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  • jquery: why a selector returns me an array, but attribute doesnt?

    - by Shlomi.A.
    Hi. I'm trying to understand JQ better. I'm calling an JQ object $(".FamiliesList li li span[class!='']").prev().find('option:selected') this returns back to me an array of all the options that their span parent's brother has a classname. [option, option] Now- I want to return back an array of the option's values $(".FamiliesList li li span[class!='']").prev().find('option:selected').attr('value') this returns back to me only the first child value, and a full array of the values. Why? I would appreciate to receive help and understand jq better :) Thanks.

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  • Print array variables when using or not using double quotes.

    - by Nano HE
    Hi, When I learning to print array variables, I found the white space inserted when double quoter used. Snippet code as below. Could you please tell me why? #!/usr/bin/perl -w use strict; use warnings; my @str_array = ("Perl","array","tutorial"); my @int_array = (5,7,9,10); print @str_array; print "\n"; # added the double quotes print "@str_array"; print "\n"; print @int_array; print "\n"; # added the double quotes print "@int_array"; Output: Perlarraytutorial Perl array tutorial 57910 5 7 9 10

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  • How can I check if a Perl array contains a particular value?

    - by Mel
    I am trying to figure out a way of checking for the existence of a value in an array without iterating through the array. I am reading a file for a parameter. I have a long list of parameters I do not want to deal with. I placed these unwanted parameters in an array @badparams. I want to read a new parameter and if it does not exist in @badparams, process it. If it does exist in @badparams, go to the next read.

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  • How to remove an item from a structure array in C++?

    - by Antik
    I have the following array structure (linked list): struct str_pair { char ip [50] ; char uri [50] ; str_pair *next ; } ; str_pair *item; I know to create a new item, I need to use item = new str_pair; However, I need to be able to loop through the array and delete a particular item. I have the looping part sorted. But how do I delete an item from an array of structures?

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  • How to split this array into three's and place it in <td> using php?

    - by udaya
    Hi I have an php array of ten numbers $arr = array("first" => "1", "second" =>"2", "Third" =>"3", "Fourth" =>"4", "fifth" =>"5",, "sixth" =>"6", "seventh" =>"7", "eighth" =>"8", "ninth" =>"9","tenth"="10"); I have to place these values in a <td> by spliting the array in numbers of three such that my td contains first td contains <td>the first three values of an aray</td> second td contains <td>the next three values of an aray</td> third td contains <td>the next three values of an aray</td> if the remaining values in less than three in number it must be in the another td say now i have tenth value so my last td must contain tenth value

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  • How to check null element if it is integer array in Java?

    - by masato-san
    I'm quite new to Java and having an issue checking null element in integer array. I'm using Eclipse for editor and the line that checks null element is showing error: Line that complains: if(a[i] != null) { Error msg from Eclipse: The operator != is undefined for the argument type(s) int, null In PHP, this works without any problem but in Java it seems like I have to change the array type from integer to Object to make the line not complain (like below) Object[] a = new Object[3]; So my question is if I still want to declare as integer array and still want to check null, what is the syntax for it? Code: public void test() { int[] a = new int[3]; for(int i=0; i<a.length; i++) { if(a[i] != null) { //this line complains... System.out.println('null!'); } } }

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  • 3D terrain map with Hexagon Grids

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to this video.

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  • How to map network scanner

    - by Andrew Heath
    I have just bought a shiny new Canon MG6250 multifunction printer/scanner and connected it via LAN. Installing the printing side of things was a breeze, however, I cannot work out how to set up scanning. I installed the MG6200 series ScanGear MP driver from Canon's site but when I open GIMP or Simple Scan, they say there is no scanner detected. Using GIMP's 'update scanner list' button to search for the scanner does not find it. How do I tell Ubuntu, GIMP or Simple Scan to look on the network for the scanner? Is there another utility especially for this?

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  • On the Road(Map)

    - by Valter Minute
    The new roadmap of Windows Embedded has been announced, this is great news for anyone that wants to use Windows Embedded technologies in her/his device. Roadmaps are usually stuff for marketing people, but as a technician is important to know that you are basing your product on a system that is going to be supported for some years and that you can evolve it and will not have to re-design it completely to change its OS (unless this proves to be more convenient, of course!). Here you can read the press release: http://www.microsoft.com/Presspass/Features/2011/nov11/11-14RoadMap.mspx and here Olivier Bloch’s summary (the part that should interest tech people): http://blogs.msdn.com/b/obloch/archive/2011/11/14/windows-embedded-roadmap-update.aspx

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  • (Blogger) Map GoDaddy Domain For Blogger Custom Domain

    - by zulhfreelancer
    I just bought a new domain from GoDaddy (nurayka.net) and I want to use it for my .blogspot.com blog now. Here is my Blogger settings. And here is my GoDaddy DNS settings. After more than 24 hours, I still can't view my blog with that custom domain. It seems that it might be something wrong with my DNS settings. Does my DNS settings correct? Does GoDaddy Domain Forwarding should be enabled from 'nurayka.net' to 'www.nurayka.net'? Note: Before this, I have go through the GoDaddy Blogger DNS Setup and CNAME Tutorial. In the GoDaddy Blogger DNS Setup, I entered 'www.nurayka.net' and in the CNAME record (www), I entered 'ghs.google.com'. Thank You!

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  • DC Comics Identifies Krypton on the Star Map

    - by Jason Fitzpatrick
    This week Action Comics Superman #14 hits the stands and DC comics reveals the actual location of Kyrpton, delivered by none other than beloved astrophysicist Neil Tyson. Phil Plait at Bad Astronomy reports on the resolution of fans’ long standing curiosity about the location of Krypton: Well, that’s about to change. DC comics is releasing a new book this week – Action Comics Superman #14 – that finally reveals the answer to this stellar question. And they picked a special guest to reveal it: my old friend Neil Tyson. Actually, Neil did more than just appear in the comic: he was approached by DC to find a good star to fit the story. Red supergiants don’t work; they explode as supernovae when they are too young to have an advanced civilization rise on any orbiting planets. Red giants aren’t a great fit either; they can be old, but none is at the right distance to match the storyline. It would have to be a red dwarf: there are lots of them, they can be very old, and some are close enough to fit the plot. I won’t keep you in suspense: the star is LHS 2520, a red dwarf in the southern constellation of Corvus (at the center of the picture here). It’s an M3.5 dwarf, meaning it has about a quarter of the Sun’s mass, a third its diameter, roughly half the Sun’s temperature, and a luminosity of a mere 1% of our Sun’s. It’s only 27 light years away – very close on the scale of the galaxy – but such a dim bulb you need a telescope to see it at all (for any astronomers out there, the coordinates are RA: 12h 10m 5.77s, Dec: -15° 4m 17.9 s). 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Free Cloud Mind Map Solution

    - by Zekta Chan
    As a Software Engineer we had a lot of discussion on SE design. Although we sync every document on the development process on Google Doc, mind map just didn’t fit in Google doc yet. The best we can do is to store a copy and share it online. To me, Mind map is an ir-replaceable piece of tools (yet) as agile note taking tools. And an eFormat is even greater than a paper one, due to the portability and extensibility. Does anyone have a good solution on “cloud-sharing” mind map? (We are using FreeMind at the moment) Thanks

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  • Une image map avec des infobulles CSS3 et jQuery, par Catalin Rosu traduit par Didier Mouronval

    Les infobulles peuvent jouer un rôle important dans l'ergonomie de votre site, ceci n'est nouveau pour personne. Il faut juste les utiliser correctement pour améliorer l'expérience utilisateur de vos visiteurs. Nous avons déjà vu comment créer de belles infobulles en CSS3, aujourd'hui, nous allons voir comment les utiliser sur une image avec des zones réactives comprenant des repères et des infobulles.

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  • Passing javascript array of objects to WebService

    - by Yousef_Jadallah
    Hi folks. In the topic I will illustrate how to pass array of objects to WebService and how to deal with it in your WebService.   Suppose we have this javascript code :   <script language="javascript" type="text/javascript"> var people = new Array(); function person(playerID, playerName, playerPPD) { this.PlayerID = playerID; this.PlayerName = playerName; this.PlayerPPD = parseFloat(playerPPD); } function saveSignup() { addSomeSampleInfo(); WebService.SaveSignups(people, SucceededCallback); } function SucceededCallback(result, eventArgs) { var RsltElem = document.getElementById("divStatusMessage"); RsltElem.innerHTML = result; } function OnError(error) { alert("Service Error: " + error.get_message()); } function addSomeSampleInfo() { people = new Array(); people[people.length++] = new person(123, "Person 1 Name", 10); people[people.length++] = new person(234, "Person 2 Name", 20); people[people.length++] = new person(345, "Person 3 Name", 10.5); } </script> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } poeple :is the array that we want to send to the WebService. person :The function –constructor- that we are using to create object to our array. SucceededCallback : This is the callback function invoked if the Web service succeeded. OnError : this is the Error callback function so any errors that occur when the Web Service is called will trigger this function. saveSignup : This function used to call the WebSercie Method (SaveSignups), the first parameter that we pass to the WebService and the second is the name of the callback function.   Here is the body of the Page : <body> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> <Services> <asp:ServiceReference Path="WebService.asmx" /> </Services> </asp:ScriptManager> <input type="button" id="btn1" onclick="saveSignup()" value="Click" /> <div id="divStatusMessage"> </div> </form> </body> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }     Then main thing is the ServiceReference and it’s path "WebService.asmx” , this is the Web Service that we are using in this example.     A web service will be used to receive the javascript array and handle it in our code : using System; using System.Web; using System.Web.Services; using System.Xml; using System.Web.Services.Protocols; using System.Web.Script.Services; using System.Data.SqlClient; using System.Collections.Generic; [WebService(Namespace = "http://tempuri.org/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] [ScriptService] public class WebService : System.Web.Services.WebService { [WebMethod] public string SaveSignups(object [] values) { string strOutput=""; string PlayerID="", PlayerName="", PlayerPPD=""; foreach (object value in values) { Dictionary<string, object> dicValues = new Dictionary<string, object>(); dicValues = (Dictionary<string, object>)value; PlayerID = dicValues["PlayerID"].ToString(); PlayerName = dicValues["PlayerName"].ToString(); PlayerPPD = dicValues["PlayerPPD"].ToString(); strOutput += "PlayerID = " + PlayerID + ", PlayerName=" + PlayerName + ",PlayerPPD= " + PlayerPPD +"<br>"; } return strOutput; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The first thing I implement System.Collections.Generic Namespace, we need it to use the Dictionary Class. you can find in this code that I pass the javascript objects to array of object called values, then we need to deal with every separate Object and explicit it to Dictionary<string, object> . The Dictionary Represents a collection of keys and values Dictionary<TKey, TValue> TKey : The type of the keys in the dictionary TValue : The type of the values in the dictionary. For more information about Dictionary check this link : http://msdn.microsoft.com/en-us/library/xfhwa508(VS.80).aspx   Now we can get the value for every element because we have mapping from a set of keys to a set of values, the keys of this example is :  PlayerID ,PlayerName,PlayerPPD, this created from the original object person.    Ultimately,this Web method return the values as string, but the main idea of this method to show you how to deal with array of object and convert it to  Dictionary<string, object> object , and get the values of this Dictionary.   Hope this helps,

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  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • Is a Single Texture Cube Map Possible?

    - by smoth190
    I'm currently developing a test project to explore OpenGL 3 texturing abilities. I have a simple cube, made of 8 vertices and 36 indices. I want each of the cubes faces to have a different texture, so I devised this texture: I made it obvious which sections I want visible (I hope...). In Direct3D, I once made a skybox, and I used a cubemap. However, I had to split it into 6 different textures. This is annoying and hard to manage, it would be nice to have just one texture. Is this even possible? I read somewhere that I could do this by duplicating vertices, is that a good idea? Someone else said I could do it in the shader, but that also baffles me...

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  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • Create a Map Client with Web Services, Part II

    This project demonstrates how binding to web services with Flash Builder's data service tools can be a tremendous time saver....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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