simpler administration once the service is provisioned Cons: Needs firewall ports to be opened up for new services, may not suffice for batch integration requiring direct database access Pattern: Virtual Private Networking The on-premise network is "extended" to the cloud (or an intermediary on-demand / managed service offering) using Virtual Private Networking (VPN) so that messages are delivered to the on-premise system in a trusted channel. Using the home analogy, you entrust a set of keys with a neighbor or property manager who receives the packages, and then drops it inside your home. Pros: Individual firewall ports don't need to be opened, more suited for high scalability needs, can support large volume data integration, easier management of one connection vs a multitude of open ports Cons: VPN setup, specific hardware support, requires cloud provider to support virtual private computing Pattern: Reverse Proxy / API Gateway The on-premise system uses a reverse proxy "API gateway" software on the DMZ to receive messages. The reverse proxy can be implemented using various mechanisms e.g. Oracle API Gateway provides firewall and proxy services along with comprehensive security, auditing, throttling benefits. If a firewall already exists, then Oracle Service Bus or Oracle HTTP Server virtual hosts can provide reverse proxy implementations on the DMZ. Custom built implementations are also possible if specific functionality (such as message store-n-forward) is needed. In the home analogy, this pattern sits in between cutting mail slots and handing over keys. Instead, you install (and maintain) a mailbox in your home premises outside your door. The post office delivers the parcels in your mailbox, from where you can securely retrieve it. Pros: Very secure, very flexible Cons: Introduces a new software component, needs DMZ deployment and management Pattern: On-Premise Agent (Tunneling) A light weight "agent" software sits behind the firewall and initiates the communication with the cloud, thereby avoiding firewall issues. It then maintains a bi-directional connection either with pull or push based approaches using (or abusing, depending on your viewpoint) the HTTP protocol. Programming protocols such as Comet, WebSockets, HTTP CONNECT, HTTP SSH Tunneling etc. are possible implementation options. In the home analogy, a resident receives the parcel from the postal worker by opening the door, however you still take precautions with chain locks and package inspections. Pros: Light weight software, IT doesn't need to setup anything Cons: May bypass critical firewall checks e.g. virus scans, separate software download, proliferation of non-IT managed software Conclusion The patterns above are some of the most commonly encountered ones for cloud to on-premise integration. Selecting the right pattern for your project involves looking at your scalability needs, security restrictions, sync vs asynchronous implementation, near real-time vs batch expectations, cloud provider capabilities, budget, and more. In some cases, the basic "Pull from Cloud" may be acceptable, whereas in others, an extensive VPN topology may be well justified. For more details on the Oracle cloud integration strategy, download this white paper.

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  • Cloud to On-Premise Connectivity Patterns

    - by Rajesh Raheja
    Do you have a requirement to convert an Opportunity in Salesforce.com to an Order/Quote in Oracle E-Business Suite? Or maybe you want the creation of an Oracle RightNow Incident to trigger an on-premise Oracle E-Business Suite Service Request creation for RMA and Field Scheduling? If so, read on. In a previous blog post, I discussed integrating TO cloud applications, however the use cases above are the reverse i.e. receiving data FROM cloud applications (SaaS) TO on-premise applications/databases that sit behind a firewall. Oracle SOA Suite is assumed to be on-premise with with Oracle Service Bus as the mediation and virtualization layer. The main considerations for the patterns are are security i.e. shielding enterprise resources; and scalability i.e. minimizing firewall latency. Let me use an analogy to help visualize the patterns: the on-premise system is your home - with your most valuable possessions - and the SaaS app is your favorite on-line store which regularly ships (inbound calls) various types of parcels/items (message types/service operations). You need the items at home (on-premise) but want to safe guard against misguided elements of society (internet threats) who may masquerade as postal workers and vandalize property (denial of service?). Let's look at the patterns. Pattern: Pull from Cloud The on-premise system polls from the SaaS apps and picks up the message instead of having it delivered. This may be done using Oracle RightNow Object Query Language or SOAP APIs. This is particularly suited for certain integration approaches wherein messages are trickling in, can be centralized and batched e.g. retrieving event notifications on an hourly schedule from the Oracle Messaging Service. To compare this pattern with the home analogy, you are avoiding any deliveries to your home and instead go to the post office/UPS/Fedex store to pick up your parcel. Every time. Pros: On-premise assets not exposed to the Internet, firewall issues avoided by only initiating outbound connections Cons: Polling mechanisms may affect performance, may not satisfy near real-time requirements Pattern: Open Firewall Ports The on-premise system exposes the web services that needs to be invoked by the cloud application. This requires opening up firewall ports, routing calls to the appropriate internal services behind the firewall. Fusion Applications uses this pattern, and auto-provisions the services on the various virtual hosts to secure the topology. This works well for service integration, but may not suffice for large volume data integration. Using the home analogy, you have now decided to receive parcels instead of going to the post office every time. A door mail slot cut out allows the postman can drop small parcels, but there is still concern about cutting new holes for larger packages. Pros: optimal pattern for near real-time needs, simpler administration once the service is provisioned Cons: Needs firewall ports to be opened up for new services, may not suffice for batch integration requiring direct database access Pattern: Virtual Private Networking The on-premise network is "extended" to the cloud (or an intermediary on-demand / managed service offering) using Virtual Private Networking (VPN) so that messages are delivered to the on-premise system in a trusted channel. Using the home analogy, you entrust a set of keys with a neighbor or property manager who receives the packages, and then drops it inside your home. Pros: Individual firewall ports don't need to be opened, more suited for high scalability needs, can support large volume data integration, easier management of one connection vs a multitude of open ports Cons: VPN setup, specific hardware support, requires cloud provider to support virtual private computing Pattern: Reverse Proxy / API Gateway The on-premise system uses a reverse proxy "API gateway" software on the DMZ to receive messages. The reverse proxy can be implemented using various mechanisms e.g. Oracle API Gateway provides firewall and proxy services along with comprehensive security, auditing, throttling benefits. If a firewall already exists, then Oracle Service Bus or Oracle HTTP Server virtual hosts can provide reverse proxy implementations on the DMZ. Custom built implementations are also possible if specific functionality (such as message store-n-forward) is needed. In the home analogy, this pattern sits in between cutting mail slots and handing over keys. Instead, you install (and maintain) a mailbox in your home premises outside your door. The post office delivers the parcels in your mailbox, from where you can securely retrieve it. Pros: Very secure, very flexible Cons: Introduces a new software component, needs DMZ deployment and management Pattern: On-Premise Agent (Tunneling) A light weight "agent" software sits behind the firewall and initiates the communication with the cloud, thereby avoiding firewall issues. It then maintains a bi-directional connection either with pull or push based approaches using (or abusing, depending on your viewpoint) the HTTP protocol. Programming protocols such as Comet, WebSockets, HTTP CONNECT, HTTP SSH Tunneling etc. are possible implementation options. In the home analogy, a resident receives the parcel from the postal worker by opening the door, however you still take precautions with chain locks and package inspections. Pros: Light weight software, IT doesn't need to setup anything Cons: May bypass critical firewall checks e.g. virus scans, separate software download, proliferation of non-IT managed software Conclusion The patterns above are some of the most commonly encountered ones for cloud to on-premise integration. Selecting the right pattern for your project involves looking at your scalability needs, security restrictions, sync vs asynchronous implementation, near real-time vs batch expectations, cloud provider capabilities, budget, and more. In some cases, the basic "Pull from Cloud" may be acceptable, whereas in others, an extensive VPN topology may be well justified. For more details on the Oracle cloud integration strategy, download this white paper.

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  • How to fix Xubuntu LightDM Theme after installing unity.

    - by Christopher
    After successfully installing Xubuntu 12.04.1 on my laptop, I decided to install Unity. That went OK but then I realized there was no themes. So then I installed the themes and artwork, and got a really bad surprise. My lightDM greeter was still Xubuntu like I wanted but the buttons where you choose the user are really tall and I have a purple computer as the icon above my computer name. How do I get back to the original Xubuntu configuration or edit the CSS while keeping Unity? I know where all of the files are but don't know which file to edit or which CSS property to modify. Packages Installed: unity unity-services unity-mail Then I Installed: ubuntu-artwork light-themes ubuntu-wallpapers-oneric ubuntu-wallpapers-precise

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  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • DIY HDTV Antenna Sticks To Your Window without Blocking the View

    - by Jason Fitzpatrick
    This DIY fractal-based HDTV antenna is cheap, easy to craft, and can be stuck unobtrusively on your window for better signal gains. Courtesy of HTPC-DIY, this simple build uses aluminum foil, a printed fractal pattern, clear plastic, and some basic hardware to create a lightweight and transparent antenna you can affix to a window without significantly blocking light from entering the window. Hit up the link below for the full build details as well as designs for other DIY antennas. DIY Flexible Fractal Window HDTV Antenna [via Hack A Day] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Can't activate "mirror display"

    - by Nemo Peeters
    I have Ubuntu 12.04 on a Dell latitude E6410, I have a problem when using the VGA output I always have dual monitor and can't switch on the "mirror display" toggle under systems setting/displays. It's rather annoying when having to do presentation with a video projector. the option "mirror display" is in light grey and I can"t tick the box. Thanks for those who might have an idea how to resolve this? update: driver is: Intel® Ironlake Mobile x86/MMX/SSE2 card something like this ? description: VGA compatible controller product: Core Processor Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 02 width: 64 bits clock: 33MHz

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  • Colour scheme for editor - guidelines or medical reccomendations

    - by Kevin D
    Is anyone aware of any studies on what colour scheme is best for use in multi-coloured text based computer work? Specifically in terms of reducing eye strain. For instance is a black back ground and light text best? Should it be a dark colour rather than going all the way to black? I've seen the questions on this site about "which is your favourite" that is not what I am after. I also aware that my question may be to specific asking for a colour scheme, if anyone could link me to some guidelines instead that would be appreciated as well. I'm concious of the fact that anyone using a computer is really using it for text based work but with the multitude of colours used to convey information within our modern IDEs I feel this is a good StackExchange site for this question.

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • SilverlightShow for 13-19 Dec 2010

    - by Dave Campbell
    I still haven't updated my friends at SilverlightShow, but I have their list from last week. Check out the Top Five most popular news at SilverlightShow for last week (13 - 19 Dec 2010). First place for the past week takes the post about Mahesh Sabnis' sample Line-Of-Business app using Silverlight 4. A lot of clicks and downloads got also the recording of SilverlightShow webinar 'Building an end-to-end Silverlight 4 Application' presented by Gill Cleeren on Dec 15th. Here is SilverlightShow's weekly top 5: Line of Business (LOB) Application using Silverlight 4, WCF 4, EF 4 and Commanding Architecture Recording, Demos and Slides of the Webinar 'Build an End-to-end Silverlight 4 Application' SilverlightShow Content Updating to Silverlight 4 Free Webcam Photo Application in Silverlight Unit testing MVVM in Silverlight - SDN Event-Code and Slides Visit and bookmark SilverlightShow. Stay in the 'Light

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  • Two different websites in one remote hosting

    - by Kor
    My client asked me that a website that is hosted in one server (and pointing there through a domain) should also be accessed (into a specific directory) from another domain, which is not pointing there. For example: http://www.foo.com, hosted at GoDaddy, with the full website http://www.bar.com, hosted at Bluehost, needs to access http://www.foo.com/bar, as if it was the http://www.bar.com's root. So, if anybody enters through http://www.bar.com, it should internally load http://www.foo.com/bar, without visually changing the url. I amb not sure if this is possible using .htaccess or anything like this. Could anybody show me some light? Thanks in advance

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