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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

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  • How do I 'addChild' an DisplayObject3d from another class? (Papervision3d)

    - by Sandor
    Hi All Im kind of new in the whole papervision scene. For a school assignment I'm making a panorama version of my own room using a cube with 6 pictures in it. It created the panorama, it works great. But now I want to add clickable objects in it. One of the requirements is that my code is OOP focused. So that's what I am trying right now. Currently I got two classes - Main.as (Here i make the panorama cube as the room) - photoWall.as (Here I want to create my first clickable object) Now my problem is: I want to addChild a clickable object from photoWall.as to my panorama room. But he doesn't show it? I think it has something to do with the scenes. I use a new scene in Main.as and in photoWall.as. No errors or warnings are reported This is the piece in photoWall.as were I want to addChild my object (photoList): private function portret():void { //defining my material for the clickable portret var material : BitmapFileMaterial = new BitmapFileMaterial('images/room.jpg'); var material_list : MaterialsList = new MaterialsList( { front: material, back: material } ); // I don't know if this is nessecary? that's my problem scene = new Scene3D(); material.interactive = true; // make the clickable object as a cube var photoList : DisplayObject3D = new Cube(material_list, 1400, 1400, 1750, 1, 4, 4, 4); // positioning photoList.x = -1400; photoList.y = -280; photoList.z = 5000; //mouse event photoList.addEventListener( InteractiveScene3DEvent.OBJECT_CLICK, onPress); // this is my problem! I cannot see 'photoList' within my scene!!! scene.addChild(photoList); // trace works, so the function must be loaded. trace('function loaded'); } Hope you guys can help me out here. Would really be great! Thanks, Sandor

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  • objects in datagridview

    - by JaSk
    Im adding objects to a datagridview ( only one kind) through a list ej. List<Material> mater = new List<Material>(); DataGridView dgvMAterial = new DataGridView(); dgvMaterial.DataSource = null; mater.Add((Material)cmbMaterial.SelectedValue); dgvMaterial.DataSource = mater; But every time I click over the datagrid I get an indexoutofrangeexeption. Can somone tell me why? thanks

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  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

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  • Url routing suggestion in asp.net mvc.....

    - by Pandiya Chendur
    I have an action link in one of my view page <%=Html.ActionLink("Details", "Details", new { id = Model.Id })%> and redirects me to page which has a url like this http://localhost:1985/Materials/Details/2 instead of this i would like to have my url as http://localhost:1985/Materials/Details/steel material name instead of Id... Is this possible...... This is my controller action method, public ActionResult Details(int id) { var material = consRepository.GetMaterial(id); return View("Details", material); }

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  • Overriding initial value in ModelForm

    - by schneck
    Hi, in my Django (1.2) project, I want to prepopulate a field in a modelform, but my new value is ignored. This is the snippet: class ArtefactForm(ModelForm): material = CharField(widget=AutoCompleteWidget('material', force_selection=False)) def __init__(self, *args, **kwargs): super(ArtefactForm, self).__init__(*args, **kwargs) self.fields['material'].initial = 'Test' I also tried with self.base_fields, but no effect: there is always the database-value displaying in the form. Any ideas?

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  • JavaOne 2012: Lessons from Mathematics

    - by darcy
    I was pleased to get notification recently that my bof proposal for Lessons from Mathematics was accepted for JavaOne 2012. This is a bit of a departure from the project-centric JavaOne talks I usually give, but whisps of this kind of material have appeared before. I'm looking forward to presenting material from linear algebra, stochastics, and numerical optimization that have influence my thinking about technical problems in the JDK and elsewhere.

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  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

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  • Chapters Two, Three, and Four

    - by drsql
    I am trying to blog all of the chapters of the book, but due to deadlines and a lot of shuffling about, I never got around it for these three chapters, two of which I have added since I wrote the original table of contents. All of these contain mostly material from previous editions of the book, updated a good amount, but nothing tremendously different if you had memorized the material from the previous edition. As such, the pre-writing blog ritual wasn’t as necessary (for me at least) as it is going...(read more)

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  • How I understood monads, part 1/2: sleepless and self-loathing in Seattle

    - by Bertrand Le Roy
    For some time now, I had been noticing some interest for monads, mostly in the form of unintelligible (to me) blog posts and comments saying “oh, yeah, that’s a monad” about random stuff as if it were absolutely obvious and if I didn’t know what they were talking about, I was probably an uneducated idiot, ignorant about the simplest and most fundamental concepts of functional programming. Fair enough, I am pretty much exactly that. Being the kind of guy who can spend eight years in college just to understand a few interesting concepts about the universe, I had to check it out and try to understand monads so that I too can say “oh, yeah, that’s a monad”. Man, was I hit hard in the face with the limitations of my own abstract thinking abilities. All the articles I could find about the subject seemed to be vaguely understandable at first but very quickly overloaded the very few concept slots I have available in my brain. They also seemed to be consistently using arcane notation that I was entirely unfamiliar with. It finally all clicked together one Friday afternoon during the team’s beer symposium when Louis was patient enough to break it down for me in a language I could understand (C#). I don’t know if being intoxicated helped. Feel free to read this with or without a drink in hand. So here it is in a nutshell: a monad allows you to manipulate stuff in interesting ways. Oh, OK, you might say. Yeah. Exactly. Let’s start with a trivial case: public static class Trivial { public static TResult Execute<T, TResult>( this T argument, Func<T, TResult> operation) { return operation(argument); } } This is not a monad. I removed most concepts here to start with something very simple. There is only one concept here: the idea of executing an operation on an object. This is of course trivial and it would actually be simpler to just apply that operation directly on the object. But please bear with me, this is our first baby step. Here’s how you use that thing: "some string" .Execute(s => s + " processed by trivial proto-monad.") .Execute(s => s + " And it's chainable!"); What we’re doing here is analogous to having an assembly chain in a factory: you can feed it raw material (the string here) and a number of machines that each implement a step in the manufacturing process and you can start building stuff. The Trivial class here represents the empty assembly chain, the conveyor belt if you will, but it doesn’t care what kind of raw material gets in, what gets out or what each machine is doing. It is pure process. A real monad will need a couple of additional concepts. Let’s say the conveyor belt needs the material to be processed to be contained in standardized boxes, just so that it can safely and efficiently be transported from machine to machine or so that tracking information can be attached to it. Each machine knows how to treat raw material or partly processed material, but it doesn’t know how to treat the boxes so the conveyor belt will have to extract the material from the box before feeding it into each machine, and it will have to box it back afterwards. This conveyor belt with boxes is essentially what a monad is. It has one method to box stuff, one to extract stuff from its box and one to feed stuff into a machine. So let’s reformulate the previous example but this time with the boxes, which will do nothing for the moment except containing stuff. public class Identity<T> { public Identity(T value) { Value = value; } public T Value { get; private set;} public static Identity<T> Unit(T value) { return new Identity<T>(value); } public static Identity<U> Bind<U>( Identity<T> argument, Func<T, Identity<U>> operation) { return operation(argument.Value); } } Now this is a true to the definition Monad, including the weird naming of the methods. It is the simplest monad, called the identity monad and of course it does nothing useful. Here’s how you use it: Identity<string>.Bind( Identity<string>.Unit("some string"), s => Identity<string>.Unit( s + " was processed by identity monad.")).Value That of course is seriously ugly. Note that the operation is responsible for re-boxing its result. That is a part of strict monads that I don’t quite get and I’ll take the liberty to lift that strange constraint in the next examples. To make this more readable and easier to use, let’s build a few extension methods: public static class IdentityExtensions { public static Identity<T> ToIdentity<T>(this T value) { return new Identity<T>(value); } public static Identity<U> Bind<T, U>( this Identity<T> argument, Func<T, U> operation) { return operation(argument.Value).ToIdentity(); } } With those, we can rewrite our code as follows: "some string".ToIdentity() .Bind(s => s + " was processed by monad extensions.") .Bind(s => s + " And it's chainable...") .Value; This is considerably simpler but still retains the qualities of a monad. But it is still pointless. Let’s look at a more useful example, the state monad, which is basically a monad where the boxes have a label. It’s useful to perform operations on arbitrary objects that have been enriched with an attached state object. public class Stateful<TValue, TState> { public Stateful(TValue value, TState state) { Value = value; State = state; } public TValue Value { get; private set; } public TState State { get; set; } } public static class StateExtensions { public static Stateful<TValue, TState> ToStateful<TValue, TState>( this TValue value, TState state) { return new Stateful<TValue, TState>(value, state); } public static Stateful<TResult, TState> Execute<TValue, TState, TResult>( this Stateful<TValue, TState> argument, Func<TValue, TResult> operation) { return operation(argument.Value) .ToStateful(argument.State); } } You can get a stateful version of any object by calling the ToStateful extension method, passing the state object in. You can then execute ordinary operations on the values while retaining the state: var statefulInt = 3.ToStateful("This is the state"); var processedStatefulInt = statefulInt .Execute(i => ++i) .Execute(i => i * 10) .Execute(i => i + 2); Console.WriteLine("Value: {0}; state: {1}", processedStatefulInt.Value, processedStatefulInt.State); This monad differs from the identity by enriching the boxes. There is another way to give value to the monad, which is to enrich the processing. An example of that is the writer monad, which can be typically used to log the operations that are being performed by the monad. Of course, the richest monads enrich both the boxes and the processing. That’s all for today. I hope with this you won’t have to go through the same process that I did to understand monads and that you haven’t gone into concept overload like I did. Next time, we’ll examine some examples that you already know but we will shine the monadic light, hopefully illuminating them in a whole new way. Realizing that this pattern is actually in many places but mostly unnoticed is what will enable the truly casual “oh, yes, that’s a monad” comments. Here’s the code for this article: http://weblogs.asp.net/blogs/bleroy/Samples/Monads.zip The Wikipedia article on monads: http://en.wikipedia.org/wiki/Monads_in_functional_programming This article was invaluable for me in understanding how to express the canonical monads in C# (interesting Linq stuff in there): http://blogs.msdn.com/b/wesdyer/archive/2008/01/11/the-marvels-of-monads.aspx

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  • What I&rsquo;m Reading &ndash; Microsoft Silverlight 4 Business Application Development: Beginner&rs

    - by Dave Campbell
    I don’t have a lot of time for reading lately, so James Patterson and all those guys are *way* ahead of me … but I do try to make time to read technical material. A couple books have come across just recently and I thought I’d mention them one at a time. The book I want to mention tonight is Microsoft Silverlight 4 Business Application Development: Beginner’s Guide : by Cameron Albert and Frank LaVigne. Cameron and Frank are both great guys and you’ve seen their blog posts come across my SilverlightCream posts many times. I like the writing and format of the book. It leads you quite well from one concept to the next and for a technical book, it holds your interest. You can check out a free chapter here. I have the eBook because for technical material, at least lately, I’ve gravitated toward that. I can have it with me on a USB stick at work, or at home. Read the free chapter then check out their blogs. Even if you think you know a lot of this material, I think you’ll find yourself learning something, and besides, it’s a great one-place reference. Good work guys! Technorati Tags: Silverlight 4

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Should I start MCPD training now or wait for new exams?

    - by lunchmeat317
    i apologize if this question has been asked before, or if this is the wrong place to put it. I'm beginning my study track for the MCPD certification in Web Development. However, Microsoft plans to retire this certification on July 31st of 2013, along with two of the necessary tests to receive the certification. On MS's site, I can't find a newer certification path to take - I imagine that Microsoft will release new certification paths and new tests for their new software, but I don't know when that will happen. I don't really know anything about Microsoft's process, as this is the first Microsoft certification I'll be studying for. The bottom line is this - I don't want to lose six months waiting for a new test to appear that won't expire, but I don't want to rush to get a certification that will be invalid in six months (or have to reset any progress due to new study material). To those with experience in affairs like this - what is the best course to take, and can I maximize the time I have now (not wait for new testing material)? Is there any way to find material for the new tests that Microsoft will be rolling out? Thank you for your patience. If this is the wrong place to put this question, I would like to request that it be moved to the correct StackExchange site instead of being closed. Thanks for your help!

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • SOA Community Newsletter: nouvelle lettre !

    - by mseika
    SOA PARTNER COMMUNITY NEWSLETTERAUGUST 2012 Dear SOA partner community member Have you submitted your feedback on SOA Partner Community Survey 2012? This is the last chance to participate in the survey. We recommend you to complete the survey and help us to improve our SOA Community. Thanks to all attendees and trainers for their participation in the excellent Fusion Middleware Summer Camps held in Lisbon and Munich. I would also like to thank you for the great feedback and the nice reports provided by AMIS Technology Blog & Middleware by Link Consulting. Most of our courses have been overbooked, if you did not get a chance or missed it, we offer a wide range of online training and the course material. Key take-away from the advanced BPM course is to become an expert in ADF. Here is the course from Grant Ronald Learn Advanced ADF online available. The Link Consulting Team became experts in SOA Governance with EAMS and Oracle Enterprise Repository! We always encourage our community members to share their best practices and are very keen to publish it. Please let us know if you want to share your best practices through this medium.We encourage you to make use of the Specialization benefits - this month we are giving an opportunity to Promote Your SOA & BPM Events. Jürgen KressOracle SOA & BPM Partner Adoption EMEA NEW CONTENT Presentations & Training material OFM Summer CampsPromote Your SOA & BPM Events Advanced ADF Online, For Free By Grant BPM 11g Customer Stories & Solution Catalog & Process Accelerators Delivering SOA Governance with EAMS by Link Consulting Team WebLogic Server Provisioning and Patching News from our Partners & CommunityUpdated material by Oracle Connect and Network SOA Blogs SOA on Facebook SOA on LinkedIn SOA on Twitter Mix SOA Forum SOA Workspace PRESENTATIONS & TRAINING MATERIAL OFM SUMMER CAMPS Thanks to all attendees who invested their time and utilized the opportunity to attend the Summer Camps! Due to high demand of our most of the trainings, we had a long waiting list with more numbers of partners who are keen to attend it. We would like to give our special thanks to all trainers, who delivered excellent workshops! Most of the presentations and course material have been posted on our SOA Community Workspaceand WebLogic Community Workspace. You can access the content only if you are a registered community member. To register for the SOA Community please click here. You can register for the WebLogic Community here. To find out the first impressions of the event please visit our Facebook pages:www.facebook.com/WebLogicCommunity &www.facebook.com/soacommunity or Picasa AlbumThanks for the excellent blog posts from AMIS Technology Blog & Middleware by Link Consulting. Let us know if you published a twitter blog on@soacommunity & @wlscommunity. We will be pleased to publish it in our Newsletters. BPM Course Quotes “Its always easy, if you know, what you are doing” - Torsten Winterberg, Opitz“ The best ideas are the ideas from the best” - Filipe Sequeria, Primesoft “Best invest in the education in the last 12 months” - Richard Schaller, IPT “Practice best practice with the best instructor” - Graham Lamond Capgemini “If you have basic BPM knowledge, this is the course to really mater it” - Diogo Henriques Link Consulting “Very good trainers lot of work. Lot of fun as well” - Matthias Gris Workflow Factory “If you like to accelerate in Oracle come to the training to bring it all together” - Marcel van der Glind, Amis ADF Course Quotes "Excellent training, great opportunity to network!" - Frank Houweling, Amis "Lots of fun and good ideas" - Ana Santiago, GFI "Learn ADF, worth it Fusion Apps is the future" - Miguel Delgadillo, STO Consulting "The best way to learn Fusion Middleware from the #1" Alexandro Montantes, STO Consulting "Be advanced to to be the first” - Dimitar Petrov Fadata "Great opportunity to suck all the knowledge out of some very experienced product managers” - Wilfred von der Deijl, The Future Group WebLogic Course Quotes “Oracle trainings are the best” - Pedro Neto Novobas“ "Excellent training, well organized” - Pedro Antunh, Capgemini “This course dives you into Oracle WebLogic giving you a quick start on benefiting from Fusion Apps” - Leonardo Fernandes, Outsystems Additional Quotes “Thanks a lot again for organizing such a great and informative Summer Camp. Both training and networking were organized very professionally. I have gained tons of very useful Info, which will definitely help to increase quality of our future projects.” - Daniel Fasko fss-group.com I didn’t get the chance yesterday to thank you for a most enjoyable and thoroughly educational time I had in Munich over the last few days.” - Jeroen Bakker Ordina “Just to congratulate you on a great event, not only today but also in the previous days of training. As we know, a very good organization and, as a native Portuguese that knows Lisbon very good, a nice choice of places to visit. Looking forward to come again next year.” Pedro Miguel Neto, Novobase PROMOTE YOUR SOA & BPM EVENTS The Partner Event Publisher has just been made available to all SOA & BPM specialized partners in EMEA. Partners now have the opportunity to publish their events to theOracle.com/events site and spread the word on their upcoming live in-person and/or live webcast events. See the demo below and click here to read more information. ADVANCED ADF ONLINE, FOR FREE BY GRANT The second part of the advanced ADF online eCourse is Live now! This covers the advanced topics of region and region interaction as well as getting down and dirty with some of the layout features of ADF Faces, skinning and DVT components. The aim of this course is to give you a self-paced learning aid which covers the more advanced topics of ADF development. The content is developed by Product Management and our Curriculum development teams and is based on advanced training material we have been running internally for about 18 months. We will get started on the next chapter, but in the meantime, please have a look at chapters one and two. Back to top BPM 11G CUSTOMER STORIES & SOLUTION CATALOG & PROCESS ACCELERATORS Stories Everyone loves a good story on planning or implementing a BPM strategy. Everyone wants to hear how it was done before?, what worked?, what was achieved? If you have achieved success with BPM, we are very keen to hear your stories and examples of how your customers use it. We receive lots of requests from people who are thinking of using BPM to solve a specific problem or in combination with a specific technology to talk to someone who has done it before. These stories are invaluable. Drop down the details of anything you think is relevant with a bit of detail and we will follow up on it. As one good deed deserves another, we will do our best to give you stories if you need them to show that where you are going, others have treaded before. Send your stories to us using this e-mail link and we will share them among other like minded people. Solution Catalogue This summer, Oracle is launching a solution catalogue specifically intended for partners. If you have delivered a successful implementation in BPM and think it could be reused and applied again in a similar scenario in the same industry or in a similar environment, then we ware keen to know about it and will add it to the solution catalogue. The solution catalogue will showcase successful BPM solutions both inside and outside Oracle. Be in touch with us on this e-mail link and we will make sure to add your solution. Process AcceleratorsFinally if you have specific processes that you are expert on, you have implemented at a customer and you want to work with us on getting these productised, then we would love to know about it. The process accelerator programme is explained in the most recent SOA/BPM Community Newsletter but again feel free to contact us if you want to get involved. Good luck with BPM and let us know how we can help. Barry O'Reilly Director BPM [email protected] DELIVERING SOA GOVERNANCE WITH EAMS BY LINK CONSULTING TEAM In the last 12 years Link Consulting has been making its presence in specific areas such as Governance and Architecture, both in terms of practices and methodologies, products, know-how and technological expertise. The Enterprise Architecture Management System - Oracle Enterprise Edition (EAMS - OER Edition) is the result of this experience and combines the architecture management solution with OER in order to deliver a product specialized for SOA Governance that gathers the better of two worlds in solution that enables SOA Governance projects, initiatives and programs. Enterprise Architecture Management System Enterprise Architecture Management System (EAMS), is an automation based solution that enables the efficient management of Enterprise Architectures. The solution uses configured enterprise repositories and takes advantages of its features to provide automation capabilities to the users. EAMS provides capabilities to create/customize/analyze repository data, architectural blueprints, reports and analytic charts. Oracle Enterprise Repository Oracle Enterprise Repository (OER) is one of the major and central elements of the Oracle SOA Governance solution. Oracle Enterprise Repository provides the tools to manage and govern the metadata for any type of software asset, from business processes and services to patterns, frameworks, applications, components, and models. OER maps the relationships and inter-dependencies that connect those assets to improve impact analysis, promote and optimize their reuse, and measure their impact on the bottom line. It provides the visibility, feedback, controls, and analytics to keep your SOA on track to deliver business value. The intense focus on automation helps to overcome barriers to SOA adoption and streamline governance throughout the lifecycle. Core capabilities of the OER include: Asset Management Asset Lifecycle Management Usage Tracking Service Discovery Version Management Dependency Analysis Portfolio Management EAMS - OER Edition The solution takes the advantages and features from both products and combines them in a symbiotic tool that enhances the quality of SOA Governance Initiatives and Programs. EAMS is able to produce a vast number of outputs by combining its analytical engine, SOA-specific configurations and the assets in OER and other related tools, catalogs and repositories. The configurations encompass not only the extendable parametrization of the metadata but also fully configurable blueprints, PowerPoint reports, charts and queries. The SOA blueprints The solution comes with a set of predefined architectural representations that help the organization better perceive their SOA landscape. More blueprints can be easily created in order to accommodate the organizations needs in terms of detail, audience and metadata. Charts & Dashboards The solution encompasses a set of predefined charts and dashboards that promote a more agile way to control and explore the assets. Time Based Visualization All representations are time bound, and with EAMS - OER you can truly govern SOA with a complete view of the Past, Present and Future; The solution delivers Gap Analysis, a project oriented approach while taking into consideration the As-Was, As-Is an To-Be. Time based visualization differentiating factors: Extensive automation and maintenance of architectural representations Organization wide solution. Easy access and navigation to and between all architectural artifacts and representations. Flexible meta-model, customization and extensibility capabilities. Lifecycle management and enforcement of the time dimension over all the repository content. Profile based customization. Comprehensive visibility Architectural alignment Friendly and striking user interfaces For more information on EAMS visit us here. For more information on SOA visit us here. WEBLOGIC SERVER PROVISIONING AND PATCHING For access to the Oracle demo systems please visit OPN and talk to your Partner Expert.SOA Suite and BPM Suite runs on WebLogic! We are pleased to announce the availability of a WebLogic Server Management demo that showcases some of the key provisioning and patching capabilities of WebLogic Server Management Pack Enterprise Edition (EE). To learn more about these features - as well as other features of the pack - please visit the pack's saleskit page.Demo Highlights The demo showcases the following capabilities: Patching Oracle WebLogic Servers Standardizing WebLogic Server Patch Rollouts Creating a WebLogic Domain Provisioning Profile Cloning a WebLogic Domain from a Provisioning Profile Deploying a Java EE Application Scaling Out an Oracle WebLogic Cluster Demo Instructions Go to the DSS website for Oracle Partners. On the Standard Demo Launchpad page, under the “Software Lifecycle Automation” section, click on the link “EM Cloud Control 12c WLS Provisioning and Patching” (tagged as “NEW”). Specific demo launchpad page contains a link to the detailed demo script with instructions on how to show the demo.

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Apache Derby master/slave replication and clustering

    - by Luke
    I'm interested in the possibilities of master/slave replication for Derby in client/server mode (if at all possible). However, I'm unable to find any material that either explains it in a decent fashion or is able to convince me that master/slave replication doesn't exist for Derby. Any pointers to decent reading material are very much appreciated.

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  • JPA + Hibernate + Named Query + how to JOIN a subquery result

    - by Srihari
    Can anybody help me in converting the following native query into a Named Query? Native Query: SELECT usr1.user_id, urr1.role_id, usr2.user_id, urr2.role_id, usr1.school_id, term.term_name, count(material.material_id) as "Total Book Count", fpc.FOLLETT_PENDING_COUNT as "Follett Pending Count", rrc.RESOLUTION_REQUIRED_COUNT as "Resolution Required Count" FROM va_school sch JOIN va_user_school_rel usr1 on sch.school_id=usr1.school_id JOIN va_user_role_rel urr1 on usr1.user_id=urr1.user_id and urr1.role_id=1001 JOIN va_user_school_rel usr2 on sch.school_id=usr2.school_id JOIN va_user_role_rel urr2 on usr2.user_id=urr2.user_id and urr2.role_id=1002 JOIN va_term term on term.school_id = usr1.school_id JOIN va_class course on course.term_id = term.term_id JOIN va_material material on material.class_id = course.class_id LEFT JOIN (SELECT VA_CLASS.TERM_ID as "TERM_ID", COUNT(*) as "FOLLETT_PENDING_COUNT" FROM VA_CLASS JOIN VA_MATERIAL ON VA_MATERIAL.CLASS_ID = VA_CLASS.CLASS_ID WHERE VA_CLASS.reference_flag = 'A' AND trunc(VA_MATERIAL.FOLLETT_STATUS) = 0 GROUP BY VA_CLASS.TERM_ID) fpc on term.term_id = fpc.term_id LEFT JOIN (SELECT VA_CLASS.TERM_ID as "TERM_ID", COUNT(*) as "RESOLUTION_REQUIRED_COUNT" FROM VA_CLASS JOIN VA_MATERIAL ON VA_MATERIAL.CLASS_ID = VA_CLASS.CLASS_ID WHERE VA_CLASS.reference_flag = 'A' AND trunc(VA_MATERIAL.FOLLETT_STATUS) = 1 GROUP BY VA_CLASS.TERM_ID) rrc on term.term_id = rrc.term_id WHERE course.reference_flag = 'A' GROUP BY usr1.user_id, urr1.role_id, usr2.user_id, urr2.role_id, usr1.school_id, term.term_name, fpc.FOLLETT_PENDING_COUNT, rrc.RESOLUTION_REQUIRED_COUNT ORDER BY usr1.school_id, term.term_name; Thanks in advance. Srihari

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  • JPA + Hibernate + Named Query + how to JOIN a subquery result

    - by Srihari
    Hi, Can anybody help me in converting the following native query into a Named Query? Native Query: SELECT usr1.user_id, urr1.role_id, usr2.user_id, urr2.role_id, usr1.school_id, term.term_name, count(material.material_id) as "Total Book Count", fpc.FOLLETT_PENDING_COUNT as "Follett Pending Count", rrc.RESOLUTION_REQUIRED_COUNT as "Resolution Required Count" FROM va_school sch JOIN va_user_school_rel usr1 on sch.school_id=usr1.school_id JOIN va_user_role_rel urr1 on usr1.user_id=urr1.user_id and urr1.role_id=1001 JOIN va_user_school_rel usr2 on sch.school_id=usr2.school_id JOIN va_user_role_rel urr2 on usr2.user_id=urr2.user_id and urr2.role_id=1002 JOIN va_term term on term.school_id = usr1.school_id JOIN va_class course on course.term_id = term.term_id JOIN va_material material on material.class_id = course.class_id LEFT JOIN (SELECT VA_CLASS.TERM_ID as "TERM_ID", COUNT(*) as "FOLLETT_PENDING_COUNT" FROM VA_CLASS JOIN VA_MATERIAL ON VA_MATERIAL.CLASS_ID = VA_CLASS.CLASS_ID WHERE VA_CLASS.reference_flag = 'A' AND trunc(VA_MATERIAL.FOLLETT_STATUS) = 0 GROUP BY VA_CLASS.TERM_ID) fpc on term.term_id = fpc.term_id LEFT JOIN (SELECT VA_CLASS.TERM_ID as "TERM_ID", COUNT(*) as "RESOLUTION_REQUIRED_COUNT" FROM VA_CLASS JOIN VA_MATERIAL ON VA_MATERIAL.CLASS_ID = VA_CLASS.CLASS_ID WHERE VA_CLASS.reference_flag = 'A' AND trunc(VA_MATERIAL.FOLLETT_STATUS) = 1 GROUP BY VA_CLASS.TERM_ID) rrc on term.term_id = rrc.term_id WHERE course.reference_flag = 'A' GROUP BY usr1.user_id, urr1.role_id, usr2.user_id, urr2.role_id, usr1.school_id, term.term_name, fpc.FOLLETT_PENDING_COUNT, rrc.RESOLUTION_REQUIRED_COUNT ORDER BY usr1.school_id, term.term_name; Thanks in advance. Srihari

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  • What does this error states in asp.net-mvc?

    - by Pandiya Chendur
    I have repository class in asp.net mvc which has this, public Material GetMaterial(int id) { return db.Materials.SingleOrDefault(m => m.Mat_id == id); } And my controller has this for details action result, ConstructionRepository consRepository = new ConstructionRepository(); public ActionResult Details(int id) { Material material = consRepository.GetMaterial(id); return View(); } But why i get this error, The parameters dictionary contains a null entry for parameter 'id' of non-nullable type 'System.Int32' for method 'System.Web.Mvc.ActionResult Details(Int32)' in 'CrMVC.Controllers.MaterialsController'. To make a parameter optional its type should be either a reference type or a Nullable type. Parameter name: parameters Any suggestion...

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  • OpenGL render vs. own Phong Illumination Implementation

    - by Myx
    Hello: I have implemented a Phong Illumination Scheme using a camera that's centered at (0,0,0) and looking directly at the sphere primitive. The following are the relevant contents of the scene file that is used to view the scene using OpenGL as well as to render the scene using my own implementation: ambient 0 1 0 dir_light 1 1 1 -3 -4 -5 # A red sphere with 0.5 green ambiance, centered at (0,0,0) with radius 1 material 0 0.5 0 1 0 0 1 0 0 0 0 0 0 0 0 10 1 0 sphere 0 0 0 0 1 The resulting image produced by OpenGL. The image that my rendering application produces. As you can see, there are various differences between the two: The specular highlight on my image is smaller than the one in OpenGL. The diffuse surface seems to not diffuse in the correct way, resulting in the yellow region to be unneccessarily large in my image, whereas in OpenGL there's a nice dark green region closer to the bottom of the sphere The color produced by OpenGL is much darker than the one in my image. Those are the most prominent three differences that I see. The following is my implementation of the Phong illumination: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } R3Vector normal = intersection->normal; R3Rgb Kd = intersection->node->material->kd; R3Rgb Ks = intersection->node->material->ks; // obtain ambient term R3Rgb intensity_ambient = intersection->node->material->ka*scene->ambient; // obtain emissive term R3Rgb intensity_emission = intersection->node->material->emission; // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // calculate diffuse reflection intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; // calculate specular reflection R3Vector reflection_vector = 2.*normal.Dot(light_vector)*normal-light_vector; reflection_vector.Normalize(); R3Vector viewing_vector = ray->Start() - intersection->position; viewing_vector.Normalize(); double n = intersection->node->material->shininess; intensity_specular += Ks*pow(max(0.,viewing_vector.Dot(reflection_vector)),n)*light_color; } radiance = intensity_emission+intensity_ambient+intensity_diffuse+intensity_specular; return radiance; } Here are the related LightIntensity(...) and LightDirection(...) functions: R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_direction = light->direction; break; case R3_POINT_LIGHT: light_direction = position-light->position; break; case R3_SPOT_LIGHT: light_direction = position-light->position; break; } light_direction.Normalize(); return light_direction; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + light->linear_attenuation*distance + light->quadratic_attenuation*distance*distance; } switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_intensity = light->color; break; case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; case R3_SPOT_LIGHT: R3Vector from_light_to_point = position - light->position; light_intensity = light->color*( pow(light->direction.Dot(from_light_to_point), light->angle_attenuation)); break; } return light_intensity; } I would greatly appreciate any suggestions as to any implementation errors that are apparent. I am wondering if the differences could be occurring simply because of the gamma values used for display by OpenGL and the default gamma value for my display. I also know that OpenGL (or at least tha parts that I was provided) can't cast shadows on objects. Not that this is relevant for the point in question, but it just leads me to wonder if it's simply display and capability differences between OpenGL and what I am trying to do. Thank you for your help.

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  • what is wrong with this insert method in asp.net mvc?

    - by Pandiya Chendur
    My controller calls a repository class method on insert, [AcceptVerbs(HttpVerbs.Post)] public ActionResult Create([Bind(Exclude = "Id")]FormCollection collection) { try { MaterialsObj materialsObj = new MaterialsObj(); materialsObj.Mat_Name = collection["Mat_Name"]; materialsObj.Mes_Id = Convert.ToInt64(collection["MeasurementType"]); materialsObj.Mes_Name = collection["Mat_Type"]; materialsObj.CreatedDate = System.DateTime.Now; materialsObj.CreatedBy = Convert.ToInt64(1); materialsObj.IsDeleted = Convert.ToInt64(1); consRepository.createMaterials(materialsObj); return RedirectToAction("Index"); } catch { return View(); } } and my repository class has this, public MaterialsObj createMaterials(MaterialsObj materialsObj) { db.Materials.InsertOnSubmit(materialsObj); return materialsObj; } But when i compile this i get The best overloaded method match for 'System.Data.Linq.Table<CrMVC.Models.Material>.InsertOnSubmit(CrMVC.Models.Material)' has some invalid arguments... cannot convert from 'CrMVC.BusinessObjects.MaterialsObj' to 'CrMVC.Models.Material'.. am i missing something?

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