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  • Never Bet Against the Impossible

    - by BuckWoody
    My uncle used to say “If a man tells you that his car squirts milk in his eye when you lift the hood, don’t bet against that. You’ll end up with milk in your eye.” My friend Allen White tells me this is taken from a play (and was said about playing cards), but I think the sentiment holds, even in database work. I mentioned the other day that you should allow the other person to talk and actively listen before you propose a solution. Well, I saw a consultant “bet against the impossible”  the other day – and it bit her. She explained to the person telling her the problem that the situation simply couldn’t exist that way, and he proceeded to show her that it did. She got silent, typed a few things, muttered a little, and then said “well, must be something else.” She just couldn’t admit she was wrong. So don’t go there. If someone explains a problem to you with their database, listen with purpose, and then explore the troubleshooting steps you know to find the problem. But keep your absolutes to yourself. In fact, I have a friend that has recently sent me one of those. He connects to a system with SQL Server Management Studio (SSMS) version 2008 (if I recall correctly) and it shows a certain version number of the target system in the connection tab. Then he connects to it using SSMS 2008 R2 and gets a different number. Now, as far as I know, we didn’t change the connection string information, and that’s provided by the target system, so this is impossible. But I won’t tell him that. Not until I look a little more. :) Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • XNA Notes 011

    - by George Clingerman
    Even with a lot of the XNA community working on Dream Build Play entries ( I swear I’m going to finish mine this year!) people are still finding time to do side projects and be amazingly active in the XNA and XBLIG community. With my one eye on my code and one eye on the community, here’s what I noticed these over achievers doing this past week! Time Critical XNA News: Xbox LIVE Indie Games sales data will be delayed March 17-20th due to some schedule maintenance http://create.msdn.com/en-us/news/indie_games_data_delay_march2011 GameMarx is releasing a series of videos to help raise donations for victims of the earthquakes and tsunami in Japan. Help out if you can! http://www.gamemarx.com/video/special/29/help-japan-sushido.aspx XNA MVPs: Catalin Zima shares his thoughts on the MVP summit and my book! http://www.catalinzima.com/2011/03/mvp-summit-2011/ Glenn Wilson (@mykre) helps the XNA team announce some new educational content that you don’t want to miss if you’re porting your app or game to Windows Phone 7 http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/653/Porting-your-App-or-Game-to-Windows-Phone-7.aspx and Windows Phone 7 from scratch http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/654/Windows-Phone-from-Scratch.aspx and shares a link to some free architectural models and textures http://twitter.com/#!/Mykre/status/46410160784158720 George (that’s me!) shares his MVP Summit 2011 summary and XBLIG thoughts http://geekswithblogs.net/clingermangw/archive/2011/03/15/144366.aspx XNA Developers: @SmallCaveGames shares a Code of Ethics for Xbox LIVE Indie Game Developers http://smallcavegames.blogspot.com/2011/03/unofficial-xblig-developers-code-of.html Derek S adds more Xbox LIVE Indie Game studios to his master list of XBLIG links http://twitter.com/#!/Mr_Deeke/status/46140996056125440 http://xbl-indieverse.blogspot.com/p/xblig-links.html Making games and want to help kids? Then share your story with GameFace: America! http://gameitupinitiative.com/about-the-initiative/programs/gameface-america/ Xbox LIVE Indie Games (XBLIG): XonaGames shares some video footage of their booth from GDC 2011 Video 1: http://youtu.be/lxIV9nk3Gq4 Video 2: http://youtu.be/GgfrjqkxR_o Video 3: http://youtu.be/yVcpXrTX7SQ Joystiq on Mommy’s Best Games Serious Sam Double D http://www.joystiq.com/2011/03/16/the-most-important-thing-about-serious-sam-double-d/ And The Escapist recommends that gamers start learning to avoid cleavage now http://www.escapistmagazine.com/news/view/108543-Boobie-Bomber-Makes-First-Appearance-in-Serious-Sam-Double-D Magiko Gaming started a blog on the XBLIG dashboard daily Top 10 games in the US. Good way to go back in time and look at the history of which games were in the the Top 10. http://dailytop10indiegames.wordpress.com/ Where are they going now? XBLIG developers at a crossroads.. http://www.gamesetwatch.com/2011/03/where_are_they_going_now_xblig.php http://www.gamasutra.com/view/news/33527/InDepth_Where_Are_They_Going_Now_XBLIG_Developers_At_A_Crossroads_.php BinaryTweed’s Clover: A Curious Tail is Xbox LIVE’s Deal of the Week! http://www.armlessoctopus.com/2011/03/15/what-luck-clover-a-curious-tale-is-half-price-this-week/ Looking for an Xbox LIVE Indie Game to buy? Writings of Mass Deduction has over 125 suggestions at this point! http://writingsofmassdeduction.com/ SkaStudios shares Vampire Smile Achievements AND their PAX East 2011 Both Setup video http://www.ska-studios.com/2011/03/14/vampire-smile-achievement/ http://www.ska-studios.com/2011/03/15/pax-booth-setup-time-lapse/ MasterBlud and VVGTV starts a new community for XBLIG developers and gamers to join http://vvgtv.forumotion.com/ Raymond Matthews (@DrakstarMatryx) covers Mommy’s Best Games getting Serious http://www.darkstarmatryx.com/?p=286 XNA Development: Dave Henry (@mort8088) posts the 4th tutorial in his series XNA 4.0 SpriteBatch extended http://mort8088.com/2011/03/11/xna-4-0-tutorial-4-spritebatch-extended/ Tutorial 5 - Creating a manual blank texture http://mort8088.com/2011/03/13/xna-4-tutorial-5-manual-blank-texture/ XNA 4.0 Tutorial 6 - Spritesheet Object http://mort8088.com/2011/03/18/xna-4-0-tutorial-6-spritesheet-object/ Jason Mitchell shares a tutorial on setting the alpha value for spritebatch in XNA 4.0 http://www.jason-mitchell.com/index.php/2011/03/13/setting-alpha-value-for-spritebatch-draw-in-xna-4/ XNA for Silverlight Developers: Part 7 - Collision Detection http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-7-Collision-detection.aspx Markus Ewald (@Cygon4) shares the full Ninject 2.0 binding for XNA and Sunburn http://twitter.com/#!/Cygon4/status/48330203826622464 Michael B. McLaughlin shares an AccelerometerInput XNA GameComponent he created (which I’m probably going to snag for a game I’m working on...) http://geekswithblogs.net/mikebmcl/archive/2011/03/17/accelerometerinput-xna-gamecomponent.aspx Extra Credit tackles the building of a good tutorial. Must watch for all Indie game devs (thanks for pointing it out Evan Johnson!) http://twitter.com/#!/johnsonevan/status/48452115680604160 http://www.escapistmagazine.com/videos/view/extra-credits/2921-Tutorials-101 ExEn is fully funded at this point so definitely something for XBLIG developers to keep an eye on as they consider releasing their games on other platforms http://rockethub.com/projects/752-exen-xna-for-iphone-android-and-silverlight Channel 9 and Greg Duncan post Mixing the Game State Management and Platformer XNA Recipes http://channel9.msdn.com/coding4fun/blog/Mixing-the-Game-State-Management-and-Platformer-XNA-Recipes Sgt. Conker has noticed Mike McLaughlin has been crazy productive and has done a recap of his recent posts http://www.sgtconker.com/2011/03/recap-of-mikebmcls-posts/

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  • Backpacks and Booth Paint: TechEd 2012

    - by The Un-T Guy
    Arriving in the parking lot of the Orange County Convention Center, I immediately knew I was in the right place. As far as the eye could see, the acres of asphalt were awash in backpacks, quirky (to be kind) outfits, and bad haircuts. This was the place. This was Microsoft Mecca v2012 for geeks and nerds, the Central Florida event of the year, a gathering of high tech professionals whose skills I both greatly respect and, frankly, fear a little. I was wholly and completely out of element, a dork in a vast sea of geek jumbo. It like was wearing dockers and a golf shirt walking into a RenFaire, but one with really crappy costumes and no turkey legs...save those attached to some of the attendees. Of course the corporate whores...errrr, vendors were in place, ready to parlay the convention's fre-nerd-ic energy into millions of dollars by convincing the big-brained and under-sexed in the crowd (i.e., virtually all of them...present company excluded, of course) that their product or service was the only thing standing between them and professional success, industry fame, and clear skin. "With KramTech 2012," they seemed to scream, "you will be THE ROCK STAR of your company's IT department!" As car shows and tattoo parlors learned long ago, Tech companies seem to believe that the best way to attract the attention of this crowd is through the hint of the promise of sex. They recruit and deploy an army of "sales reps" whose primary qualifications appear to be long hair, short skirts, high heels, and a vagina. Unlike their distant cousins in the car and body art industries, however, this sub-species of booth paint (semi-gloss decoration that adds nothing to the substance of the product) seems torn between committing to being all-out sex objects and recognition that they are in the presence of intelligent, discerning people. People who are smart enough to know exactly what these vendors are doing. Also unlike their distant car show and tattoo shop cousins, these young women (what…are there no gay tech professionals who could use some eye candy?) seem to realize that while IT remains a male-dominated field, there are ever-increasing numbers of intelligent, capable, strong professional women – women who’ve battled to make it in this field through hard work and work performance rather than a hard body and performing after work. This is not to say that all of the young female sales reps are there only because of their physical attributes. Many are competent, intelligent, and driven -- not to mention attractive. They're working hard on the front lines of delivering the next generation of technology. The distinction is pretty clear, however, between these young professionals and the booth paint. The former enthusiastically deliver credible information about the products they’re hawking. The latter are positioned in the aisles, uncomfortably avoiding eye contact as they struggle to operate the badge readers. Surprisingly, not all of the women in attendance seemed to object to the objectification of their younger sisters. One IT professional woman who came of age in the industry (mostly in IT marketing) said, “I have no problem with it. I was a ‘booth babe’ for years and it doesn’t bother me at all.” Others, however, weren’t quite so gracious. One woman I spoke with, an IT manager from Cheyenne, Wyoming, said it was demeaning and frankly, as more and more women grow into IT management positions, not a great marketing idea. “Using these young women is, to me, no different than vendors giving out t-shirts to attract attention. It’s sad because it’s still hard for a woman to be respected in the IT field and this just perpetuates the outdated notion that IT is a male-dominated field.” She went on to say that decisions by vendors to employ these young women in this “inappropriate way” could impact her purchasing decisions. “I might be swayed toward a vendor who has women on staff who are intelligent and dynamic rather than the vendors who use the ‘decoration’ girls.” So in many ways, the IT industry is no different than most other industries as it struggles to maximize performance by finding and developing talent – all of the talent, not just the 50% with a penis. Women in IT, like their brethren, struggle to find their niche in the field, to grow professionally, and reach for the brass ring, struggling to overcome obstacles as they climb the mountain of professional success in a never-ending cycle of economic uncertainty. But as (generally) well-educated and highly-trained professionals, they are probably better positioned than those in many other industries. Beside, they’ve got one other advantage over their non-IT counterparts as they attempt their ascent to the summit: They’ve already got the backpacks.

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • White (Light) vs. Black (Dark) Backgrounds: Health Effects

    - by Hosam Aly
    I am adding a bounty to this question, hoping for some scientific research results. Thank you everybody! I have recently tried working on dark backgrounds, and it seemed (to me) to be easier on the eye. However, today I read Gerrie Schenck's comment on this answer, in which he said that mainframe developers were advised to use white backgrounds instead of black, as it is said that white is easier on the eye. So which one is actually better for the eyes in the long run? I would be thankful for any (scientific) references about the subject, as my eyes really need some relaxation. I wanted to make this question a community wiki, but I think that the least I can do to thank people is to reward their answers, so I'm leaving it as a normal question. Many, many thanks for your help. P.S. I don't know which tags would be appropriate for this question, so I'd be grateful if you could tag it in a better way than I did.

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  • Using image resource in XAML markup?

    - by Jeff Dahmer
    I'm trying to add little icons to my tabs in WPF but having trouble with how to set up the binding. <TabItem.Header> <StackPanel Orientation="Horizontal"> <Image Source="{Binding Source=prop:Resources.eye}" /> <Label VerticalAlignment="Center">Header</Label> </StackPanel> </TabItem.Header> The xmlns:prop is set up for the local project's Properties, I am pulling other values from it elsewhere so I know that the namespace works. The markup above compiles fine BUT I don't see the eye image in the tab. Also, is there any way to set this up into a template? I'm fairly new to XAML/WPF and each tab will have its own image...

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  • Want to know about the best framework available for my app

    - by vamyip
    Hello, I am trying to design a new application which basically aims at providing biometric authentication services. What I want to do is that the app will present the user with an interface where the user can get his eye scanned for authentication. The most important feature I want to incorporate is that the user need not have a webcam, the app must be able to read the eye from the display device i.e. CRT or LCD screen itself. I want info about the best framework available for this. Once successfully tested, I am planning to provide it as a webservice. Any one who will help me will get a royalty from my income.

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  • Daily tech links for .net and related technologies - Apr 5-7, 2010

    - by SanjeevAgarwal
    Daily tech links for .net and related technologies - Apr 5-7, 2010 Web Development HTML 5 is Born Old - Quake in HTML 5 Example Image Preview in ASP.NET MVC - Imran Advanced ASP.NET MVC 2 - Brad Wilson How to Serialize/Deserialize Complex XML in ASP.Net / C# - Impact Works Ban HTML comments from your pages and views - Bertrand Le Roy Measuring ASP.NET and SharePoint output cache - Gunnar Peipman Web Design Eye Candy vs. Bare-Bones in UI Design - Max Steenbergen Empathizing Color Psychology in Web...(read more)

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  • How Can I Track the Modifications a Program’s Installer Makes?

    - by Jason Fitzpatrick
    What exactly are those installation apps doing as the progress bar whizzes by? If you want to keep a close eye on things, you’ll need the right tools. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • High Performance Storage Systems for SQL Server

    Rod Colledge turns his pessimistic mindset to storage systems, and describes the best way to configure the storage systems of SQL Servers for both performance and reliability. Even Rod gets a glint in his eye when he then goes on to describe the dazzling speed of solid-state storage, though he is quick to identify the risks.

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  • Indie Games See The Linux Market

    <b>Blog of Helios:</b> "Sure, I've played all the repository shooters...bloody chunks flying and monsters galore. I have a short attention span...mostly because I suck at shooter games. I just don't play them often. But every now and then, one game catches my eye. For this post, that game is Caster."

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  • Linux Mint 8 LXDE CE Review: LXDE Done Right

    <b>The Linux Critic:</b> "Ever since I got up close and personal with LXDE a few months ago, I&#8217;ve had my eye out for a distro that had a solid instance of LXDE as its default desktop environment. LXDE is getting more press and more attention, but the number of distros that rely on LXDE is still pretty small."

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  • SQL Server Trace Flags

    A comprehensive list of trace flags for SQL Server that you can use to configure your server instance. SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • Comparing Table Variables with Temporary Tables

    This articles brings a comparison of temporary tables with table variables from SQL Server author, Wayne Sheffield. In includes an in-depth look at the differences between them. SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • An XEvent a Day (23 of 31) – How it Works – Multiple Transaction Log Files

    - by Jonathan Kehayias
    While working on yesterday’s blog post The Future – fn_dblog() No More? Tracking Transaction Log Activity in Denali I did a quick Google search to find a specific blog post by Paul Randal to use it as a reference, and in the results returned another blog post titled, Investigating Multiple Transaction Log Files in SQL Server caught my eye so I opened it in a new tab in IE and went about finishing the blog post.  It probably wouldn’t have gotten my attention if it hadn’t been on the SqlServerPedia...(read more)

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  • Decoding the SQL Server Index Structure

    A deep dive into the implementation of indexes in SQL Server 2008 R2. This is information that you must know in order to tune your queries for optimum performance. Partial scans of indexes are now possible! SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • What causes Nautilus to restart whenever I kill it?

    - by fred.bear
    In htop, I kill Nautilus, and within one second, it's back, with a new PID! The restarted Nautilus shows in the Processes list, but has no GUI until I manually launch Nautilus... I've heard mention of Nautilus works in lockstep with the desktop... maybe that is the reason(?). Is there some sort of "watchdog" program keeping an eye on some distro-critical programs? Monitoring Nautilus doesn't seem like a Linux kernel issue, so I just wonder what is happening here?

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  • Just when you thought it was safe..........

    - by GrumpyOldDBA
    One of my duties is to handle software releases to our Production system, as is my want I always run my eye down any schema changes, this new object stood out for a number of reasons. I may add this to my interview questions: SET ANSI_NULLS ON SET QUOTED_IDENTIFIER ON GO IF NOT EXISTS ( SELECT 1 FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_SCHEMA= 'dbo' AND TABLE_NAME= 'MSPaymentForExtraction' ) BEGIN CREATE TABLE [dbo].[MSPaymentForExtraction]([MSPaymentID] [ int ] NOT NULL IDENTITY...(read more)

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