Search Results

Search found 1510 results on 61 pages for 'barycentric coordinates'.

Page 55/61 | < Previous Page | 51 52 53 54 55 56 57 58 59 60 61  | Next Page >

  • Optimized 2D Tile Scrolling in OpenGL

    - by silicus
    Hello, I'm developing a 2D sidescrolling game and I need to optimize my tiling code to get a better frame rate. As of right now I'm using a texture atlas and 16x16 tiles for 480x320 screen resolution. The level scrolls in both directions, and is significantly larger than 1 screen (thousands of pixels). I use glTranslate for the actual scrolling. So far I've tried: Drawing only the on-screen tiles using glTriangles, 2 per square tile (too much overhead) Drawing the entire map as a Display List (great on a small level, way to slow on a large one) Partitioning the map into Display Lists half the size of the screen, then culling display lists (still slows down for 2-directional scrolling, overdraw is not efficient) Any advice is appreciated, but in particular I'm wondering: I've seen Vertex Arrays/VBOs suggested for this because they're dynamic. What's the best way to take advantage of this? If I simply keep 1 screen of vertices plus a bit of overdraw, I'd have to recopy the array every few frames to account for the change in relative coordinates (shift everything over and add the new rows/columns). If I use more overdraw this doesn't seem like a big win; it's like the half-screen display list idea. Does glScissor give any gain if used on a bunch of small tiles like this, be it a display list or a vertex array/VBO Would it be better just to build the level out of large textures and then use glScissor? Would losing the memory saving of tiling be an issue for mobile development if I do this (just curious, I'm currently on a PC)? This approach was mentioned here Thanks :)

    Read the article

  • Hashing 11 byte unique ID to 32 bits or less

    - by MoJo
    I am looking for a way to reduce a 11 byte unique ID to 32 bits or fewer. I am using an Atmel AVR microcontroller that has the ID number burned in at the factory, but because it has to be transmitted very often in a very low power system I want to reduce the length down to 4 bytes or fewer. The ID is guaranteed unique for every microcontroller. It is made up of data from the manufacturing process, basically the coordinates of the silicone on the wafer and the production line that was used. They look like this: 304A34393334-16-11001000 314832383431-0F-09000C00 Obviously the main danger is that by reducing these IDs they become non-unique. Unfortunately I don't have a large enough sample size to test how unique these numbers are. Having said that because there will only be tens of thousands of devices in use and there is secondary information that can be used to help identify them (such as their approximate location, known at the time of communication) collisions might not be too much of an issue if they are few and far between. Is something like MD5 suitable for this? My concern is that the data being hashed is very short, just 11 bytes. Do hash functions work reliably on such short data?

    Read the article

  • Event Dispatching, void pointer and alternatives

    - by PeeS
    i have my event dispatching / handling functionality working fine, but there is one issue that i need to resolve. Long story short, here are the details. // The event structure struct tEventMessage { // Type of the event int Type; // (void*) Allows those to be casted into per-Type objects void *pArgument1; void *pArgument2; }; I am sending events from different modules in my engine by using the above structure, which requires a pointer to an argument. All messages are queued, and then dispatched on the next ::Tick(). It works fine, untill i try to send something that doesn't exist in next ::Tick, for example: When a mouse click is being handled, it calculates the click coordinates in world space. This is being sent with a pointer to a vector representing that position, but after my program quits that method, this pointer gets invalid obviously, cause local CVector3 is destructed: CVector2 vScreenSpacePosition = vAt; CVector3 v3DPositionA = CVector3(0,0,0); CVector3 v3DPositionB = CVector3(0,0,0); // Screen space to World space calculation for depth zNear v3DPositionA = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), -1.0 ); // Screen space to World space calculation for depth zFar v3DPositionB = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), 1.0); // Send zFar position and ScreenSpace position to the handlers // Obviously both vectors won't be valid after this method quits.. CEventDispatcher::Get()->SendEvent(CIEventHandler::EVENT_SYSTEM_FINGER_DOWN, static_cast<void*>(&v3DPositionB), static_cast<void*>(&vScreenSpacePosition)); What i want to ask is, if there is any chance i could make my tEventMessage more 'template', so i can handle sending objects like in the above situation + use what is already implemented? Can't figure it out at the moment.. What else can be done here to allow me to pass some locally available data ? Please can somebody shed a bit of light on this please?

    Read the article

  • How to accommodate for the next iPhones totally different screen resolution?

    - by mystify
    This is a programming question! Read on before you vote to close! According to Gizmodo, the next iPhone will have a new screen resolution: The 3.5-inch screen has a resolution of 960?×?640 pixels This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. So the big question is: How will the developers compensate their layout and graphics? Are there already solutions which can be used to calculate coordinates and sizes in a normalized manner, which then appear to be exactly the same when viewing them on a screen of any resolution, assuming at least that the aspect ration won't change? This is community wiki. Just add anything that you think is relevant to this huge problem (constant screen res was one of the main reasons why I didn't go for Android!!).

    Read the article

  • Failed to load url in Dom Document?

    - by Lakhan
    im trying to get latitude and longtitude from google map by giving address. But its giving error.when i directly copy url to browser url bar.its giving correct result.If anybody know the answer .Plz reply. Thanx in advance Here is my code. <?php $key = '[AIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0]'; $opt = array ( 'address' => urlencode('Kolkata,India, ON') , 'output' => 'xml' ); $url = 'http://maps.google.com/maps/geo?q='.$opt['address'].'&output='.$opt['output'].'&oe=utf8&key='.$key; $dom = new DOMDocument(); $dom->load($url); $xpath = new DomXPath($dom); $xpath->registerNamespace('ge', 'http://earth.google.com/kml/2.0'); $statusCode = $xpath->query('//ge:Status/ge:code'); if ($statusCode->item(0)->nodeValue == '200') { $pointStr = $xpath->query('//ge:coordinates'); $point = explode(",", $pointStr->item(0)->nodeValue); $lat = $point[1]; $lon = $point[0]; echo '<pre>'; echo 'Lat: '.$lat.', Lon: '.$lon; echo '</pre>'; } ?> Following error has occured: Warning: DOMDocument::load(http://maps.google.com/maps/geo? q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D) [domdocument.load]: failed to open stream: HTTP request failed! HTTP/1.0 400 Bad Request in C:\xampp\htdocs\draw\draw.php on line 19 Warning: DOMDocument::load() [domdocument.load]: I/O warning : failed to load external entity "http://maps.google.com/maps/geo?q=Kolkata%252CIndia%252C%2BON&output=xml&oe=utf8&key=%5BAIzaSyAoPgQlfKsBKQcBGB01cl8KmiPee3SmpU0%5D" in C:\xampp\htdocs\draw\draw.php on line 19 Notice: Trying to get property of non-object in C:\xampp\htdocs\draw\draw.php on line 26

    Read the article

  • Custom Tile Layer Problem

    - by Myra
    Hi,I'm currently implementing logic on custom tile layers via OpenLayers function getTiles() { var res = this.map.getResolution(); var x = Math.round((bounds.left - this.maxExtent.left) / (res * this.tileSize.w)); var y = Math.round((this.maxExtent.top - bounds.top) / (res * this.tileSize.h)); var z = this.map.getZoom(); return ......; } What I need to is to carry this code in Google API v3. As I searched documentation I found this code to work with: var customtile = new google.maps.ImageMapType({ getTileUrl: function (coord, zoom) { .... .... } Unfortonately,I cannot convert logic in OpenLayers code to Google. As I know resolution is 180 * tileSize.w / Math.pow(2, zoom) //where tileSize is 256x256 Since Google projection is same with my tiles WGS84 boundary should be -180,-90,90,180 I need to calculate to extent coordinates,but in function getTileUrl,there are two arguments.One of which is zoom,but the other coord is some x,y pair which I dont understand what that is.What is that exactly ? How can I generalize formula for calculating tile numbers in Google Maps? Thank you Myra

    Read the article

  • create CLLocationCoordinate2D from array

    - by shani
    I have a plist with dictionary of array's with coordinates (stored as strings). I want to create a CLLocationCoordinate2D from every array and crate an overlay for the map. I did that - NSString *thePath = [[NSBundle mainBundle] pathForResource:@"Roots" ofType:@"plist"]; NSDictionary *pointsDic = [[NSDictionary alloc] initWithContentsOfFile:thePath]; NSArray *pointsArray = [NSArray arrayWithArray:[pointsDic objectForKey:@"roade1"]]; CLLocationCoordinate2D pointsToUse[256]; for(int i = 0; i < 256; i++) { CGPoint p = CGPointFromString([pointsArray objectAtIndex:i]); pointsToUse[i] = CLLocationCoordinate2DMake(p.x,p.y); NSLog(@"coord %f",pointsToUse [i].longitude); NSLog(@"coord %f",pointsToUse [i].latitude); } MKPolyline *myPolyline = [MKPolyline polylineWithCoordinates:pointsToUse count:256]; [[self mv] addOverlay:myPolyline]; but the app is crashing without any error. (BTW when i remove the addOverLay method the app does not crash). I have 2 questions- What am i doing wrong? I have tried to set the pointsArray count as the argument for the CLLocationCoordinate2D like that - CLLocationCoordinate2D pointsToUse[pointsArray count]; And i am getting an error. How can i set the CLLocationCoordinate2D dynamically ? Thanks for any help. Shani

    Read the article

  • GLSL point inside box test

    - by wcochran
    Below is a GLSL fragment shader that outputs a texel if the given texture coord is inside a box, otherwise a color is output. This just feels silly and the there must be a way to do this without branching? uniform sampler2D texUnit; varying vec4 color; varying vec2 texCoord; void main() { vec4 texel = texture2D(texUnit, texCoord); if (any(lessThan(texCoord, vec2(0.0, 0.0))) || any(greaterThan(texCoord, vec2(1.0, 1.0)))) gl_FragColor = color; else gl_FragColor = texel; } Below is a version without branching, but it still feels clumsy. What is the best practice for "texture coord clamping"? uniform sampler2D texUnit; varying vec4 color; varying vec4 labelColor; varying vec2 texCoord; void main() { vec4 texel = texture2D(texUnit, texCoord); bool outside = any(lessThan(texCoord, vec2(0.0, 0.0))) || any(greaterThan(texCoord, vec2(1.0, 1.0))); gl_FragColor = mix(texel*labelColor, color, vec4(outside,outside,outside,outside)); } I am clamping texels to the region with the label is -- the texture s & t coordinates will be between 0 and 1 in this case. Otherwise, I use a brown color where the label ain't. Note that I could also construct a branching version of the code that does not perform a texture lookup when it doesn't need to. Would this be faster than a non-branching version that always performed a texture lookup? Maybe time for some tests...

    Read the article

  • Forcing size of a complex Flash object.

    - by John
    As I've found recently, setting width/height properties on a Sprite only forces the Sprite to fit the given dimensions by scaling the actual size, which is calculated by Flash based on the rendered content. This leaves me confused. If I have a custom Sprite subclass which draws using Graphics, how can I do layout before an initial render - the size will be zero until it is first drawn? For a more complex issue, let's say I have a 2D game world with objects spread over a wide area with world coordinates from (0,0) to (5000,5000), where each object has a size of maybe up to 100x100. I want to have a Flash component which is the "game window", and has a fixed size like 400x300, rendering part of the game world. So how do I force the game window size to 400x300 pixels? I can draw a 400x300 rectangle to get the size correct but then if I draw any objects which are partly in-view, they can screw this up. Is the right approach to provide a custom setSize(w,h) method which is used rather than width & height setters? But even so, is there no way to make a Sprite force to the size I want? Do you really have to catch it every render and re-scale it?

    Read the article

  • Storing multiple discarded datas in a single variable using a string accumulator

    - by dan
    For an assignment for my intro to python course, we are to write a program that generates 100 sets of x,y coordinates. X must be a float between -100.0 and 100.0 inclusive, but not 0. Y is Y = ((1/x) * 3070) but if the absolute value of Y is greater than 100, both numbers must be discarded (BUT STORED) and another set generated. The results must be displayed in a table, and then after the table, the discarded results must be shown. The teacher said we should use a "string accumulator" to store the discarded data. This is what I have so far, and I'm stuck at storing the discarded data. # import random.py import random # import math.py import math # define main def main(): x = random.uniform(-100.0, 100.0) while x == 0: x = random.uniform(-100.0, 100.0) y = ((1/x) * 3070) while math.fabs(y) > 100: xDiscarded = yDiscarded = y = ((1/x) * 3070) As you can see, I run into the problem of when abs(y) 100, I'm not too sure how to store the discarded data and let it accumulate every time abs(y) 100. I'm cool with the data being stored as "351.2, 231.1, 152.2" I just don't know how to turn the variable into a string and store it. We haven't learned arrays yet so I can't do that. Any help would be much appreciated. Thanks!

    Read the article

  • OpenLayers eraseFeatures doesn't erase features from map screen.

    - by Jenny
    I'm using OpenLayers, and have a layer for my Map, and a single Vector Layer. In this vector layer, I am using the DrawFeature control to draw a square. I have a listener waiting for a feature to be added, and then deleting any existing features (I only want one square at a time), like so: polygonLayer.events.register("beforefeatureadded", feature, function(evt){ console.log("Clearing existing polygons"); console.log(polygonLayer.features.length); polygonLayer.destroyFeatures(); polygonLayer.redraw(); });//end attempt at events registration When I check my layer.features.size, I can see that it's always 1, just like I expect, but the squares on the screen are still displayed. Even when I call .redraw() on the layer, the squares are still there. Is there some extra step I'm missing? Edit: You can find my code here: http://pastie.org/909644 Edit: Just realized: If I draw a square from previously existing coordinates, I can clear it just fine. It seems to be just the squares drawn from the controller that are an issue?

    Read the article

  • Code Golf: Connecting the dots

    - by ChristopheD
    Description: The input are multiple lines (terminated by a newline) which describe a 'field'. There are 'numbers' scattered across this field: the numbers always start at 1 they follow the ordering of the natural numbers: every 'next number' is incremented with 1 every number is surrounded by (at least) one whitespace on it's left and right Task: Draw lines between these numbers in their natural order (1 -> 2 -> 3 -> ...N) with the following characteristics: replace a number with a '+' character for horizontal lines: use '-' for vertical lines: use '|' going left and down or right and up: / going left and up or right and down: \ Important note: When drawing lines of type 4 and 5 you can assume that : (given points to connect with coordinates x1, y1 and x2, y2) distance(x1,x2) == distance(y1,y2). Have a look at the examples to see where you should 'attach' the lines. It is important to follow the order in which the dots are connected (newer lines can be drawn over older lines). Sample input 1 9 10 8 7 6 5 11 13 12 3 4 14 15 16 1 2 Sample output 1 /+ / | / | +/ +--+ | +\ | \ | \+ /+ | / | /+-------------+/ +---+ / | +--+ | + | +--------------------------+ Sample input 2 4 2 3 5 6 1 8 7 Sample output 2 /+ / | / | / | /+------------------+/ +--------+\ / \ +/ +--------------------------------------+ Winner: shortest solution (by code count). Input can be read via command line.

    Read the article

  • Button not moving on my interface

    - by user1500134
    First before I say anything I want to announce that i'm fairly new to this kind of stuff so don't get all super techie on me :D ! Ok so i'm making an app and i'm trying to get a button to move to certain coordinates depending on the screen size of the phone (4, 4S, 5, etc...). I have correct syntax but the button will not move at all. Here is the part of my .m ViewController file... - (void)viewDidLoad { if([[UIScreen mainScreen] respondsToSelector:NSSelectorFromString(@"scale")]) { if ([[UIScreen mainScreen] scale] < 1.1) { CGRect frame = done.frame; frame.origin.x = 129; //New x coordinate frame.origin.y = 401; //New y coordinate done.frame = frame; NSLog(@"Standard Resolution"); } if ([[UIScreen mainScreen] scale] > 1.9) { NSLog(@"High Defenition Resolution"); } } [super viewDidLoad]; // Do any additional setup after loading the view from its nib. } The NSLog is triggering int he console saying 'Standard Resolution'but the button doesn't move from where I placed it in the XIB file. This may be a small stupid mistake but hopefully you can help me anyways... Thanks guys! :) P.S. Yes I did link my IBOutlet to the button

    Read the article

  • UIView rotate and than move

    - by user1790354
    I have problem with rotating and moving image (UIView). If I use this for rotate: [UIView beginAnimations: @"rotate" contex: nil]; [UIView setAnimationDuration: 1]; [UIView setAnimationBeginsFromCurrentState: YES]; [UIView setAnimationCurve: UIViewAnimationCurveLinear]; spaceShip.transform = CGAffineTransformMakeRotation (angle); // spaceShip is the UIView [UIView commitAnimations]; And this to move: [UIView beginAnimations: @"move" contex: nil]; [UIView setAnimationDuration: 1]; [UIView setAnimationBeginsFromCurrentState: YES]; [UIView setAnimationCurve: UIViewAnimationCurveLinear]; spaceShip.center = destanation // destanation is a point where user tap [UIView commitAnimations]; It's working well one at a time. But together this two animations don't work. Space Ship is rotating, but does not move in direction. Where my mistake? P.S. Early I have specify anchor point (0.5, 0.5). But when I rotate image it coordinates is changing.

    Read the article

  • How to delete Drawn Line in java?

    - by Jeyjey
    Hello Folks, well this is my code: import javax.swing.; import javax.; import java.awt.; import java.awt.Color; import java.awt.Graphics.; import java.awt.event.*; import javax.swing.UIManager; public class SimpleGUI extends JFrame{ public SimpleGUI(){ this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE) ; } public void go(){ Drawpanel = new Mypanel(); JFrame frame = new JFrame("Chasing Line"); frame.getContentPane().add(BorderLayout.CENTER, Drawpanel); frame.setSize(300,300); frame.setVisible(true); Drawpanel.addMouseMotionListener(new java.awt.event.MouseMotionAdapter() { public void mouseMoved(java.awt.event.MouseEvent evt) { DrawpanelMouseMoved(evt); } }); } public void DrawpanelMouseMoved(java.awt.event.MouseEvent evt) { xpos=evt.getX(); ypos=evt.getY(); System.out.println("Coordinates : X :"+ xpos+"Y: "+ypos); Drawpanel.paintImage(xpos,ypos); } class Mypanel extends JPanel{ public void paintImage(int xpost,int ypost){ Graphics d = getGraphics(); d.setColor(Color.black); d.drawLine(xpost, 0, xpost, this.getHeight()); d.setColor(Color.red); d.drawLine(0, ypost, this.getWidth(),ypost); this.validate(); } } // end the inner class public static void main(String[] args){ try { UIManager.setLookAndFeel("com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); } catch(Exception e) { System.err.println("Look and feel not set"); } SimpleGUI win = new SimpleGUI(); win.go(); } Mypanel Drawpanel; private int xpos=0; private int ypos=0; } // close SimpleGUI class The problem is how can i delete the old lines?, i mea,make only the current x and y lines appear on the screen, make the intersection between both lines "follow" the mouse pointer. thanks for any reply.

    Read the article

  • Java loop to collect the second and third elements every three in an array

    - by mhollander38
    I have a file with data in the form timestamp, coordinate, coordinate, seperated by spaces, as here; 14:25:01.215 370.0 333.0 I need to loop through and add the coordinates only to an array. The data from the file is read in and put into as String[] called info, from split(" "). I have two problems, I think the end of the file has a extra " " which I need to lose appropriately and I also want confirmation/suggestions of my loop, at the moment I am getting sporadic out of bounds exceptions. My loop is as follows; String[] info; info = dataHolder.split(" "); ArrayList<String> coOrds1 = new ArrayList<String>(); for (int counter = 0; counter < info.length; counter = counter+3) { coOrds1.add(info[counter+1]); coOrds1.add(info[counter+2]); } Help and suggestions appreciated. The text file is here but the class receives in a UDP packet from another class so I am unsure if this potentially adds " " at the end or not.

    Read the article

  • understanding and implementing Boids

    - by alphablender
    So I'm working on porting Boids to Brightscript, based on the pseudocode here: http://www.kfish.org/boids/pseudocode.html I'm trying to understand the data structures involved, for example is Velocity a single value, or is it a 3D value, ie velocity={x,y,z} It seems as if the pseudocode seems to mix this up where sometimes it has an equation that incudes both vectors and single-value items: v1 = rule1(b) v2 = rule2(b) v3 = rule3(b) b.velocity = b.velocity + v1 + v2 + v3 If Velocity is a tripartite value then this would make sense, but I'm not sure. So my first question here is, is this the correct datastructure for a single boid based on the Pseudocode on that page: boid={position:{px:0,py:0,pz:0},velocity:{x:0,y:0,z:0},vector:{x:0,y:0,z:0},pc:{x:0,y:0,z:0},pv:{x:0,y:0,z:0}) where pc=perceived center, pv= perceived velocity I"ve implemented a vector_add, vector_sub, vector_div, and vector boolean functions. The reason I'm starting from this pseudocode is I've not been able to find anything else that is as readable, but it still leaves me with lots of questions as the data structures are not explicitly defined for each variable. (edit) here's a good example of what i'm talking about: IF |b.position - bJ.position| < 100 THEN if b.position - b[j].position are both 3D coordinates, how can they be considered "less than 100" unless they are < {100,100,100} ? Maybe that is what I need to do here, use a vector comparison function?

    Read the article

  • 3D coordinate of 2D point given camera and view plane

    - by Myx
    I wish to generate rays from the camera through the viewing plane. In order to do this, I need my camera position ("eye"), the up, right, and towards vectors (where towards is the vector from the camera in the direction of the object that the camera is looking at) and P, the point on the viewing plane. Once I have these, the ray that's generated is: ray = camera_eye + t*(P-camera_eye); where t is the distance along the ray (assume t = 1 for now). My question is, how do I obtain the 3D coordinates of point P given that it is located at position (i,j) on the viewing plane? Assume that the upper left and lower right corners of the viewing plane are given. NOTE: The viewing plane is not actually a plane in the sense that it doesn't extend infinitely in all directions. Rather, one may think of this plane as a widthxheight image. In the x direction, the range is 0--width and in the y direction the range is 0--height. I wish to find the 3D coordinate of the (i,j)th element, 0

    Read the article

  • Ordering a set of lines so that they follow one from the other

    - by george
    Line# Lat. Lon. 1a 1573313.042320 6180142.720910 .. .. 1z 1569171.442602 6184932.867930 3a 1569171.764930 6184934.045650 .. .. 3z 1570412.815667 6190358.086690 5a 1570605.667770 6190253.392920 .. .. 5z 1570373.562963 6190464.146120 4a 1573503.842910 6189595.286870 .. .. 4z 1570690.065390 6190218.190575 Each pair of lines above (a..z) represents the first and last coordinate pair of a number of points which together define a line. The lines are not listed in sequence because I don't know what the correct sequence is just by looking at the coordinates (unless I look at the lines in a map). Hence my question: how can I find programmatically (in Python) what the correct sequence is, so I can join the lines into one long line, keeping in mind the following problem: - a 'z' point (the last point in a line) may well be the first point if the line is described as proceeding in the opposite direction to other lines. e.g. one line may go from left to right, another from right to left (or top to bottom and viceversa). Thank you in advance...

    Read the article

  • 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.

    Read the article

  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

    Read the article

  • Ask How-To Geek: Learning the Office Ribbon, Booting to USB with an Old BIOS, and Snapping Windows

    - by Jason Fitzpatrick
    You’ve got questions and we’ve got answers. Today we highlight how to master the new Office interface, USB boot a computer with outdated BIOS, and snap windows to preset locations. Learning the New Office Ribbon Dear How-To Geek, I feel silly asking this (in light of how long the new Office interface has been out) but my company finally got around to upgrading from Windows XP and Office 2000 so the new interface it totally new to me. Can you recommend any resources for quickly learning the Office ribbon and the new changes? I feel completely lost after two decades of the old Office interface. Help! Sincerely, Where the Hell is Everything? Dear Where the Hell, We think most people were with you at some point in the last few years. “Where the hell is…” could possibly be the slogan for the new ribbon interface. You could browse through some of the dry tutorials online or even get a weighty book on the topic but the best way to learn something new is to get hands on. Ribbon Hero turns learning the new Office features and ribbon layout into a game. It’s no vigorous round of Team Fortress mind you, but it’s significantly more fun than reading a training document. Check out how to install and configure Ribbon Hero here. You’ll be teaching your coworkers new tricks in no time. Boot via USB with an Old BIOS Dear How-To Geek, I’m trying to repurpose some old computers by updating them with lightweight Linux distros but the BIOS on most of the machines is ancient and creaky. How ancient? It doesn’t even support booting from a USB device! I have a large flash drive that I’ve turned into a master installation tool for jobs like this but I can’t use it. The computers in question have USB ports; they just aren’t recognized during the boot process. What can I do? USB Bootin’ in Boise Dear USB Bootin’, It’s great you’re working to breathe life into old hardware! You’ve run into one of the limitations of older BIOSes, USB was around but nobody was thinking about booting off of it. Fortunately if you have a computer old enough to have that kind of BIOS it’s likely to also has a floppy drive or a CDROM drive. While you could make a bootable CDROM for your application we understand that you want to keep using the master USB installer you’ve made. In light of that we recommend PLoP Boot Manager. Think of it like a boot manager for your boot manager. Using it you can create a bootable floppy or CDROM that will enable USB booting of your master USB drive. Make a CD and a floppy version and you’ll have everything in your toolkit you need for future computer refurbishing projects. Read up on creating bootable media with PLoP Boot Manager here. Snapping Windows to Preset Coordinates Dear How-To Geek, Once upon a time I had a company laptop that came with a little utility that snapped windows to preset areas of the screen. This was long before the snap-to-side features in Windows 7. You could essentially configure your screen into a grid pattern of your choosing and then windows would neatly snap into those grids. I have no idea what it was called or if was anymore than a gimmick from the computer manufacturer, but I’d really like to have it on my new computer! Bend and Snap in San Francisco, Dear Bend and Snap, If we had to guess, we’d guess your company must have had a set of laptops from Acer as the program you’re describing sounds exactly like Acer GridVista. Fortunately for you the application was extremely popular and Acer released it independently of their hardware. If, by chance, you’ve since upgraded to a multiple monitor setup the app even supports multiple monitors—many of the configurations are handy for arranging IM windows and other auxiliary communication tools. Check out our guide to installing and configuring Acer GridVista here for more information. Have a question you want to put before the How-To Geek staff? Shoot us an email at [email protected] and then keep an eye out for a solution in the Ask How-To Geek column. Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Download the New Year in Japan Windows 7 Theme from Microsoft Once More Unto the Breach – Facebook Apps Can Now Access Your Address and Phone Number Dial Zero Speeds You Through Annoying Customer Service Menus Complete Dropquest 2011 and Receive Free Dropbox Storage Desktop Computer versus Laptop Wallpaper The Kids Have No Idea What Old Tech Is [Video]

    Read the article

  • Computer Networks UNISA - Chap 12 &ndash; Networking Security

    - by MarkPearl
    After reading this section you should be able to Identify security risks in LANs and WANs and design security policies that minimize risks Explain how physical security contributes to network security Discuss hardware and design based security techniques Understand methods of encryption such as SSL and IPSec, that can secure data in storage and in transit Describe how popular authentication protocols such as RADIUS< TACACS,Kerberos, PAP, CHAP, and MS-CHAP function Use network operating system techniques to provide basic security Understand wireless security protocols such as WEP, WPA and 802.11i Security Audits Before spending time and money on network security, examine your networks security risks – rate and prioritize risks. Different organizations have different levels of network security requirements. Security Risks Not all security breaches result from a manipulation of network technology – there are human factors that can play a role as well. The following categories are areas of considerations… Risks associated with People Risks associated with Transmission and Hardware Risks associated with Protocols and Software Risks associated with Internet Access An effective security policy A security policy identifies your security goals, risks, levels of authority, designated security coordinator and team members, responsibilities for each team member, and responsibilities for each employee. In addition it specifies how to address security breaches. It should not state exactly which hardware, software, architecture, or protocols will be used to ensure security, nor how hardware or software will be installed and configured. A security policy must address an organizations specific risks. to understand your risks, you should conduct a security audit that identifies vulnerabilities and rates both the severity of each threat and its likelihood of occurring. Security Policy Content Security policy content should… Policies for each category of security Explain to users what they can and cannot do and how these measures protect the networks security Should define what confidential means to the organization Response Policy A security policy should provide for a planned response in the event of a security breach. The response policy should identify the members of a response team, all of whom should clearly understand the the security policy, risks, and measures in place. Some of the roles concerned could include… Dispatcher – the person on call who first notices the breach Manager – the person who coordinates the resources necessary to solve the problem Technical Support Specialist – the person who focuses on solving the problem Public relations specialist – the person who acts as the official spokesperson for the organization Physical Security An important element in network security is restricting physical access to its components. There are various techniques for this including locking doors, security people at access points etc. You should identify the following… Which rooms contain critical systems or data and must be secured Through what means might intruders gain access to these rooms How and to what extent are authorized personnel granted access to these rooms Are authentication methods such as ID cards easy to forge etc. Security in Network Design The optimal way to prevent external security breaches from affecting you LAN is not to connect your LAN to the outside world at all. The next best protection is to restrict access at every point where your LAN connects to the rest of the world. Router Access List – can be used to filter or decline access to a portion of a network for certain devices. Intrusion Detection and Prevention While denying someone access to a section of the network is good, it is better to be able to detect when an attempt has been made and notify security personnel. This can be done using IDS (intrusion detection system) software. One drawback of IDS software is it can detect false positives – i.e. an authorized person who has forgotten his password attempts to logon. Firewalls A firewall is a specialized device, or a computer installed with specialized software, that selectively filters or blocks traffic between networks. A firewall typically involves a combination of hardware and software and may reside between two interconnected private networks. The simplest form of a firewall is a packet filtering firewall, which is a router that examines the header of every packet of data it receives to determine whether that type of packet is authorized to continue to its destination or not. Firewalls can block traffic in and out of a LAN. NOS (Network Operating System) Security Regardless of the operating system, generally every network administrator can implement basic security by restricting what users are authorized to do on a network. Some of the restrictions include things related to Logons – place, time of day, total time logged in, etc Passwords – length, characters used, etc Encryption Encryption is the use of an algorithm to scramble data into a format that can be read only by reversing the algorithm. The purpose of encryption is to keep information private. Many forms of encryption exist and new ways of cracking encryption are continually being invented. The following are some categories of encryption… Key Encryption PGP (Pretty Good Privacy) SSL (Secure Sockets Layer) SSH (Secure Shell) SCP (Secure CoPy) SFTP (Secure File Transfer Protocol) IPSec (Internet Protocol Security) For a detailed explanation on each section refer to pages 596 to 604 of textbook Authentication Protocols Authentication protocols are the rules that computers follow to accomplish authentication. Several types exist and the following are some of the common authentication protocols… RADIUS and TACACS PAP (Password Authentication Protocol) CHAP and MS-CHAP EAP (Extensible Authentication Protocol) 802.1x (EAPoL) Kerberos Wireless Network Security Wireless transmissions are particularly susceptible to eavesdropping. The following are two wireless network security protocols WEP WPA

    Read the article

  • Geocaching - World wide treasure hunt

    I'm not quite sure how I came across this topic but actually I find it absolutely interesting, challenging and most of all a great fun for the family and friends. The interesting part is for sure that you can follow other peoples treasures and their preferred locations where a cache might be hidden. Of course, it wont be easy to find a cache after all. Sometimes there are even 'mystery caches' which have either riddles, further instructions or little brain games for you in order to find the actual cache - that's the challenge. And last but not least, those caches are hidden outdoor. A great experience to explore nature either on your own, or your family especially with children, or as a treasure hunting pack with a couple of friends. What is geocaching? It's a high-tech outdoor treasure hunting game that's a great way to explore the world with friends, family or on your own. Participants use GPS-enabled devices to locate hidden containers called geocaches. There are over one million geocaches hidden around the world today, waiting for you to find them. Visit Geocaching.com to search for geocaches near you.(Source: Referral Email of geocaching.com) Checkout the Geocaching 101 for further details and information. They also provide a video channel on YouTube. Which equipment do I need? Any GPS-enabled device is sufficient to go onto the hunt. I'm going to start our geocaching experience equipped with my Samsung Galaxy Tab. Additionally, I installed a geocaching.com client called c:geo that hopefully assists me soon. Combined with a map app like Google Maps and a nice Compass app you should be fully equipped and ready to go. I guess, that even a car navigation system is perfect for that task. Later on, with more experience and demand for technology (or precision) it might be interesting to opt-in for a pure GPS device, like a Garmin or any other brand on the market. {loadposition content_adsense} What is a geocache and what does it contain? In its simplest form, a cache always contains a logbook or logsheet for you to log your find. Larger caches may contain a logbook and any number of items. These items turn the adventure into a true treasure hunt. You never know what the cache owner or visitors to the cache may have left for you to enjoy. Remember, if you take something, leave something of equal or greater value in return. It is recommended that items in a cache be individually packaged in a clear, zipped plastic bag to protect them from the elements. Finding your first geocache Well, first you have to have interest to pick up the challenge. Then you have to check out the Geocache directory on geocaching.com. They have recommendations for beginner's caches but you are free to choose any. Actually, we have a Mystery Cache very close to our base, and I guess that we are going for that one on our first trip. Anyway, there is a very informative guide on the website which should answer all your questions about starting your new outdoor adventure. For sure, it's going to be rewarding. Team up with friends and family Especially as a beginner there might be misunderstandings in handling the GPS coordinates, the compass, or the map, and even finding the container at the documented position isn't easy in the first place. Luckily, there are logbook reports online from other hunters, and most of the time there are even 'spoiler' images available. But also bear in mind, that a geocache might have been removed or is lost due to unconscious people or whatever other reasons. Don't be disappointed in case that you can't find anything... There be nothing anymore. A general recommendation in this case would be to replace the missing container with a new one, and give feedback to the original owner about the state of that particular location. After all, it's about fun and active participation in a world-wide community. Geocaches in Mauritius? Yes, there are currently about 45 geocaches spread all over the island, and even a single in Rodriguez - that's gonna be a tough one. Hopefully, we will get increasing numbers as Geocaching.com allows, no better, even encourages you to hide new containers at your locations of choice. I think this is going to be real fun for us during the upcoming weeks and months. Especially, when we are travelling to other countries and transfer so-called trackable items between geocaches. On my first impression, Geocaching.com seems to be very mature, open and community-oriented. There are literally hundreds of thousands geocache 'hunters' all over the world. And usually finding a container remote from your home is very rewarding. I'll keep you updated in these matters during the next months to come...

    Read the article

  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

    Read the article

< Previous Page | 51 52 53 54 55 56 57 58 59 60 61  | Next Page >