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  • Server side includes on app engine (<!-- include virtual="header.html" -->)?

    - by Alexandre H. Tremblay
    Hi, I have been trying to figure this out a while. I would like to make my app engine website use basic html and shtml whenever in order to avoid the slow warm-up phase of jsp apps on app engine. This is so that my landing pages load instantly. Basically, I am trying to include an html file into my main html file (index.html - I tried index.shtml). This is the command I try: <!-- include virtual="header.html" --> However it does not work. The server side includes to not seem to get executed in app engine. Do I need to enable these commands somewhere first - or does app engine simply not allow them?

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  • random products instead of related products in magento

    - by abnab
    BElow is the function that selects related product of a single product. I wanted it to work in such a way that if there are no related products other random products will be added to the array. Random could be other products of the same category and if there is no procut in the same category we could fetch from other categories. protected function _prepareData() { $product = Mage::registry('product'); /* @var $product Mage_Catalog_Model_Product */ $this->_itemCollection = $product->getRelatedProductCollection() ->addAttributeToSelect('required_options') ->addAttributeToSort('position', Varien_Db_Select::SQL_ASC) ->addStoreFilter() ; if (Mage::helper('catalog')->isModuleEnabled('Mage_Checkout')) { Mage::getResourceSingleton('checkout/cart')->addExcludeProductFilter($this->_itemCollection, Mage::getSingleton('checkout/session')->getQuoteId() ); $this->_addProductAttributesAndPrices($this->_itemCollection); } // Mage::getSingleton('catalog/product_status')->addSaleableFilterToCollection($this->_itemCollection); Mage::getSingleton('catalog/product_visibility')->addVisibleInCatalogFilterToCollection($this->_itemCollection); $this->_itemCollection->load(); foreach ($this->_itemCollection as $product) { $product->setDoNotUseCategoryId(true); } return $this; } Thanks Abnab

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  • Rails Custom Plugin/Gem with Partials

    - by Jason
    I am writing a gem which provides helpers for views. The HTML I want to insert via the helper is complex enough that I'd rather write it in a _partial.html.erb file. How do I get the gem's view path include in the application's load_path? Note: the only gem I've found that does something like this is Devise. When a view cannot be found, Rails prints the load path which (on my machine) looks like: Missing partial sortable_nested_set/tree with {:handlers=>[:erb, :rjs, :builder, :rhtml, :rxml], :formats=>[:html], :locale=>[:en, :en]} in view paths "/home/jason/VirtualRestaurant3/app/views", "/home/jason/.rvm/gems/ruby-1.9.2-preview3/gems/devise-1.1.rc0/app/views" How does Devise do it? My gem: http://github.com/jrmurad/SortableNestedSet Devise gem: +http://+github.com/plataformatec/devise

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  • how to solve this Problem in asp.net crystal report.

    - by Ayyappan.Anbalagan
    Problem in crystal report After excecuting the bellow code,In my report page it ask like "The report you requested requires further information" server= user= password= databse= protected void Page_Load(object sender, EventArgs e) { MySqlConnection sqlcom = new MySqlConnection("server=localhost;userid=root;password=root;database=hemaepdb;"); MySqlCommand cmd = new MySqlCommand("SP_ViewBillDetails", sqlcom); cmd.CommandType = CommandType.StoredProcedure; cmd.Parameters.Add("p_Invoice_Id", MySqlDbType.Int16).Value = 1; cmd.Parameters.Add("p_Org_id", MySqlDbType.Int16).Value = 1; MySqlDataAdapter adapter = new MySqlDataAdapter(cmd); DataSet dsTest = new DataSet(); sqlcom.Open(); adapter.Fill(dsTest, "Table"); sqlcom.Close(); CrystalReportViewer1.Visible = true; ReportDocument myRpt = new ReportDocument(); myRpt.Load(Server.MapPath("CrystalReport.rpt")); myRpt.SetDatabaseLogon("root", "root", "localhost", "hemaepdb"); myRpt.SetDataSource(dsTest); CrystalReportViewer1.ReportSource = myRpt; }

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  • How to smooth an image loaded with FileReference?

    - by Lost_in_code
    Been trying to smooth images loaded with FileReferece with no luck. Below is the code I'm using: fileRef = new FileReference(); fileRef.addEventListener(Event.COMPLETE, fileLoaded); private function fileLoaded(e:Event):void{ var ldr:Loader = new Loader(); ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event):void{ var bm:Bitmap = Bitmap(e.target.content as Bitmap); bm.smoothing = true; img.load(bm) }); ldr.loadBytes(fileRef.data); } <custom:SWFLoaderAdvanced id="img"/> bm.smoothing should've smoothened the loaded image, but for some reason it doesn't. Am I missing something here? Note: SWFLoaderAdvanced automatically smoothens any image that's loaded inside it. It works perfectly with loaded images other than the ones loaded with FileReference.

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  • Problem updating a database field from my controller

    - by ben
    I have an update method in my users controller that I call from a HTTPService in Flex 4. The update method is as follows: def updateName @user = User.find_by_email(params[:email]) @user.name = params[:nameNew] render :nothing => true end This is console output: Processing UsersController#updateName (for 127.0.0.1 at 2010-05-24 14:12:49) [POST] Parameters: {"action"="updateName", "nameNew"="ben", "controller"="users", "email"="[email protected]"} User Load (0.6ms) SELECT * FROM "users" WHERE ("users"."email" = '[email protected]') LIMIT 1 Completed in 20ms (View: 1, DB: 1) | 200 OK [http://localhost/users/updateName] But when I check my database, the name field is never updated. What am I doing wrong? Thanks for reading.

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  • Is it possible to create a CImageList with alpha blending transparency?

    - by Sorin Sbarnea
    I would like to knwo if it is possible to create a CImageList with alpha blending transparency. Sample code that creates a CImageList with ugly transparency (no alpha blending) CGdiPlusBitmapResource m_pBitmap; m_pBitmap.Load(IDB_RIBBON_FILESMALL,_T("PNG"),AfxGetResourceHandle()); HBITMAP hBitmap; m_pBitmap.m_pBitmap->GetHBITMAP(RGB(0,0,0),&hBitmap ); CImageList *pList=new CImageList; CBitmap bm; bm.Attach(hBitmap); pList->Create(16, 16, ILC_COLOR32 | ILC_MASK, 0, 4); pList->Add(&bm, RGB(255,0,255));

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  • How to add a weather info to be evalueated only once???

    - by Savvas Sopiadis
    Hi everybody! In a ASP.MVC (1.0) project i managed to get weather info from a RSS feed and to show it up. The problem i have is performance: i have put a RenderAction() Method in the Site.Master file (which works perfectly) but i 'm worried about how it will behave if a user clicks on menu point 1, after some seconds on menu point 2, after some seconds on menu point 3, .... thus making the RSS feed requesting new info again and again and again! Can this somehow be avoided? (to somehow load this info only once?) Thanks in advance!

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  • Simple image server

    - by Joel
    I have a bunch of images that I need others to browse via a web browser in pretty much the same way as Apache-Gallery. I'd be able to dump all my images in a directory so that users hitting: http://server:port/directory would see small thumbnails and selecting an image would load it full size on a page with options to browse the previous or next image. I'm looking for a non Apache solution, much like the wonderfull Python simple http server, that can be launched anywhere with minimal configuration & fuss e.g. python -m SimpleHTTPServer 8000 In fact, the python solution above is pretty much want I want except it doesn't thumbnail the images but just a simple directory listing. Happy to use an app written in any common language so long as it is self contained and can run on linux on a custom port (and to re-iterate, not an Apache module).

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  • Drupal 5: CCK fields in custom content type

    - by Kuroki Kaze
    I have module that implements custom content type via NodeAPI hooks (hook_insert, hook_update etc). I want to add CCK field to this content type and populate it via hook_nodeapi calls like create or update (to show content nodes in Views). Problem is, I cannot access CCK fields for this content type. Sure, it's enabled on "Manage Fields" page, but when I load any node of this type with Devel module, I cannot see field attribute (field_flag) in node object. I can see it under "Dev Render" tab as part of "content" attribute, like $node-content['field_flag']['#value'], but if I assign value to $node-field_flag or $node-content['field_flag']['#value'] and call node_save, CCK fields are not saved. Maybe I must call some other function to save CCK fields? Or what may be wrong with this setup?

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  • How would you adblock using Python?

    - by regomodo
    I'm slowly building a web browser in PyQt4 and like the speed i'm getting out of it. However, I want to combine easylist.txt with it. I believe adblock uses this to block http requests by the browser. How would you go about it using python/PyQt4? [edit1] Ok. I think i've setup Privoxy. I haven't setup any additional filters and it seems to work. The PyQt4 i've tried to use looks like this self.proxyIP = "127.0.0.1" self.proxyPORT= 8118 proxy = QNetworkProxy() proxy.setType(QNetworkProxy.HttpProxy) proxy.setHostName(self.proxyIP) proxy.setPort(self.proxyPORT) QNetworkProxy.setApplicationProxy(proxy) However, this does absolutely nothing and I cannot make sense of the docs and can not find any examples. [edit2] I've just noticed that i'f I change self.proxyIP to my actual local IP rather than 127.0.0.1 the page doesn't load. So something is happening.

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  • core data editor problems

    - by Peyman
    I was recommended by someone in Stack Overflow to use Core Data Editor http://christian-kienle.de/CoreDataEditor/ to manage the sqlite persistent store. However the latest version (3.0) crashes on launch everytime. Older versions load but I see nothing when i point the config to the persistent store and the object model directories. There is no documentation either. can someone point me to the right place to sort this problem? I am trying to find a more manageable way to coordinate core data development than sqlite consoles. thank you

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  • Tableview lags, and glitches while scrolling due to images loading in each cell

    - by Luis Tovar
    Hey Guys! Me again! Can someone provide me with some example code of how to properly load images in a tablecell without making the tableview glitch while scrolling. For example if you look at fandago's app, when scrolling through their movies you can see that the image is loaded asynchronously so that the scroll isnt jumping, lagging, or glitchy. Thanks in advance. Right now I have the images loading just fine but it is glitchy as i scroll because the images are loading on main thread. I am creating an app very similar to fandango. PS I am downloading these images via xml. (you know what i mean) Thanks!!

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  • ASP.NET Asynchronous Tasks - Worker Thread Not Releasing?

    - by user296752
    I am having an issue with testing asynchronous tasks in ASP.NET & IIS7. From what I have read, the worker thread should be released back into the thread pool while the I/O thread performs the async work, allowing ASP.NET to server other incoming requests. But when I simulate heavy load on the web application by making 20 simultaneous requests to a page (async.aspx) that performs long running async tasks, I am unable to browse to some other normal aspx page until the requests are just about done. Am I misunderstanding or missing something here? I am running Vista Biz x64, VS2008 + IIS7. I have the Async attribute applied to the Page directive.

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  • Asp.net TreeView control - maximum number of nodes

    - by mas_oz2k1
    I have a treeView control in ASP.NET page that will be loaded with up to 12,000 nodes in different levels. For example: Node 1 Node 1.1 … Node 1.400 Node 1.400.1 … Node 1.400.6400 Node 2 Node 3 Node 4 According to this link: http://msdn.microsoft.com/en-us/library/ms529261.aspx the node limit is 1000. Is this correct or is it dependent on available memory(please specify value)? Assuming it is correct. is there any way to split the 4600 child nodes in say in chunks of 300 hundred? I am thinking that if dummy nodes are used (previous /next navigation) to navigate the chunks will easy the load of the html page. Sample code in C# will be greatly appreciated. (Or VB.NET if you can not translate it to C#)

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  • C/C++ Allegro program causes Windows 7 to switch to Aero Basic

    - by Matt H
    Hi SO, I'm just trying out the allegro library, and here is the code which I've got so far: #include <allegro.h> int main(int argc, char *argv[]) { allegro_init(); // initialize the allegro libraries install_keyboard(); // initialize keyboard functions set_color_depth(16); // set the color depth set_gfx_mode(GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0); // set up 640*480px window BITMAP *pic = NULL; pic = load_bitmap("C:/picture.bmp", NULL); // load the picture blit(pic, screen, 0, 0, 0, 0, 1000, 1000); readkey(); destroy_bitmap(pic); return 0; } END_OF_MAIN() It works fine, but when I run it, while the program's window is open, Windows 7 changes the theme from Aero to Aero basic. If you aren't sure what I mean, this pops up (I got this from Google, which is why it says Vista rather than Windows 7): 1) Why? 2) How can I ensure that this doesn't happen?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • Using rvm with a standalone ruby script

    - by John Yeates
    I have rvm installed on a Mac OS X 10.6 system with the system ruby and 1.9.1. I also have this basic ruby script: #!/usr/bin/ruby require 'curb-fu' I need the script to use the system ruby regardless of what rvm's using at any given time; I'm assuming that I've got that right, at least. I've switched to the system ruby (rvm use system) and then installed the gem (gem install curb-fu). If I run irb and type require 'curb-fu', it works. However, running that script with ./myscript.rb fails: /Users/me/bin/podcast_notify.rb:6:in `require': no such file to load -- curb-fu (LoadError) from /Users/me/bin/podcast_notify.rb:6 What's going wrong here? How do I install curb-fu so that it's always available to this script?

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  • .NET and Closing SQL Server connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • SQL Injection with Plain-Vanilla NHibernate

    - by James D
    Hello, Plain-vanilla NHibernate setup, eg, no fluent NHibernate, no HQL, nothing except domain objects and NHibernate mapping files. I load objects via: _lightSabers = session.CreateCriteria(typeof(LightSaber)).List<LightSaber>(); I apply raw user input directly to one property on the "LightSaber" class: myLightSaber.NameTag = "Raw malicious text from user"; I then save the LightSaber: session.SaveOrUpdate(myLightSaber); Everything I've seen says that yes, under this situation you are immune to SQL injection, because of the way NHibernate parameterizes and escapes the queries under the hood. However, I'm also a relative NHibernate beginner so I wanted to double-check. *waves hand* these aren't the droids you're looking for. Thanks!

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  • iPHone: Unit/Logic Tests initWithNibName

    - by pion
    I have setup my Logic Tests following the instructions on http://developer.apple.com/iphone/library/documentation/Xcode/Conceptual/iphone_development/135-Unit_Testing_Applications/unit_testing_applications.html. I could test a couple classes successfully. But I got error when testing the following: - (id)init { if (self = [super initWithNibName:@"Foo" bundle:nil]) { ... } return self; } The error message is -[UIViewController _loadViewFromNibNamed:bundle:] was unable to load a nib named "Foo" My question: Did I do something wrong? Missed something? or I cannot test -initWithNibName using Logic Tests technique. Thanks in advance for your help.

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  • How to Retrive data from XML Using XMLReader in C#

    - by Suryakavitha
    Hi, I am using windows application and i have four combo boxes(comboeventname,combosendtype,comboType,comboschedule) in that form.... I have stored that combo values in to XML file by using XML writer... now i want to display tha datas in that combo boxes in form load event when form opns in run time... How to retrive that values from that XML file and how to display that datas in combo boxes while run time... How shall i do this? Anyone tell me the solution of this..... Thanks in Advance...

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  • Problem while loading the application on iPAD?

    - by chaitanya
    Hi, I developed a simple application for iPAD. I want to test the app how it works on the device. I have paid developer licence, and i have added the device id and created the app id and i have downloaded the provisioning profile using both. The same way how we will build the app for iphone i have done for ipad. i have sent the provisioning profile and .ipa file to my friend to load on to the ipad device(same device which i have added in the developer.apple.com). when he tried to drag n drop the provisioning file on to the device from iTunes it is giving below error. "abc.mobileprovision" was not copied on to the iPAD, because it cannot be palyed on this iPAD I am not able to understand what the exact error is. Can anyone please let me know how to dump the applicatio on to the ipad device?

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  • Catch database exception in Kohana

    - by danilo
    I'm using Kohana 2. I would like to catch a database exception to prevent an error page when no connection to the server can be established. The error displayed is system/libraries/drivers/Database/Mysql.php [61]: mysql_connect() [function.mysql-connect]: Lost connection to MySQL server at 'reading initial communication packet', system error: 110 The database server is not reachable at all at this point. I'm doing this from a model. I tried both public function __construct() { // load database library into $this->db try { parent::__construct(); } catch (Exception $e) { die('Database error occured'); } } as well as try { $hoststatus = $this->db->query('SELECT x FROM y WHERE z;'); } catch (Exception $e) { die('Database error occured'); } ...but none of them seemed to work. It seems as if no exception gets passed on from the main model. Is there another way to catch the database error and use my own error handling?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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