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  • JBoss DataSource - How can ConnectionCount be larget than MaxSize?

    - by Qben
    I am running JBoss 4.0.5GA and I have stumbled upon a strange scenario (In my eyes anyway). When I decreases the <max-connections> to 1 for a Quartz DataSource and restart the server everything works fine. When I check the JMX console I can see that ConnectionCount and MaxConnectionInUseCount are both 2. The question is, how can the ConnectionCount be higher than the pool MaxSize (Which is 1 in JMX console as expected)? As a note I did this to try to trigger a production problem I have from time to time where a Quartz DB connection cannot be retrieved for some odd reason (Pool not full).

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  • JMS messaging implementation

    - by Gandalf StormCrow
    I've been struggling with this "simple" task for more expirienced people, I'm stuck for 2 days now need help. I've changed things arround like zillion times now, finally I stumbled upon this spring JMS tutorial. What I want to do, Send a message and receive it. I've been also reading this book chapter 8 on messaging. It really nicely explains 2 type of messaging and there is nice example for publish-and-subscribe type but now example for point-to-point messaging( this is the one I need). I'm able to send message to the queue on my own, but don't have a clue how to receive thats why I tried with this spring tutorial here is what I've got so far : SENDER : package quartz.spring.com.example; import java.util.HashMap; import java.util.Map; import javax.jms.ConnectionFactory; import javax.jms.JMSException; import javax.jms.Message; import javax.jms.Queue; import javax.jms.Session; import org.springframework.jms.core.MessageCreator; import org.springframework.jms.core.JmsTemplate; import org.springframework.jms.core.JmsTemplate102; import org.springframework.jms.core.MessagePostProcessor; public class JmsQueueSender { private JmsTemplate jmsTemplate; private Queue queue; public void setConnectionFactory(ConnectionFactory cf) { this.jmsTemplate = new JmsTemplate102(cf, false); } public void setQueue(Queue queue) { this.queue = queue; } public void simpleSend() { this.jmsTemplate.send(this.queue, new MessageCreator() { public Message createMessage(Session session) throws JMSException { return session.createTextMessage("hello queue world"); } }); } public void sendWithConversion() { Map map = new HashMap(); map.put("Name", "Mark"); map.put("Age", new Integer(47)); jmsTemplate.convertAndSend("testQueue", map, new MessagePostProcessor() { public Message postProcessMessage(Message message) throws JMSException { message.setIntProperty("AccountID", 1234); message.setJMSCorrelationID("123-00001"); return message; } }); } } RECEIVER : package quartz.spring.com.example; import javax.jms.JMSException; import javax.jms.Message; import javax.jms.MessageListener; import javax.jms.TextMessage; public class ExampleListener implements MessageListener { public void onMessage(Message message) { if (message instanceof TextMessage) { try { System.out.println(((TextMessage) message).getText()); } catch (JMSException ex) { throw new RuntimeException(ex); } } else { throw new IllegalArgumentException("Message must be of type TextMessage"); } } } applicationcontext.xml <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:jee="http://www.springframework.org/schema/jee" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.0.xsd http://www.springframework.org/schema/jee http://www.springframework.org/schema/jee/spring-jee-2.0.xsd"> <bean id="sender" class="quartz.spring.com.example.JmsQueueSender" init-method="sendWithConversion" /> <bean id="receiver" class="quartz.spring.com.example.ExampleListener" init-method="onMessage" /> </beans> Didn't really know that learning curve for this is so long, I mean the idea is very simple: Send message to the destination queue Receive message from the destination queue To receive messages, you do the following(so does book say): 1 Locate a ConnectionFactory, typically using JNDI. 2 Use the ConnectionFactory to create a Connection. 3 Use the Connection to create a Session. 4 Locate a Destination, typically using JNDI. 5 Use the Session to create a MessageConsumer for that Destination. Once you’ve done this, methods on the MessageConsumer enable you to either query the Destination for messages or to register for message notification. Can somebody please direct me towards right direction, is there a tutorial which explains in details how to receive message from the queue?I have the working send message code, didn't post it here because this post is too long as it is.

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  • OpenCV SVD Matrix format.

    - by Rick
    I currently have a set of 2D Cartesian coordinates e.g. {(1,3), (2,2), (3,4)} Which will be put into a 2D array, to perform SVD properly would the matrix be put together such that the coordinates form the columns or the rows e.g. 1 3 2 2 3 4 or 1 2 3 3 2 4 I have been doing a little trial and error comparing to examples of SVD I have found online, the resulting matrix usually seems to be negated, with some of the values shuffled around. To clarify further if I had a matrix E which was MxN as shown here http://upload.wikimedia.org/wikipedia/commons/b/bb/Matrix.svg To define the matrix as a 2D array would it be Array[M][N] or Array[N][M] I am assuming this actually matters due to matrix arithmetic not being commutative? Can anyone actually verify this?

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  • A good matplot tutorial (from beginner to intermidiate)?

    - by morpheous
    Can anyone recommend a good matplot tutorial. I am a complete beginner - but have used similar software (matlab, R etc), in my halcyon days at University (i.e. a long time ago). A google search brings up a list of dubious quality, and the 'official' docs are too terse, or provide examples that are more 'edge case' (e.g. drawing dolphins swimming in a bubble), than one is likely to meet in practise. I want a manual that provides the following information in a well structured manner: Introduction to the data types Introduction to 2D plotting with some simple practical examples (simple 2D graphs) Introduction to 3D plotting with some simple practical examples (simple 2D graphs: contour and surface)

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  • How do i create an array of unequal length arrays?

    - by Faken
    Hello everyone, I need to create a sort of 2D array in which each one of the secondary arrays are of different length. I have a 1D array of known length (which defines the number of arrays to be formed) with each element having a number that denotes the length of the secondary array in that position. Each one of the arrays are fairly large so i don't want to create a one-size-fits-all "fake" 2D heap array to cover everything. How would i go about doing this? Any 2D array I have made before are always rectangular. I'm trying to do this so that i can create some code to dynamically generate threads to split up some workload. Thanks, -Faken

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  • Jagged Edge Arrays in PHP

    - by chriscct7
    I want to store some data in (I guess a semi-2, semi-3d array) in PHP (5.3) What I need to do is store data about each floor like this: Floor Num of Spots Handicap Motorcyle Other 1 100 array(15,16,17) array (47,62) array (99,100) 2 100 array(15,16,17) array (47,62) array (99,100) and on The problem is, is if the Handicap+Motorcyle+Other were ints, I could just store the data in a 2d array. However, they aren't. So I was thinking I could make something almost like a 3D array, with the first two columns only being in 2D. The other thought I had was making a 2D array and for columns 3,4, and 5 instead of saving as array(15,16) //save like 1516 And then split at two digits (1 digit array numbers would be prefaced with a 0). However, I am wondering about the limit of the length of a string, because if I decide to move to a 3 digit length number in the array, like array(100, 104), and I need to store alot of numbers, I am thinking I am going to quickly exceed the max.

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  • NSTimer calculate hours

    - by Nic Hubbard
    I am using an NSTimer which I have working to show minutes and seconds. But I am confused about the math needed to calculate hours. I am using: - (void)updateCounter:(NSTimer *)theTimer { static int count = 0; count += 1; int seconds = count % 60; int minutes = (count - seconds) / 60; // Not sure how to calculate hours int hours = (count - minutes) / 60; self.timer.text = [NSString stringWithFormat:@"%.2d:%.2d:%.2d", hours, minutes, seconds]; } What calculation should I use for hours?

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  • Compute divergence of vector field using python

    - by nyvltak
    Is there a function that could be used for calculation of the divergence of the vectorial field? (in matlab http://www.mathworks.ch/help/techdoc/ref/divergence.html) I would expect it exists in numpy/scipy but I can not find it using google :(. # I need to calculate div[A * grad(F)], where F = np.array([[1,2,3,4],[5,6,7,8]]) (2D numpy ndarray) A = np.array([[1,2,3,4],[1,2,3,4]]) (2D numpy ndarray) so grad(F) is a set of 2D ndarrays # I know, I can calculate divergence like this: http://en.wikipedia.org/wiki/Divergence#Application_in_Cartesian_coordinates but do not want to reinvent the wheel. (and also I expent there is some optimized function)

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  • Finding matching submatrics inside a matrix

    - by DaveO
    I have a 100x200 2D array expressed as a numpy array consisting of black (0) and white (255) cells. It is a bitmap file. I then have 2D shapes (it's easiest to think of them as letters) that are also 2D black and white cells. I know I can naively iterate through the matrix but this is going to be a 'hot' portion of my code so speed is an concern. Is there a fast way to perform this in numpy/scipy? I looked briefly at Scipy's correlate function. I am not interested in 'fuzzy matches', only exact matches. I also looked at some academic papers but they are above my head.

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  • Objective-c Method to get a number then countdown in 1 every second

    - by Sami
    Hi, i need a little help i have a method which gets value such as 50, it then assigns that value to trackDuration, so NSNumber *trackDuration = 50, i want the method to every second minus 1 from the value of trackDuration and update a label, the label being called duration. Here's what i have so far; - (void) countDown { iTunesApplication *iTunes = [SBApplication applicationWithBundleIdentifier:@"com.apple.iTunes"]; NSNumber *trackDuration = [NSNumber numberWithDouble:[[iTunes currentTrack] duration]]; while (trackDuration > 0) { trackDuration - 1; int inputSeconds = [trackDuration intValue]; int hours = inputSeconds / 3600; int minutes = ( inputSeconds - hours * 3600 ) / 60; int seconds = inputSeconds - hours * 3600 - minutes * 60; NSString *trackDurationString = [NSString stringWithFormat:@"%.2d:%.2d:%.2d", hours, minutes, seconds]; [duration setStringValue:trackDurationString]; sleep(1); }} Any help would be much appreciated, thanks in advanced, Sami.

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  • Transparent QGLWidget on top of QGraphicsView

    - by maciej.gryka
    I'm using QGraphicsView to show a 2D image and also have a separate QGLWidget window to display some 3D object. I'm dynamically changing the image displayed in `QGraphicsView' based on the rotation of the 3D object. I would like to render a semi-transparent 3D object on top of the 2D image, something like Maya 2009 used to do (notice the cube in the upper right corner of the viewport): Is it possible to do this with my current widgets? If not, how could it be done? One option I can think of would be to render everything in QGLWidget and display the 2D image as a texture on a background plane, but that seems slightly painful.

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  • java - Depth First Search - Perform DFS on a tree

    - by DJDonaL3000
    Im trying to perform DFS on a Minimum Spanning Tree which contains 26 nodes. Nodes are named 'A' to 'Z' and the tree is undirected. I have an empty function called DFS here that I am trying to write, which (i presume) takes in the tree (a 2D array) a startNode (randomly selected node 'M') and the endNode (randomly selected node 'Z'). The weights of connected nodes are identified in the 2D array parameter, but how do I actually get started visiting nodes? All that is required is to print each nodeName in the order of the DFS traversal. Do I need to create a Node_class for each node in the 2d array??

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  • Pushing an array into a vector.

    - by Sunil
    I've a 2d array, say A[2][3]={{1,2,3},{4,5,6}}; and I want to push it into a 2D vector(vector of vectors). I know you can use two for loops to push the elements one by on on to the first vector and then push that into the another vector which makes it 2d vector but I was wondering if there is any way in C++ to do this in a single loop. For example I want to do something like this: myvector.pushback(A[1]+3); // where 3 is the size or number of columns in the array. I understand this is not a correct code but I put this just for understanding purpose. Thanks

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • C++ Game Library for SVG Based Game

    - by lefticus
    I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?

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  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • How to impove Ubuntu performance on netbook

    - by Alexey Shytikov
    Most recent Ubuntu 12.04 seems to be quite nice and Unity (3D/2D) works fine for me, however not on my old Acer Aspire One any more. There was a times, when I switched from Windows XP to Ubuntu and was happy about system looks, effects and speed... now I attend to think that XP was really great comparing with 12.04. I have found similar questions here but no reasonable answer: how to lower CPU usage for Unity (3D/2D) and memory consumption for Ubuntu 12.04. With new interface I could not find how to disable background services... It's Linux, it's should be the way to optimize without buying new PC... Please share your recipe!

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • What do I need to get a job with a major game company?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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