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  • Tips for maximizing Nginx requests/sec?

    - by linkedlinked
    I'm building an analytics package, and project requirements state that I need to support 1 billion hits per day. Yep, "billion". In other words, no less than 12,000 hits per second sustained, and preferably some room to burst. I know I'll need multiple servers for this, but I'm trying to get maximum performance out of each node before "throwing more hardware at it". Right now, I have the hits-tracking portion completed, and well optimized. I pretty much just save the requests straight into Redis (for later processing with Hadoop). The application is Python/Django with a gunicorn for the gateway. My 2GB Ubuntu 10.04 Rackspace server (not a production machine) can serve about 1200 static files per second (benchmarked using Apache AB against a single static asset). To compare, if I swap out the static file link with my tracking link, I still get about 600 requests per second -- I think this means my tracker is well optimized, because it's only a factor of 2 slower than serving static assets. However, when I benchmark with millions of hits, I notice a few things -- No disk usage -- this is expected, because I've turned off all Nginx logs, and my custom code doesn't do anything but save the request details into Redis. Non-constant memory usage -- Presumably due to Redis' memory managing, my memory usage will gradually climb up and then drop back down, but it's never once been my bottleneck. System load hovers around 2-4, the system is still responsive during even my heaviest benchmarks, and I can still manually view http://mysite.com/tracking/pixel with little visible delay while my (other) server performs 600 requests per second. If I run a short test, say 50,000 hits (takes about 2m), I get a steady, reliable 600 requests per second. If I run a longer test (tried up to 3.5m so far), my r/s degrades to about 250. My questions -- a. Does it look like I'm maxing out this server yet? Is 1,200/s static files nginx performance comparable to what others have experienced? b. Are there common nginx tunings for such high-volume applications? I have worker threads set to 64, and gunicorn worker threads set to 8, but tweaking these values doesn't seem to help or harm me much. c. Are there any linux-level settings that could be limiting my incoming connections? d. What could cause my performance to degrade to 250r/s on long-running tests? Again, the memory is not maxing out during these tests, and HDD use is nil. Thanks in advance, all :)

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • Understanding each other in web development

    - by Pete Hotchkin
    During my career I have been lucky enough to work in several different roles within web development with many extremely talented people, from incredible designers who were passionate about the placement of every pixel right through to server administrators and DBAs who were always measuring the improvements they were making to their queries in the smallest possible unit. The problem I always faced was that more often than not I was stuck in the middle trying to mediate between these different functions and enable each side to understand the other’s point of view. The main areas of contention that there have always been between these functional groups in my experience have been at 2 key points: during the build phase and then when there is a problem post-build. During both of these times it is often easier for someone to pass the buck onto someone else than spend the time to understand the other person’s perspective. Below is a quick look at two upcoming tools that will not only speed up the build phase for each function, but  also help when it comes to the issues faced once a site has been pushed live. In my experience a web project goes through several phases of development. The first of these is design, generally handled as Photoshop files which are then passed onto a front-end developer. This is the first point at which heated discussions can arise. One problem I’ve seen several times is that the designer doesn’t fully understand the platform constraints that need to be considered, and as a result has designed something that does not translate very well or is simply not possible. Working at Red Gate, I am lucky enough to be able to meet some amazing people and this happened just the other day when I was introduced to Neil Kinnish and Pete Nelson, the creators of what I believe could be a great asset in this designer-developer relationship, Mixture. Mixture allows the front end developer to quickly prototype a web page with built-in frameworks such as bootstrap. It’s not an IDE however, it just sits there in the background and monitors the project files in the background so every time you save a file from your favorite IDE, it will compile things like LESS, compact your JavaScript and the automatically refresh your test browser so you can see the changes instantly. I think one of the best parts of this however is a single button that pushes the changed files up to the web so the designer can instantly see how far the developer has got and the problem that he is facing at that time without the need to spend time setting up a remote server. I can see this being a real asset to remote teams where there needs to be a compromise between the designer and the front-end developer, or just to allow the designer to see how the build is progressing and suggest small alterations. Once the design has been built into the front end the designer’s job is generally done and there are no other points of contention between the designer and the other functions involved in building these web projects. As the project moves into the stage of integrating it into the back end and deploying it to the production server other functions start to be pulled in and other issues arise such as the back-end developer understanding the frameworks that they are using such as the routes that are in place in an MVC application or the number of database calls that the ORM layer is actually making. There are many tools out there that can actually help with these problems such as mini profiler that gives you a quick snapshot of what is going on directly in the browser. For a slightly more in-depth look at what is happening and to gain a deeper understanding of an application you may be working on though, you may want to consider Glimpse. Created by Nik and Anthony, it is an application that sits at the bottom of your browser (installed via NuGet) which can show you information about how your application is pieced together and how the information on screen is being delivered as it happens. With a wealth of community-built plugins such as one for nHibernate and linq2SQL (full list of plugins on NuGet). It can be customized directly to your own setup to truly delve into the code to see what is happening, and can help to reduce the number of confusing moments about whether it is your code that is going wrong or whether there is something more sinister happening directly on the server. All the tools that I have mentioned in this post help to do one thing above all, and that is to ease the barrier of understanding between the different functions that are involved in building and maintaining a web application. In my experience it is very easy to say “Well, that’s not my problem”, simply because the two functions involved don’t truly understand the other’s point of view. Software should not only be seen as a way to streamline our own working process or as a debugging tool but also a communication aid to improve the entire lifecycle of a web project. Glimpse is actually the project that I am the designer on and I would love to get your feedback if you do decide to try it out or if you would like to share your own experiences of working on web projects please fill in your details at https://www.surveymk.com/s/joinGlimpse  or add a comment below and I will get in touch with you.

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Streaming desktop with avconv - severe sound issues

    - by Tommy Brunn
    I'm trying to do some live streaming in Ubuntu 12.10, but I'm having some problems with audio. More specifically, the quality is complete garbage and it's at least 10 seconds out of sync with the video. I'm using an excellent guide found here to set up my loopback devices so that I can combine the desktop audio with the microphone input. It seems to work, as I'm able to stream both audio and video to Twitch.tv. But, as I said, the audio quality is terrible. The microphone audio is very, very low, but if I increase it, I get a horrible garbled sound that is absolutely unbearable. Nothing like that is present during VoIP calls or when recording sound alone with the sound recorder, so it's not an issue with the microphone itself. The entire audio stream is also delayed about 10-15 seconds compared to the video stream. I put together an imgur album of my settings. Here is some example output from when I'm streaming: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [x11grab @ 0x162fd80] device: :0.0+570,262 -> display: :0.0 x: 570 y: 262 width: 1280 height: 720 [x11grab @ 0x162fd80] shared memory extension found [x11grab @ 0x162fd80] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0+570,262': Duration: N/A, start: 1353181686.735113, bitrate: 884736 kb/s Stream #0.0: Video: rawvideo, bgra, 1280x720, 884736 kb/s, 30 tbr, 1000k tbn, 30 tbc [alsa @ 0x163fce0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x163fce0] Estimating duration from bitrate, this may be inaccurate Input #1, alsa, from 'pulse': Duration: N/A, start: 1353181686.773841, bitrate: N/A Stream #1.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s Incompatible pixel format 'bgra' for codec 'libx264', auto-selecting format 'yuv420p' [buffer @ 0x1641ec0] w:1280 h:720 pixfmt:bgra [scale @ 0x1642480] w:1280 h:720 fmt:bgra -> w:852 h:480 fmt:yuv420p flags:0x4 [libx264 @ 0x165ae80] VBV maxrate unspecified, assuming CBR [libx264 @ 0x165ae80] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x165ae80] profile Main, level 3.1 [libx264 @ 0x165ae80] 264 - core 123 r2189 35cf912 - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=2 deblock=1:0:0 analyse=0x1:0x111 me=hex subme=6 psy=1 psy_rd=1.00:0.00 mixed_ref=0 me_range=16 chroma_me=1 trellis=1 8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=4 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=0 b_adapt=1 b_bias=0 direct=1 weightb=0 open_gop=1 weightp=1 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=30 rc=cbr mbtree=1 bitrate=712 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 vbv_maxrate=712 vbv_bufsize=512 nal_hrd=none ip_ratio=1.25 aq=1:1.00 Output #0, flv, to 'rtmp://live.justin.tv/app/live_23011330_Pt1plSRM0z5WVNJ0QmCHvTPmpUnfC4': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: libx264, yuv420p, 852x480, q=-1--1, 712 kb/s, 1k tbn, 30 tbc Stream #0.1: Audio: libmp3lame, 44100 Hz, 2 channels, s16, 712 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #1:0 -> #0:1 (pcm_s16le -> libmp3lame) Press ctrl-c to stop encoding frame= 17 fps= 0 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 32 fps= 31 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 40 fps= 23 q=29.0 size= 44kB time=0.03 bitrate=13786.2kbits/s dup=frame= 47 fps= 21 q=31.0 size= 93kB time=2.73 bitrate= 277.7kbits/s dup=0frame= 62 fps= 23 q=29.0 size= 160kB time=3.23 bitrate= 406.2kbits/s dup=0frame= 77 fps= 24 q=23.0 size= 209kB time=3.71 bitrate= 462.5kbits/s dup=0frame= 92 fps= 25 q=20.0 size= 267kB time=4.91 bitrate= 445.2kbits/s dup=0frame= 107 fps= 25 q=20.0 size= 318kB time=5.41 bitrate= 482.1kbits/s dup=0frame= 123 fps= 26 q=18.0 size= 368kB time=5.96 bitrate= 505.7kbits/s dup=0frame= 139 fps= 26 q=16.0 size= 419kB time=6.48 bitrate= 529.7kbits/s dup=0frame= 155 fps= 27 q=15.0 size= 473kB time=7.00 bitrate= 553.6kbits/s dup=0frame= 170 fps= 27 q=14.0 size= 525kB time=7.52 bitrate= 571.7kbits/s dup=0 frame= 180 fps= 25 q=-1.0 Lsize= 652kB time=7.97 bitrate= 670.0kbits/s dup=0 drop=32 //Here I stop the streaming video:531kB audio:112kB global headers:0kB muxing overhead 1.345945% [libx264 @ 0x165ae80] frame I:1 Avg QP:30.43 size: 39748 [libx264 @ 0x165ae80] frame P:45 Avg QP:11.37 size: 11110 [libx264 @ 0x165ae80] frame B:134 Avg QP:15.93 size: 27 [libx264 @ 0x165ae80] consecutive B-frames: 0.6% 0.0% 1.7% 97.8% [libx264 @ 0x165ae80] mb I I16..4: 7.3% 0.0% 92.7% [libx264 @ 0x165ae80] mb P I16..4: 0.1% 0.0% 0.1% P16..4: 49.1% 1.2% 2.1% 0.0% 0.0% skip:47.4% [libx264 @ 0x165ae80] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.1% 0.0% 0.0% direct: 0.0% skip:99.9% L0:42.5% L1:56.9% BI: 0.6% [libx264 @ 0x165ae80] coded y,uvDC,uvAC intra: 82.3% 87.4% 71.9% inter: 7.1% 8.4% 7.0% [libx264 @ 0x165ae80] i16 v,h,dc,p: 27% 29% 16% 28% [libx264 @ 0x165ae80] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 22% 21% 14% 8% 8% 8% 7% 5% 7% [libx264 @ 0x165ae80] i8c dc,h,v,p: 47% 22% 20% 11% [libx264 @ 0x165ae80] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x165ae80] ref P L0: 96.4% 3.6% [libx264 @ 0x165ae80] kb/s:474.19 Received signal 2: terminating. Any ideas on how I can resolve this? The video delay is perfectly acceptable, so I wouldn't think that it's a network issue that's causing the delay in the audio. Any help would be appreciated.

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • Windows Phone 8 Announcement

    - by Tim Murphy
    As if the Surface announcement on Monday wasn’t exciting enough, today Microsoft announce that Windows Phone 8 will be coming this fall.  That itself is great news, but the features coming were like confetti flying in all different directions.  Given this speed I couldn’t capture every feature they covered.  A summary of what I did capture is listed below starting with their eight main features. Common Core The first thing that they covered is that Windows Phone 8 will share a core OS with Windows 8.  It will also run natively on multiple cores.  They mentioned that they have run it on up to 64 cores to this point.  The phones as you might expect will at least start as dual core.  If you remember there were metrics saying that Windows Phone 7 performed operations faster on a single core than other platforms did with dual cores.  The metrics they showed here indicate that Windows Phone 8 runs faster on comparable dual core hardware than other platforms. New Screen Resolutions Screen resolution has never been an issue for me, but it has been a criticism of Windows Phone 7 in the media.  Windows Phone 8 will supports three screen resolutions: WVGA 800 x 480, WXGA 1280 x 768, and 720 1280x720.  Hopefully this makes pixel counters a little happier. MicroSD Support This was one of my pet peeves when I got my Samsung Focus. With Windows Phone 8 the operating system will support adding MicroSD cards after initial setup.  Of course this is dependent on the hardware company on implementing it, but I think we have seen that even feature phone manufacturers have not had a problem supporting this in the past. NFC NFC has been an anticipated feature for some time.  What Microsoft showed today included the fact that they didn’t just want it to be for the phone.  There is cross platform NFC functionality between Windows Phone 8 and Windows 8.  The demos , while possibly a bit fanciful, showed would could be achieved even in a retail environment.  We are getting closer and closer to a Minority Report world with these technologies. Wallet Windows Phone 8 isn’t the first platform to have a wallet concept.  What they have done to differentiate themselves is to make it sot that it is not dependent on a SIM type chip like other platforms.  They have also expanded the concept beyond just banks to other types of credits such as airline miles. Nokia Mapping People have been envious of the Lumia phones having the Nokia mapping software.  Now all Windows Phone 8 devices will use NavTeq data and will have the capability to run in an offline fashion.  This is a major step forward from the Bing “touch for the next turn” maps. IT Administration The lack of features for enterprise administration and deployment was a complaint even before the Windows Phone 7 was released.  With the Windows Phone 8 release such features as Bitlocker and Secure boot will be baked into the OS. We will also have the ability to privately sign and distribute applications. Changing Start Screen Joe Belfiore made a big deal about this aspect of the new release.  Users will have more color themes available to them and the live tiles will be highly customizable. You will have the ability to resize and organize the tiles in a more dynamic way.  This allows for less important tiles or ones with less information to be made smaller.  And There Is More So what other tidbits came out of the presentation?  Later this summer the API for WP8 will be available.  There will be developer events coming to a city near you.  Another announcement of interest to developers is the ability to write applications at a native code level.  This is a boon for game developers and those who need highly efficient applications. As a topper on the cake there was mention of in app payment. On the consumer side we also found out that all updates will be available over the air.  Along with this came the fact that Microsoft will support all devices with updates for at least 18 month and you will be able to subscribe for early updates.  Update coming for Windows Phone 7.5 customers to WP7.8.  The main enhancement will be the new live tile features.  The big bonus is that the update will bypass the carriers.  I would assume though that you will be brought up to date with all previous patches that your carrier may not have released. There is so much more, but that is enough for one post.  Needless to say, EXCITING! del.icio.us Tags: Windows Phone 8,WP8,Windows Phone 7,WP7,Announcements,Microsoft

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  • How to call function that inside JQuery Plugin From outside the plugin?

    - by CaTz
    hi, i am using textarea elastic plugin JQuery. this is the plugin (function(jQuery){ jQuery.fn.extend({ elastic: function() { // We will create a div clone of the textarea // by copying these attributes from the textarea to the div. var mimics = [ 'paddingTop', 'paddingRight', 'paddingBottom', 'paddingLeft', 'fontSize', 'lineHeight', 'fontFamily', 'width', 'fontWeight']; return this.each( function() { // Elastic only works on textareas if ( this.type != 'textarea' ) { return false; } var $textarea = jQuery(this), $twin = jQuery('<div />').css({'position': 'absolute','display':'none','word-wrap':'break-word'}), lineHeight = parseInt($textarea.css('line-height'),10) || parseInt($textarea.css('font-size'),'10'), minheight = parseInt($textarea.css('height'),10) || lineHeight*3, maxheight = parseInt($textarea.css('max-height'),10) || Number.MAX_VALUE, goalheight = 0, i = 0; // Opera returns max-height of -1 if not set if (maxheight < 0) { maxheight = Number.MAX_VALUE; } // Append the twin to the DOM // We are going to meassure the height of this, not the textarea. $twin.appendTo($textarea.parent()); // Copy the essential styles (mimics) from the textarea to the twin var i = mimics.length; while(i--){ $twin.css(mimics[i].toString(),$textarea.css(mimics[i].toString())); } // Sets a given height and overflow state on the textarea function setHeightAndOverflow(height, overflow){ curratedHeight = Math.floor(parseInt(height,10)); if($textarea.height() != curratedHeight){ $textarea.css({'height': curratedHeight + 'px','overflow':overflow}); } } // This function will update the height of the textarea if necessary function update() { // Get curated content from the textarea. var textareaContent = $textarea.val().replace(/&/g,'&amp;').replace(/ /g, '&nbsp;').replace(/<|>/g, '&gt;').replace(/\n/g, '<br />'); var twinContent = $twin.html(); if(textareaContent+'&nbsp;' != twinContent){ // Add an extra white space so new rows are added when you are at the end of a row. $twin.html(textareaContent+'&nbsp;'); // Change textarea height if twin plus the height of one line differs more than 3 pixel from textarea height if(Math.abs($twin.height()+lineHeight/3 - $textarea.height()) > 3){ var goalheight = $twin.height()+lineHeight/3; if(goalheight >= maxheight) { setHeightAndOverflow(maxheight,'auto'); } else if(goalheight <= minheight) { setHeightAndOverflow(minheight,'hidden'); } else { setHeightAndOverflow(goalheight,'hidden'); } } } } // Hide scrollbars $textarea.css({'overflow':'hidden'}); // Update textarea size on keyup $textarea.keyup(function(){ update(); }); $textarea.focus(function(){ update(); }); // And this line is to catch the browser paste event $textarea.live('input paste',function(e){ setTimeout( update, 250); }); // Run update once when elastic is initialized update(); }); } }); })(jQuery); How can i call from the outside of the plugin to the update function that is inside?

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  • Google maps API - info window height and panning

    - by Tim Fountain
    I'm using the Google maps API (v2) to display a country overlay over a world map. The data comes from a KML file, which contains coords for the polygons along with a HTML description for each country. This description is displayed in the 'info window' speech bubble when that country is clicked on. I had some trouble initially as the info windows were not expanding to the size of the HTML content they contained, so the longer ones would spill over the edges (this seems to be a common problem). I was able to work around this by resetting the info window to a specific height as follows: GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); Not ideal, but it works. However now, when the info windows are opened the top part of them is sometimes obscured by the edges of the map, as the map does not pan to a position where all of the content can be viewed. So my questions: Is there any way to get the info windows to automatically use a height appropriate to their content, to avoid having to fix to a set pixel height? If fixing the height is the only option, is there any way to get the map to pan to a more appropriate position when the info windows open? I know that the map class has a panTo() method, but I can't see a way to calculate what the correct coords would be. Here's my full init code: google.load("maps", "2.x"); // Call this function when the page has been loaded function initialize() { var map = new google.maps.Map2(document.getElementById("map"), {backgroundColor:'#99b3cc'}); map.addControl(new GSmallZoomControl()); map.setCenter(new google.maps.LatLng(29.01377076013671, -2.7866649627685547), 2); gae_countries = new GGeoXml("http://example.com/countries.kmz"); map.addOverlay(gae_countries); GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); } google.setOnLoadCallback(initialize);

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  • paypal ipn case is not calling in paypal "pay now"

    - by Ipsita Rout
    paypal ipn case is not calling in paypal "pay now". In paypal button the following is set. return : "http://localhost/paypal.php?ch=return" cancel_return : "cancel_return" value="http://localhost/paypal.php?ch=cancel" notify_url : value="http://localhost/paypal.php?ch=ipn" paypal_form.php <form name="paypal" action="https://www.sandbox.paypal.com/cgi-bin/webscr" method="post"> <input type="hidden" name="cmd" value="_xclick"> <input type="hidden" name="rm" value="2"> <input type="hidden" name="no_notes" value="1"> <input type="hidden" name="custom" value="1"> <input type="hidden" name="business" value="[email protected]"> <input type="hidden" name="return" id="return" value="http://localhost/paypal.php?ch=return"> <input type="hidden" name="cancel_return" id="cancel_return" value="http://localhost/paypal.php?ch=cancel"> <input type="hidden" name="notify_url" id="notify_url" value="http://localhost/paypal.php?ch=ipn"> <input type="image" src="https://www.sandbox.paypal.com/WEBSCR-640-20110429-1/en_GB/i/btn/btn_paynow_SM.gif" border="0" name="submit" alt="PayPal - The safer, easier way to pay online."> <img alt="" border="0" src="https://www.sandbox.paypal.com/WEBSCR-640-20110429-1/en_GB/i/scr/pixel.gif" width="1" height="1"> paypal.php <? include('db_connect.php'); $choice=isset($_GET['ch'])?$_GET['ch']:''; switch($choice){ case 'return': print "Thank You For Buying this product,Please Visit Again,If is there any complements Then suggest us.."; break; case 'ipn': $sql="INSERT INTO paypal(add_date) VALUES(now())"; mysql_query($sql); $x = fopen('test1.txt','w+'); $str2 = 'post data:dfydfhgfhjg'; foreach($_POST as $k=>$v){ $str2 .= $k.'--'.$v; } fwrite($x,$str2); fclose($x); break; case 'cancel': print "Thank You for visiting this site,Please inform your friend to buy products through paypal which is easy service... "; break; } ?>

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  • Freetype2 failing under WoW64

    - by Necrolis
    I built a tff to D3D texture function using freetype2(2.3.9) to generate grayscale maps from the fonts. it works great under native win32, however, on WoW64 it just explodes (well, FT_Done and FT_Load_Glyph do). from some debugging, it seems to be a problem with HeapFree as called by free from FT_Free. I know it should work, as games like WCIII, which to the best of my knowledge use freetype2, run fine, this is my code, stripped of the D3D code(which causes no problems on its own): FT_Face pFace = NULL; FT_Error nError = 0; FT_Byte* pFont = static_cast<FT_Byte*>(ARCHIVE_LoadFile(pBuffer,&nSize)); if((nError = FT_New_Memory_Face(pLibrary,pFont,nSize,0,&pFace)) == 0) { FT_Set_Char_Size(pFace,nSize << 6,nSize << 6,96,96); for(unsigned char c = 0; c < 95; c++) { if(!FT_Load_Glyph(pFace,FT_Get_Char_Index(pFace,c + 32),FT_LOAD_RENDER)) { FT_Glyph pGlyph; if(!FT_Get_Glyph(pFace->glyph,&pGlyph)) { LOG("GET: %c",c + 32); FT_Glyph_To_Bitmap(&pGlyph,FT_RENDER_MODE_NORMAL,0,1); FT_BitmapGlyph pGlyphMap = reinterpret_cast<FT_BitmapGlyph>(pGlyph); FT_Bitmap* pBitmap = &pGlyphMap->bitmap; const size_t nWidth = pBitmap->width; const size_t nHeight = pBitmap->rows; //add to texture atlas } } } } else { FT_Done_Face(pFace); delete pFont; return FALSE; } FT_Done_Face(pFace); delete pFont; return TRUE; } ARCHIVE_LoadFile returns blocks allocated with new. As a secondary question, I would like to render a font using pixel sizes, I came across FT_Set_Pixel_Sizes, but I'm unsure as to whether this stretches the font to fit the size, or bounds it to a size. what I would like to do is render all the glyphs at say 24px (MS Word size here), then turn it into a signed distance field in a 32px area. Update After much fiddling, I got a test app to work, which leads me to think the problems are arising from threading, as my code is running in a secondary thread. I have compiled freetype into a static lib using the multithread DLL, my app uses the multithreaded libs. gonna see if i can set up a multithreaded test. Also updated to 2.4.4, to see if the problem was a known but fixed bug, didn't help however. Update 2 After some more fiddling, it turns out I wasn't using the correct lib for 2.4.4 -.- after fixing that, the test app works 100%, but the main app still crashes when FT_Done_Face is called, still seems to be a crash in the memory heap management of windows. is it possible that there is a bug in freetype2 that makes it blow up under user threads?

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  • Making a Grid in an NSView

    - by Hooligancat
    I currently have an NSView that draws a grid pattern (essentially a guide of horizontal and vertical lines) with the idea being that a user can change the spacing of the grid and the color of the grid. The purpose of the grid is to act as a guideline for the user when lining up objects. Everything works just fine with one exception. When I resize the NSWindow by dragging the resize handle, if my grid spacing is particularly small (say 10 pixels). the drag resize becomes lethargic in nature. My drawRect code for the grid is as follows: -(void)drawRect:(NSRect)dirtyRect { NSRect thisViewSize = [self bounds]; // Set the line color [[NSColor colorWithDeviceRed:0 green:(255/255.0) blue:(255/255.0) alpha:1] set]; // Draw the vertical lines first NSBezierPath * verticalLinePath = [NSBezierPath bezierPath]; int gridWidth = thisViewSize.size.width; int gridHeight = thisViewSize.size.height; int i; while (i < gridWidth) { i = i + [self currentSpacing]; NSPoint startPoint = {i,0}; NSPoint endPoint = {i, gridHeight}; [verticalLinePath setLineWidth:1]; [verticalLinePath moveToPoint:startPoint]; [verticalLinePath lineToPoint:endPoint]; [verticalLinePath stroke]; } // Draw the horizontal lines NSBezierPath * horizontalLinePath = [NSBezierPath bezierPath]; i = 0; while (i < gridHeight) { i = i + [self currentSpacing]; NSPoint startPoint = {0,i}; NSPoint endPoint = {gridWidth, i}; [horizontalLinePath setLineWidth:1]; [horizontalLinePath moveToPoint:startPoint]; [horizontalLinePath lineToPoint:endPoint]; [horizontalLinePath stroke]; } } I suspect this is entirely to do with the way that I am drawing the grid and am open to suggestions on how I might better go about it. I can see where the inefficiency is coming in, drag-resizing the NSWindow is constantly calling the drawRect in this view as it resizes, and the closer the grid, the more calculations per pixel drag of the parent window. I was thinking of hiding the view on the resize of the window, but it doesn't feel as dynamic. I want the user experience to be very smooth without any perceived delay or flickering. Does anyone have any ideas on a better or more efficient method to drawing the grid? All help, as always, very much appreciated.

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  • Another IKImageView Question: copying a region

    - by Brian Postow
    I'm trying to use the select and copy feature of the IKImageView. If all you want to do is have an app with an image, select a portion and copy it to the clipboard, it's easy. You set the copy menu pick to the first responder's copy:(id) method and magically everything works. However, if you want something more complicated, like you want to copy as part of some other operation, I can't seem to find the method to do this. IKImageView doesn't seem to have a copy method, it doesn't seem to have a method that will even tell you the selected rectangle! I have gone through Hillegass' book, so I understand how the clipboard works, just not how to get the portion of the image out of the view... Now, I'm starting to think that I made a mistake in basing my project on IKImageView, but it's what Preview is built on (or so I've read), so I figured it had to be stable... and anyway, now it's too late, I'm too deep in this to start over... So, other than not using IKImageView, any suggestions on how to copy the select region to the clipboard manually? EDIT actually, I have found the copy(id) method, but when I call it, I get <Error>: CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 16 bits/pixel; 1-component color space; kCGImageAlphaPremultipliedLast; 2624 bytes/row. Which obviously doesn't happen when I do a normal copy through the first-responder... I understand the error message, but I'm not sure where it's getting those parameters from... Is there any way to trace through this and see how this is happening? A debugger won't help for obvious reasons, as well as the fact that I'm doing this in Mozilla, so a debugger isn't an option anyway... EDIT 2 It occurs to me that the copy:(id) method I found may be copying the VIEW rather than copying a chunk of the image to the clipboard, which is what I need. The reason I thought it was the clipboard copy is that in another project, where I'm copying from an IKImageView to the clipboard straight from the edit menu, it just sends a copy:(id) to the firstResponder, but I'm not actually sure what the firstresponder does with it...

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  • How to convert a 32bpp image to an indexed format?

    - by Ed Swangren
    So here are the details (I am using C# BTW): I receive a 32bpp image (JPEG compressed) from a server. At some point, I would like to use the Palette property of a bitmap to color over-saturated pixels (brightness 240) red. To do so, I need to get the image into an indexed format. I have tried converting the image to a GIF, but I get quality loss. I have tried creating a new bitmap in an index format by these methods: // causes a "Parameter not valid" error Bitmap indexed = new Bitmap(orig.Width, orig.Height, PixelFormat.Indexed) // no error, but the resulting image is black due to information loss I assume Bitmap indexed = new Bitmap(orig.Width, orig.Height, PixelFormat.Format8bppIndexed) I am at a loss now. The data in this image is changed constantly by the user, so I don't want to manually set pixels that have a brightness 240 if I can avoid it. If I can set the palette once when the image is created, my work is done. If I am going about this the wrong way to begin with please let me know. EDIT: Thanks guys, here is some more detail on what I am attempting to accomplish. We are scanning a tissue slide at high resolution (pathology application). I write the interface to the actual scanner. We use a line-scan camera. To test the line rate of the camera, the user scans a very small portion and looks at the image. The image is displayed next to a track bar. When the user moves the track bar (adjusting line rate), I change the overall intensity of the image in an attempt to model what it would look like at the new line rate. I do this using an ImageAttributes and ColorMatrix object currently. When the user adjusts the track bar, I adjust the matrix. This does not give me per pixel information, but the performance is very nice. I could use LockBits and some unsafe code here, but I would rather not rewrite it if possible. When the new image is created, I would like for all pixels with a brightness value of 240 to be colored red. I was thinking that defining a palette for the bitmap up front would be a clean way of doing this.

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  • Segmenting a double array of labels

    - by Ami
    The Problem: I have a large double array populated with various labels. Each element (cell) in the double array contains a set of labels and some elements in the double array may be empty. I need an algorithm to cluster elements in the double array into discrete segments. A segment is defined as a set of pixels that are adjacent within the double array and one label that all those pixels in the segment have in common. (Diagonal adjacency doesn't count and I'm not clustering empty cells). |-------|-------|------| | Jane | Joe | | | Jack | Jane | | |-------|-------|------| | Jane | Jane | | | | Joe | | |-------|-------|------| | | Jack | Jane | | | Joe | | |-------|-------|------| In the above arrangement of labels distributed over nine elements, the largest cluster is the “Jane” cluster occupying the four upper left cells. What I've Considered: I've considered iterating through every label of every cell in the double array and testing to see if the cell-label combination under inspection can be associated with a preexisting segment. If the element under inspection cannot be associated with a preexisting segment it becomes the first member of a new segment. If the label/cell combination can be associated with a preexisting segment it associates. Of course, to make this method reasonable I'd have to implement an elaborate hashing system. I'd have to keep track of all the cell-label combinations that stand adjacent to preexisting segments and are in the path of the incrementing indices that are iterating through the double array. This hash method would avoid having to iterate through every pixel in every preexisting segment to find an adjacency. Why I Don't Like it: As is, the above algorithm doesn't take into consideration the case where an element in the double array can be associated with two unique segments, one in the horizontal direction and one in the vertical direction. To handle these cases properly, I would need to implement a test for this specific case and then implement a method that will both associate the element under inspection with a segment and then concatenate the two adjacent identical segments. On the whole, this method and the intricate hashing system that it would require feels very inelegant. Additionally, I really only care about finding the large segments in the double array and I'm much more concerned with the speed of this algorithm than with the accuracy of the segmentation, so I'm looking for a better way. I assume there is some stochastic method for doing this that I haven't thought of. Any suggestions?

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  • Preserving Bitmap values when creating a new Bitmap from System.Drawing.Image

    - by Otaku
    I'm trying to create a resized image from a bitmap, set a new height/width and a new resolution and save it to PNG. I can do this either from directly A) Image.FromFile(filename) or B) New Bitmap(imageSource) to create the the A Bitmap to be passed to B. Both work okay schmokay, but A does not allow me to set a new width/height on creation (but it does allow me to preserve values with useIcm=True) and B does not allow me to preseve values. Okay, now on to some code and examples: Dim sourceBitmap As New Bitmap(imagePath & myImage1Name) <-not good at all (#1 overload). Doesn't preserve things like HorizontalResolution or PixelFormat on .Save Dim sourceBitmap2 As Bitmap = Image.FromFile(imagePath & myImage1Name, True) <-not good (#5 overload). it does preserve things like HorizontalResolution or PixelFormat on .Save, but it doesn't allow me to initialize image at a new size. Dim targetBitmap As New Bitmap(sourceBitmap2, newWidth, newHeight) <-not good. Even though sourceBitmap2 (see #2 above) was initialized with useIcm=True, it doesn't matter once I've passed it in as the source in targetBitmap. Basically, I'm looking for a way to contruct a New Bitmap with both something like useIcm=True and set the width/height at the same time (Width/Height are read-only properties once it's created). I've gone down the Graphics.DrawImage route as well and it's the same - Graphics.FromImage(sourceBitmap) does not preserve values. Why do I need these values to be preserved? Because I need to convert these pictures to PNG (for file size) with a new resolution and keep the same physical dimensions (w/h in inches) for printing. I know the new pixel width/height needed based on the resolution values I'll pass in with .SetResolution(xDpi,yDpi) to preserve physical dimensions, so that's not the problem. The issue is things like the PixelFormatSize need to remain unchanged (yes, I've tried EncoderParameters - they don't work. I can give you the gory details if you like, but suffice it to say for now, they just don't work). Whew, got that off my chest! Okay, anyone who really knows how all this works can help?

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