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  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

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  • Simple C: atof giving wrong value [migrated]

    - by Doc
    I have a program that reads input from a singe line(string obviously) and organizes it into arrays. The problem I have is that at one point the program reads two different values and returns the first one twice. Initially I thought the program was reading the same value twice but when I tested it turned out that it got the correct one but is inputting the wrong one. for example Input: 2 0.90 0.75 0.7 0.65 sorry to snip it (while(fgets (string[test], sizeof(string[test]),ifp)) pch = strtok_r(NULL, " ", &prog); tem3 = atoi(pch); while (loop<tem3) { pch=strtok_r(NULL," ",&prog); venseatfloat[test][loop][DISCOUNT][OCCUPIED]=(float)atof(pch); printf("%f is discount\t",venseatfloat[test][loop][DISCOUNT][OCCUPIED]); pch=strtok_r(NULL, " ", &prog); strcpy(temp, pch); venseatfloat[test][loop][REGULAR][OCCUPIED]=(float)atof(pch); printf("%s is the string but %.3f is regular\n", temp ,venseatfloat[test][loop][DISCOUNT][OCCUPIED]); loop++; } output: >0.900000 is discount 0.75 is the string but 0.900 is regular >0.700000 is discount 0.65 is the string but 0.700 is regular What is going on?

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  • What's wrong with this OpenGL model picking code?

    - by openglNewbie
    I am making simple model viewer using OpenGL. When I want to pick an object OpenGL returns nothing or an object that is in another place. This is my code: GLuint buff[1024] = {0}; GLint hits,view[4]; glSelectBuffer(1024,buff); glGetIntegerv(GL_VIEWPORT, view); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPickMatrix(x,y,1.0,1.0,view); gluPerspective(45,(float)view[2]/(float)view[4],1.0,1500.0); glMatrixMode(GL_MODELVIEW); glRenderMode(GL_SELECT); glLoadIdentity(); //I make the same transformations for normal render glTranslatef(0, 0, -zoom); glMultMatrixf(transform.M); glInitNames(); glPushName(-1); for(int j=0;j<allNodes.size();j++) { glLoadName(allNodes.at(j)->id); allNodes.at(j)->Draw(textures); } glPopName(); glMatrixMode(GL_PROJECTION); glPopMatrix(); hits = glRenderMode(GL_RENDER);

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  • How to configure background image to be at the bottom OpenGL Android

    - by Maxim Shoustin
    I have class that draws white line: public class Line { //private FloatBuffer vertexBuffer; private FloatBuffer frameVertices; ByteBuffer diagIndices; float[] vertices = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; public Line(GL10 gl) { // a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); // allocates the memory from the byte buffer frameVertices = vertexByteBuffer.asFloatBuffer(); // fill the vertexBuffer with the vertices frameVertices.put(vertices); // set the cursor position to the beginning of the buffer frameVertices.position(0); } /** The draw method for the triangle with the GL context */ public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, frameVertices); gl.glColor4f(1.0f, 1.0f, 1.0f, 1f); gl.glDrawArrays(GL10.GL_LINE_LOOP , 0, vertices.length / 3); gl.glLineWidth(5.0f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } It works fine. The problem is: When I add BG image, I don't see the line glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); glView.setRenderer(new mainRenderer(this)); // Use a custom renderer glView.setBackgroundResource(R.drawable.bg_day); // <- BG glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); glView.getHolder().setFormat(PixelFormat.TRANSLUCENT); How to get rid of that?

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  • Mobile web app, styling in percentages; I can't get height to work [migrated]

    - by Mick79
    I am building a mobile app for a band and obviously want it to display well in all the plethora of handsets out there today. I built it at first for my own device and it looks and works great, so now I am reworking it in percentages so that it works in all devices. I have a slider (jquerytools) going on and if i set width to 100% then it is perfectly wide in my iphone and my ipad... success, however I am not having any luck with height. It seems to only accept a height in px. If i set a height in percent it just doesn't display. any ideas? #header{ width:100%; height:198px; position:relative; z-index: 20; box-shadow: 0 0 10px white; } .scrollable { /* required settings */ position:relative; overflow:hidden; width: 100%; height:100%; box-shadow: 0 0 20px purple; z-index: 20; } .scrollable .items { /* this cannot be too large */ width:500%; height:100%; position:absolute; clear:both; box-shadow: 0 0 30px green; } .items div { float:left; width:20%; height:100%; } /* single scrollable item */ .scrollable img { float:left; width:100%; height:100%; /* height:198px; */ } /* active item */ .scrollable .active { border:2px solid #000; position:relative; cursor:default; } `

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • How do I have an arrow follow different height parabolas depending on how long the player holds down a key?

    - by Moondustt
    i'm trying to throw an arrow in my game, but i'm having a hard time trying to realize how to make a good parabola. What I need: The more you hold "enter" stronger the arrow goes. The arrow angle will be always the same, 45 degrees. This is what I have already have: private float velocityHeld = 1f; protected override void Update(GameTime gameTime) { private void GetKeyboardEvent() { if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !released) { timeHeld += velocityHeld; holding = true; } else { if (holding) { released = true; holding = false; lastTimeHeld = timeHeld; } } } if (released && timeHeld > 0) { float alpha = MathHelper.ToRadians(45f); double vy = timeHeld * Math.Sin(alpha); double vx = timeHeld * Math.Cos(alpha); ShadowPosition.Y -= (int)vy; ShadowPosition.X += (int)vx; timeHeld -= velocityHeld; } else { released = false; } } My question is, what do I need to do to make the arrow to go bottom as it loses velocity (timeHeld) to make a perfect parabola?

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  • Positioned element adding to total div height [migrated]

    - by Max
    I have a 800 x 600 rotatable image with forward and back buttons repositioned to the sides. The height of the div is suppose to be 600px, but the actual height of the div was pushed to 690, including the height of the button image. And the div was blocking a row of clickable menu on top. So I made the div height to 518px and moved top -75px to get the real dimension I want. But I feel dirty doing this... Is there a correct way to do this? Or is this workaround more or less correct? Below is the code. Thanks! <div class="Content Wide" id="LayoutColumn1"> <div style=" width: 980px; height: 518px; display: block; position: relative; float: left;"> <a href="#" onClick="prev();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 5px; z-index: 2;"></a> <a href="/chef-special/" id="mainLink"><img src="/template/img/chef_special_large.png" id="main" style="margin: 0 0 0 50px; position: relative; float: left; top: -75px; z-index: 1;"></a> <a href="#" onClick="next();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 787px; z-index: 2;"></a> </div> </div>

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  • unnecessary vertical scrollbar in ie6

    - by tirso
    hi to all does any could help me how to remove unnecessary scroll bar in ie6. I have already put overflow-y: hidden; but still the same output. thanks in advance here is my url http://webberzsoft.com/clients/csslayouttest/template_new.php here is my css * {margin:0;padding:0;}/*for demo purposes only, use a proper reset in your final layout*/ html,body { overflow: auto; height:100%; } body { font-size:100%; background:#777; } #wrapper{ min-height:99%; width: 1240px; margin:0 auto; background: #FFFFFF; border-left:1px solid #000; border-right:1px solid #000; } #header { background:#77F; border-bottom:1px solid #000; height: 70px; } #content{/*just to create top padding without tampering with min-height:100% on #inner*/ padding:10px 0; overflow:hidden;/*contain floats*/ } #left-index { float:left; width:220px; } #right-index { float:right; width:180px; } #middle-index { float:left; width:840px; overflow:hidden;/*contain floats*/ } #left-home { float:left; width:300px; } #right-home { float:right; width:940px; } here is my html <div id="wrapper"> <div id="header"> <h1 align="right">Fixed Header</h1> <h3>IE6 gets an expression</h3> </div> <div id="content"> <div id="left-index"> <h3>Left</h3> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> </div> <div id="middle-index"> <h3>Middle</h3> <p>Lorem ipsum sed pede non adipiscing nulla lacinia ipsum quis ac Integer. Ut consectetuer Cras fringilla Ut non gravida morbi Maecenas semper vel. Vestibulum quis In Nulla Vivamus Sed feugiat Quisque et ipsum tincidunt. Semper vitae cursus metus risus enim gravida tellus id dignissim nec. Justo laoreet dui commodo Integer malesuada vel quis vel consequat metus. Nec id dolor Aliquam Nullam gravida libero montes nunc ante Nulla. Tortor id.</p> <p>Lorem ipsum sed pede non adipiscing nulla lacinia ipsum quis ac Integer. Ut consectetuer Cras fringilla Ut non gravida morbi Maecenas semper vel. Vestibulum quis In Nulla Vivamus Sed feugiat Quisque et ipsum tincidunt. Semper vitae cursus metus risus enim gravida tellus id dignissim nec. Justo laoreet dui commodo Integer malesuada vel quis vel consequat metus. Nec id dolor Aliquam Nullam gravida libero montes nunc ante Nulla. Tortor id.</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> </div> <div id="right-index"> <h3>Right</h3> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> </div> </div><!--end content--> </div>

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  • How to capture live camera frames in RGB with DirectShow

    - by Jonny Boy
    I'm implementing live video capture through DirectShow for live processing and display. (Augmented Reality app). I can access the pixels easily enough, but it seems I can't get the SampleGrabber to provide RGB data. The device (an iSight -- running VC++ Express in VMWare) only reports MEDIASUBTYPE_YUY2. After extensive Googling, I still can't figure out whether DirectShow is supposed to provide built-in color space conversion for this sort of thing. Some sites report that there is no YUV<-RGB conversion built in, others report that you just have to call SetMediaType on your ISampleGrabber with an RGB subtype. Any advice is greatly appreciated, I'm going nuts on this one. Code provided below. Please note that The code works, except that it doesn't provide RGB data I'm aware that I can implement my own conversion filter, but this is not feasible because I'd have to anticipate every possible device format, and this is a relatively small project // Playback IGraphBuilder *pGraphBuilder = NULL; ICaptureGraphBuilder2 *pCaptureGraphBuilder2 = NULL; IMediaControl *pMediaControl = NULL; IBaseFilter *pDeviceFilter = NULL; IAMStreamConfig *pStreamConfig = NULL; BYTE *videoCaps = NULL; AM_MEDIA_TYPE **mediaTypeArray = NULL; // Device selection ICreateDevEnum *pCreateDevEnum = NULL; IEnumMoniker *pEnumMoniker = NULL; IMoniker *pMoniker = NULL; ULONG nFetched = 0; HRESULT hr = CoInitializeEx(NULL, COINIT_MULTITHREADED); // Create CreateDevEnum to list device hr = CoCreateInstance(CLSID_SystemDeviceEnum, NULL, CLSCTX_INPROC_SERVER, IID_ICreateDevEnum, (PVOID *)&pCreateDevEnum); if (FAILED(hr)) goto ReleaseDataAndFail; // Create EnumMoniker to list devices hr = pCreateDevEnum->CreateClassEnumerator(CLSID_VideoInputDeviceCategory, &pEnumMoniker, 0); if (FAILED(hr)) goto ReleaseDataAndFail; pEnumMoniker->Reset(); // Find desired device while (pEnumMoniker->Next(1, &pMoniker, &nFetched) == S_OK) { IPropertyBag *pPropertyBag; TCHAR devname[256]; // bind to IPropertyBag hr = pMoniker-&gt;BindToStorage(0, 0, IID_IPropertyBag, (void **)&amp;pPropertyBag); if (FAILED(hr)) { pMoniker-&gt;Release(); continue; } VARIANT varName; VariantInit(&amp;varName); HRESULT hr = pPropertyBag-&gt;Read(L"DevicePath", &amp;varName, 0); if (FAILED(hr)) { pMoniker-&gt;Release(); pPropertyBag-&gt;Release(); continue; } char devicePath[DeviceInfo::STRING_LENGTH_MAX] = ""; wcstombs(devicePath, varName.bstrVal, DeviceInfo::STRING_LENGTH_MAX); if (strcmp(devicePath, deviceId) == 0) { // Bind Moniker to Filter pMoniker-&gt;BindToObject(0, 0, IID_IBaseFilter, (void**)&amp;pDeviceFilter); break; } pMoniker-&gt;Release(); pPropertyBag-&gt;Release(); } if (pDeviceFilter == NULL) goto ReleaseDataAndFail; // Create sample grabber IBaseFilter *pGrabberF = NULL; hr = CoCreateInstance(CLSID_SampleGrabber, NULL, CLSCTX_INPROC_SERVER, IID_IBaseFilter, (void**)&pGrabberF); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabberF->QueryInterface(IID_ISampleGrabber, (void**)&pGrabber); if (FAILED(hr)) goto ReleaseDataAndFail; // Create FilterGraph hr = CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC, IID_IGraphBuilder, (LPVOID *)&pGraphBuilder); if (FAILED(hr)) goto ReleaseDataAndFail; // create CaptureGraphBuilder2 hr = CoCreateInstance(CLSID_CaptureGraphBuilder2, NULL, CLSCTX_INPROC, IID_ICaptureGraphBuilder2, (LPVOID *)&pCaptureGraphBuilder2); if (FAILED(hr)) goto ReleaseDataAndFail; // set FilterGraph hr = pCaptureGraphBuilder2->SetFiltergraph(pGraphBuilder); if (FAILED(hr)) goto ReleaseDataAndFail; // get MediaControl interface hr = pGraphBuilder->QueryInterface(IID_IMediaControl, (LPVOID *)&pMediaControl); if (FAILED(hr)) goto ReleaseDataAndFail; // Add filters hr = pGraphBuilder->AddFilter(pDeviceFilter, L"Device Filter"); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGraphBuilder->AddFilter(pGrabberF, L"Sample Grabber"); if (FAILED(hr)) goto ReleaseDataAndFail; // Set sampe grabber options AM_MEDIA_TYPE mt; ZeroMemory(&mt, sizeof(AM_MEDIA_TYPE)); mt.majortype = MEDIATYPE_Video; mt.subtype = MEDIASUBTYPE_RGB32; hr = pGrabber->SetMediaType(&mt); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->SetOneShot(FALSE); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->SetBufferSamples(TRUE); if (FAILED(hr)) goto ReleaseDataAndFail; // Get stream config interface hr = pCaptureGraphBuilder2->FindInterface(NULL, &MEDIATYPE_Video, pDeviceFilter, IID_IAMStreamConfig, (void **)&pStreamConfig); if (FAILED(hr)) goto ReleaseDataAndFail; int streamCapsCount = 0, capsSize, bestFit = -1, bestFitPixelDiff = 1000000000, desiredPixelCount = _width * _height, bestFitWidth = 0, bestFitHeight = 0; float desiredAspectRatio = (float)_width / (float)_height; hr = pStreamConfig->GetNumberOfCapabilities(&streamCapsCount, &capsSize); if (FAILED(hr)) goto ReleaseDataAndFail; videoCaps = (BYTE *)malloc(capsSize * streamCapsCount); mediaTypeArray = (AM_MEDIA_TYPE **)malloc(sizeof(AM_MEDIA_TYPE *) * streamCapsCount); for (int i = 0; i < streamCapsCount; i++) { hr = pStreamConfig->GetStreamCaps(i, &mediaTypeArray[i], videoCaps + capsSize * i); if (FAILED(hr)) continue; VIDEO_STREAM_CONFIG_CAPS *currentVideoCaps = (VIDEO_STREAM_CONFIG_CAPS *)(videoCaps + capsSize * i); int closestWidth = MAX(currentVideoCaps-&gt;MinOutputSize.cx, MIN(currentVideoCaps-&gt;MaxOutputSize.cx, width)); int closestHeight = MAX(currentVideoCaps-&gt;MinOutputSize.cy, MIN(currentVideoCaps-&gt;MaxOutputSize.cy, height)); int pixelDiff = ABS(desiredPixelCount - closestWidth * closestHeight); if (pixelDiff &lt; bestFitPixelDiff &amp;&amp; ABS(desiredAspectRatio - (float)closestWidth / (float)closestHeight) &lt; 0.1f) { bestFit = i; bestFitPixelDiff = pixelDiff; bestFitWidth = closestWidth; bestFitHeight = closestHeight; } } if (bestFit == -1) goto ReleaseDataAndFail; AM_MEDIA_TYPE *mediaType; hr = pStreamConfig->GetFormat(&mediaType); if (FAILED(hr)) goto ReleaseDataAndFail; VIDEOINFOHEADER *videoInfoHeader = (VIDEOINFOHEADER *)mediaType->pbFormat; videoInfoHeader->bmiHeader.biWidth = bestFitWidth; videoInfoHeader->bmiHeader.biHeight = bestFitHeight; //mediaType->subtype = MEDIASUBTYPE_RGB32; hr = pStreamConfig->SetFormat(mediaType); if (FAILED(hr)) goto ReleaseDataAndFail; pStreamConfig->Release(); pStreamConfig = NULL; free(videoCaps); videoCaps = NULL; free(mediaTypeArray); mediaTypeArray = NULL; // Connect pins IPin *pDeviceOut = NULL, *pGrabberIn = NULL; if (FindPin(pDeviceFilter, PINDIR_OUTPUT, 0, &pDeviceOut) && FindPin(pGrabberF, PINDIR_INPUT, 0, &pGrabberIn)) { hr = pGraphBuilder->Connect(pDeviceOut, pGrabberIn); if (FAILED(hr)) goto ReleaseDataAndFail; } else { goto ReleaseDataAndFail; } // start playing hr = pMediaControl->Run(); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->GetConnectedMediaType(&mt); // Set dimensions width = bestFitWidth; height = bestFitHeight; _width = bestFitWidth; _height = bestFitHeight; // Allocate pixel buffer pPixelBuffer = (unsigned *)malloc(width * height * 4); // Release objects pGraphBuilder->Release(); pGraphBuilder = NULL; pEnumMoniker->Release(); pEnumMoniker = NULL; pCreateDevEnum->Release(); pCreateDevEnum = NULL; return true;

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  • how to keep same header on starting of next page in pdf

    - by Santosh Singh
    Here is My Code. private void getActionItems(Document document, Chapter chapter, Section section, Paragraph pas) { List drbRefList = null; try { _actionService = new ActionItemImpl(); _aiBean = new ActionItemData(); if (_aiBean != null) { _actionList = new ArrayList(); LOG.info("business passed here is" + _business); _actionList = _actionService.getActionItemsForPDF(_userSSOID, _business, _reviewID, _connection); } LOG.info(" after calling getActionItemsForPDF"); LOG.info("_actionList" + _actionList); Table tablesh1 = new Table(1, 1); float[] widthsh1 = new float[1]; widthsh1[0] = ReviewConstants.MAGIC_DOTTWELVE; tablesh1.setTableFitsPage(true); tablesh1.setPadding(2); tablesh1.setSpacing(0); tablesh1.setWidth(ReviewConstants.MAGIC_ONEZEROZERO); tablesh1.setWidths(widthsh1); tablesh1.setBorderColor(Color.WHITE); Cell hcell = new Cell(new Paragraph(ReviewConstants.S_ACTIONHEADING, new Font(Font.HELVETICA, fontSize, Font.BOLD, Color.BLUE))); hcell.setHeader(true); tablesh1.addCell(hcell); section.add(tablesh1); Table actionTable = null; String businessUnit = reviewData.getBusinessUnit(); float[] widthac = null; //Updated for Nuclear Energy Engineering Business Unit Requirement by Naveen if(!"Nuclear Energy Engineering".equalsIgnoreCase(businessUnit)){ actionTable = new Table(ReviewConstants.NINE,ReviewConstants.THREE); widthac = new float[ReviewConstants.NINE]; widthac[0] = ReviewConstants.MAGIC_DOTONE; widthac[1] = ReviewConstants.MAGIC_DOTONEZERO; widthac[2] = ReviewConstants.MAGIC_DOTTWOZERO; widthac[ReviewConstants.THREE] = ReviewConstants.MAGIC_DOTTWOZERO; widthac[ReviewConstants.FOUR] = ReviewConstants.MAGIC_DOTONEZERO; widthac[ReviewConstants.FIVE] = ReviewConstants.MAGIC_DOTONEZERO; widthac[ReviewConstants.SIX] = ReviewConstants.MAGIC_DOTONEZERO; widthac[ReviewConstants.SEVEN] = ReviewConstants.MAGIC_DOTONEZERO; widthac[ReviewConstants.EIGHT] = ReviewConstants.MAGIC_DOTONEZERO; }else{ actionTable = new Table(ReviewConstants.SIX,ReviewConstants.THREE); widthac = new float[ReviewConstants.SIX]; widthac[0] = ReviewConstants.MAGIC_DOTONE; widthac[1] = ReviewConstants.MAGIC_THREEZERO; widthac[2] = ReviewConstants.MAGIC_THREEZERO; widthac[ReviewConstants.THREE] = ReviewConstants.MAGIC_THREEZERO; widthac[ReviewConstants.FOUR] = ReviewConstants.MAGIC_DOTONEZERO; widthac[ReviewConstants.FIVE] = ReviewConstants.MAGIC_DOTONEZERO; } actionTable.setTableFitsPage(true); actionTable.setPadding(2); actionTable.setSpacing(0); actionTable.setWidth(ReviewConstants.MAGIC_ONEZEROZERO); actionTable.setWidths(widthac); actionTable.setBorderWidth(1); Cell accell = new Cell(new Paragraph(ReviewConstants.S_ACTIONID, new Font(Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); if(!"Nuclear Energy Engineering".equalsIgnoreCase(businessUnit)){ accell = new Cell(new Paragraph(ReviewConstants.PDF_RT, new Font(Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); } accell = new Cell(new Paragraph(ReviewConstants.S_REQA, new Font(Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); accell = new Cell(new Paragraph(ReviewConstants.S_CLOSURE, new Font(Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); accell = new Cell(new Paragraph(ReviewConstants.S_DISPOSITION, new Font(Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); //added by santosh on 18 june actionTable.endHeaders(); document.add(actionTable); if(!"Nuclear Energy Engineering".equalsIgnoreCase(businessUnit)){ accell = new Cell(new Paragraph(ReviewConstants.S_DRB_REFERENCE, new Font( Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); accell = new Cell(new Paragraph(ReviewConstants.S_DEADLINE, new Font( Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); } accell = new Cell(new Paragraph(ReviewConstants.S_OWNER, new Font( Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); accell = new Cell(new Paragraph(ReviewConstants.S_STATE, new Font( Font.HELVETICA, fontSize, Font.BOLD))); accell.setHeader(true); actionTable.addCell(accell); int acSize = 0; if (_actionList != null) { acSize = _actionList.size(); } for (int i = 0; i < acSize; i++) { _aiBean = (ActionItemData) _actionList.get(i); Cell adCell = new Cell(new Paragraph(_aiBean.getActionID(), new Font( Font.HELVETICA, ReviewConstants.MAGIC_EIGHT))); adCell.setHeader(false); actionTable.addCell(adCell); if(!"Nuclear Energy Engineering".equalsIgnoreCase(businessUnit)){ if (_aiBean.getActionItemType().equals("0")) { adCell = new Cell(new Paragraph("Normal", new Font(Font.HELVETICA, fontSize))); } else { adCell = new Cell(new Paragraph("Critical", new Font(Font.HELVETICA, fontSize))); } adCell.setHeader(false); actionTable.addCell(adCell); } adCell = new Cell(new Paragraph(_aiBean.getRequiredAction(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); adCell = new Cell(new Paragraph(_aiBean.getClosureCriteria(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); String drbLink = ReviewConstants.EMPTY; drbRefList = new ArrayList(); if (!DRUtils.isEmpty(_aiBean.getState()) && ((_aiBean.getState() .equalsIgnoreCase(ReviewConstants.DRAFT_BEGUN_STATE)) || (_aiBean.getState() .equalsIgnoreCase(ReviewConstants.SCOPE_PROPOSED)) || (_aiBean .getState() .equalsIgnoreCase(ReviewConstants.RES_PROPOSED)))) { drbLink = ReviewConstants.EMPTY; _aiBean.setDisposition(ReviewConstants.EMPTY); } else { drbRefList = _actionService.getDrbRefForPDF(_aiBean.getActionSeqID(), _connection); int drbRefCnt = 0; if (drbRefList != null) { drbRefCnt = drbRefList.size(); int j = 0; for (j = 0; j < drbRefCnt; j++) { LOG.info("drbRefList.get(j)" + drbRefList.get(j).toString()); if (j < (drbRefCnt - 1)) { drbLink += drbRefList.get(j).toString() + ReviewConstants.COMMA_SPACE; } else { drbLink += drbRefList.get(j).toString(); } } } } LOG.info("drbLink" + drbLink); adCell = new Cell(new Paragraph(_aiBean.getDisposition(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); //Updated for Nuclear Energy Engineering Business Unit Requirement by Naveen if(!"Nuclear Energy Engineering".equalsIgnoreCase(businessUnit)){ adCell = new Cell(new Paragraph(drbLink, new Font( Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); adCell = new Cell(new Paragraph(_aiBean.getDeadline(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); } adCell = new Cell(new Paragraph(_aiBean.getActionItemOwnerName(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); adCell = new Cell(new Paragraph(_aiBean.getState(), new Font(Font.HELVETICA, fontSize))); adCell.setHeader(false); actionTable.addCell(adCell); //added by santosh actionTable.endHeaders(); document.add(actionTable); // added by santosh end } /*Phrase headerPhrase = new Phrase(); Table headTab = (Table)actionTable.getElement(0, 5); headerPhrase.add(headTab); HeaderFooter printHeader = new HeaderFooter(headerPhrase,false); System.out.println("addHeader"); document.setHeader(printHeader); actionTable.setLastHeaderRow(1); actionTable.endHeaders(); document.add(actionTable);*/ // added by santosh actionTable.endHeaders(); document.add(actionTable); // added by santosh end section.add(actionTable); } catch (Exception e) { LOG.error("General Exception occured", e); } }

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  • Problem with CSS on Wordpress

    - by Tdasads
    Hi there! I'm trying to code my sidebar.php but it breaks and goes all the way down below the posts PHP: <!-- begin sidebar --> <div id="menu"> <?php /* Widgetized sidebar, if you have the plugin installed. */ if ( !function_exists('dynamic_sidebar') || !dynamic_sidebar() ) : ?> <label for="s">SEARCH</label> <form id="searchform" method="get" action="#"> <div> <input type="text" name="s" id="s" size="15" /> <br /> <input type="submit" value="TYPE HERE_" /> </div> </form> <div class="bg-sidebar"> <h2>MOST READ</h2> <ul> <li><a href="javascript:void(0);">Worth A Thousand Words</a></li> <li><a href="javascript:void(0);">Feed Your Head</a></li> <li><a href="javascript:void(0);">Aliquam tempus, eros commodo porta pretium</a></li> <li><a href="javascript:void(0);">Pellentesque quis libero dui</a></li> <li><a href="javascript:void(0);">Lorem ipsum dolor sit amet</a></li> </ul> <h2>RECENT POSTS</h2> <ul> <li><a href="javascript:void(0);">Worth A Thousand Words</a></li> <li><a href="javascript:void(0);">Feed Your Head</a></li> <li><a href="javascript:void(0);">Aliquam tempus, eros commodo porta pretium</a></li> <li><a href="javascript:void(0);">Pellentesque quis libero dui</a></li> <li><a href="javascript:void(0);">Lorem ipsum dolor sit amet</a></li> </ul> <h2>ARCHIVE</h2> <ul> <li> <?php wp_get_archives('type=monthly'); ?> </li> </ul> <h2>LINKS</h2> <ul> <li><a href="http://www.t.com">t</a></li> <li><a href="http://www.tt.com">tt</a></li> </ul> </div> <?php endif; ?> </div> CSS: * { margin: 0; padding: 0; } body, input { font-family: "Trebuchet MS"; font-size: 12px; } .move { clear: both; height: 0; float: none !important; } body { background: url(images/bg.gif); width: 991px; position: absolute; top: 0; left: 50%; margin: 0 0 0 -495px; padding: 0 0 71px 0; } a { text-decoration: none; } li { list-style: none; } img { border: 0; } #searchform { float: left; width: 366px; height: 27px; } #searchform * { float: left;} #searchform label { width:75px; height: 26px; border: solid 1px #ab0000; border-width: 1px 1px 0 0; text-align: center; line-height: 25px; font-weight: bold; font-size: 18px; color: #ab0000; background: white; } #searchform p { border-bottom: solid 1px #ab0000; width: 290px; height: 25px; } #searchform input { border: 0; margin: 6px 0 0 10px; display: inline; width: 234px; font-weight: bold; color: #999999; background: transparent; outline: none; height: 16px; } #searchform button { background: url(images/btn_vai.gif); width: 34px; height: 24px; border: 0; margin: 0 0 2px 0; float: right; } #menu { width: 366px; height: 40px; float: left; margin: 1px 0 0 0; } .bg-sidebar { background: white; width: 366px; padding: 50px 0 0 0; } #menu h2 { color: #ab0000; font-size: 18px; line-height: 18px; padding: 0 0 10px 15px; } #menu ul { border-top: solid 1px #d5d5d5; padding: 0 0 38px 0; } #menu li { border-bottom: solid 1px #f3f2f2; line-height: 30px; font-size: 13px; font-weight: bold; padding: 0 0 0 24px; } #menu li a { color: black; } Can somebody help me out on this one?

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  • CSS Positioning

    - by Davey
    Trying to mess with this wordpress theme and can't figure out why the sidebar is stacking underneath the content block. Any help would be very appreciated. http://www.buffalostreetbooks.com/events CSS: body { font-family: Arial, Helvetica, Verdana, Sans-serif; font-size: 10pt; background-color: #692022; background-image:url("http://www.buffalostreetbooks.com/wp-content/themes/autumn-leaves/images/repeatflower.png"); } body,h1#blog-title { margin: 0; padding: 0; } a { color: blue; } a:hover { color: #FF8C00; } a img { border: 0 none; } #wrapper { width: 960px; margin: 0 auto; background-color: #F4FBF4; border-left: 1px solid #ccc; border-right: 1px solid #ccc; } #header { background-image:url("http://www.buffalostreetbooks.com/wp-content/themes/autumn-leaves/images/headertime.png"); width:768px; height: 200px; } #inner-header { padding: 125px 1em 0; } h1#blog-title { font-size: 2em; } h1#blog-title a { color: #800000; } .entry-title a { color: #CD853F; } h1#blog-title a, .entry-title a, #footer a { text-decoration: none; } h1#blog-title a:hover, .entry-title a:hover, #footer a:hover { text-decoration: underline; } div.skip-link { display: none; } #menu { border-bottom: 1px solid #ccc; } #menu a { color: #000; } #menu a:hover { text-decoration: underline; } #menu li.current_page_item a, #menu li.current_page_item a:hover { background-color: #DFC28B; text-decoration: none; } #content { padding: 1em; width:600px; } .entry-title { font-size: 1.5em; margin: 1em 0 0 0; } abbr.published { color: #666; border: 0 none; } .entry-meta, .entry-date { color: #666; } #comments-list .avatar { float: left; margin-right: 1em; } #comments-list .n { font-weight: bold; } .entry-meta, .comment-meta { font-style: italic; } #comments-list p { clear: left; } #primary { padding-left: 1em; font-size: 0.9em; border-left: 1px solid #ccc; border-bottom: 1px solid #ccc; background-color: #FFFACD; } #footer { text-align: center; font-size: 0.8em; border-top: 1px solid #ccc; border-bottom: 1px solid #ccc; margin-bottom: 1em; } #inner-footer { padding: 1em 0; } .entry-meta, .entry-meta a, .comment-meta, .comment-meta a, .sidebar, .sidebar a, #footer, #footer a { color: #666; } /* LAYOUT: Two-Column (Right) DESCRIPTION: Two-column fluid layout with one sidebars right of content */ div#container { margin:0 0 0 0; width:960px; height:100%; } div#content { margin:0 0 0 0; } div.sidebar { overflow:hidden; width:280px; min-height:500px; clear:both; } div#secondary { clear:right; } div#footer { clear:both; width:100%; } /* Just some example content */ div#menu { height:2em; width:100%; } div#menu ul,div#menu ul ul { line-height:2em; list-style:none; margin:0; padding:0; } div#menu ul a { display:block; margin-right:1em; padding:0 0.5em; text-decoration:none; } div#menu ul ul ul a { font-style:italic; } div#menu ul li ul { left:-999em; position:absolute; } div#menu ul li:hover ul { left:auto; } .entry-title,.entry-meta { clear:both; } div#primary { } form#commentform .form-label { margin:1em 0 0; } form#commentform span.required { background:#fff; color:#c30; } form#commentform,form#commentform p { padding:0; } input#author,input#email,input#url,textarea#comme nt { padding:0.2em; } div.comments ol li { margin:0 0 3.5em; } textarea#comment { height:13em; margin:0 0 0.5em; overflow:auto; width:66%; } .alignright,img.alignright{ float:right; margin:1em 0 0 1em; } .alignleft,img.alignleft{ float:left; margin:1em 1em 0 0; } .aligncenter,img.aligncenter{ display:block; margin:1em auto; text-align:center; } div.gallery { clear:both; height:180px; margin:1em 0; width:100%; } p.wp-caption-text{ font-style:italic; } div.gallery dl{ margin:1em auto; overflow:hidden; text-align:center; } div.gallery dl.gallery-columns-1 { width:100%; } div.gallery dl.gallery-columns-2 { width:49%; } div.gallery dl.gallery-columns-3 { width:33%; } div.gallery dl.gallery-columns-4 { width:24%; } div.gallery dl.gallery-columns-5 { width:19%; } div#nav-above { margin-bottom:1em; } div#nav-below { margin-top:1em; } div#nav-images { height:150px; margin:1em 0; } div.navigation { height:1.25em; } div.navigation div.nav-next { float:right; text-align:right; } div.sidebar h3 { font-size:1.2em; } div.sidebar input#s { width:7em; } div.sidebar li { list-style:none; margin:0 0 2em; } div.sidebar li form { margin:0.2em 0 0; padding:0; } div.sidebar ul ul { margin:0 0 0 2em; } div.sidebar ul ul li { list-style:disc; margin:0; } div.sidebar ul ul ul { margin:0 0 0 0.5em; } div.sidebar ul ul ul li { list-style:circle; } div#menu ul li,div.gallery dl,div.navigation div.nav-previous { float:left; } input#author,input#email,input#url,div.navigation div { width:50%; } div.gallery *,div.sidebar div,div.sidebar h3,div.sidebar ul { margin:0; padding:0; }

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  • Unable to find the cause of an annoying content gap in my HTML/CSS?

    - by user1472747
    I'm quite new to CSS / HTML, and can't find the cause of this little bugger. I want it gone, so that the banner and the nav bar touch each other. Any help is greatly appreciated!! Here is the code for the site. I took out some of the irrelevant code. <!DOCTYPE html> <html> <!-- *****CSS CODE START*****--> <style type="text/css"> #container { margin: 0 auto; width: 900px; background: #fff; } #header { margin-top: 0px; } #header h1 { margin: 0; } #navigation { float: left; width: 900px; background: #333; } #navigation ul { margin: 0; padding: 0; } #navigation ul li { list-style-type: none; display: inline; } #navigation li a { display: block; float: left; padding: 5px 10px; color: #fff; text-decoration: none; border-right: 1px solid #fff; } #navigation li a:hover { background: #383; } #content-container { float: left; width: 900px; background: #fff url(/wp-content/uploads/layout-two-fixed-background.gif) repeat-y 100% 0; } #content { clear: left; float: left; width: 619px; height: 720px; padding: 10px 0; margin: 0 0 0 0px; display: inline; overflow: auto; } #content h2 { margin: 0; color: #003D5D; padding:10px; } #contentBody { padding:10px; font-size:22px; } #aside { float: right; width: 280px; padding: 20px 0; margin: 0 0px 0 0; display: inline; background: #cccccc; height: 700px; border-left: 1px solid #333 ; } #aside h3 { margin: 0 20px; color: #003D5D; font-family: Times New Roman; } #asideText { margin: 0 20px; font-family: Times New Roman;} #footer { clear: both; background: #ccc; text-align: right; padding: 5px; height: 1%; border-top: 1px solid #333 ; } </style> <!-- *****CSS CODE END***** --> <!-- *****HTML CODE START***** --> <body> <div id="container"> <div id="header"> <img src = file:///Users/jduffy/Desktop/projectSite/banner1.jpg> </img> </div> <div id="navigation"> <ul> <li><a href="file:///Users/jduffy/Desktop/projectSite/home">Home</a></li> <li><a href="file:///Users/jduffy/Desktop/projectSite/theProject">The Project</a></li> <li><a href="file:///Users/jduffy/Desktop/projectSite/Pictures">Pictures</a></li> <li><a href="file:///Users/jduffy/Desktop/projectSite/Contact">Contact us</a></li> </ul> </div> <div id="content-container"> <div id="content"> <h2> Page heading </h2> <div id="contentBody"> <p> home pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome page home pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome page home pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome pagehome page </p> <p> test2 </p> <p> test3 </p> </div> </div> <div id="aside"> <div id="asideHeading"> <h3> Aside Heading </h3> </div> <div id="asideText"> <p> test5 </p> </div> </div> <div id="footer"> <text id="footerDate">0</text> </div> </div> </div> </body> <!-- *****HTML CODE END***** --> </html> <!-- *****JavaScript CODE START***** --> <script type="text/javascript"> /*date*/ var today = new Date(); document.getElementById("footerDate").innerHTML = today; </script> <!-- *****JavaScript CODE END***** -->

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  • css menu for cross browser...mobile and desktop

    - by user1763319
    I made a cross browser drop down menu, which works well with IE6. However, I have problems with other browsers such as IE9, Firefox, Chrome... etc. How can I modify my HTML and CSS to get the same effect that works in IE6? Link to JSFiddle Here is my CSS: <style> .bar ul,li{ z-index:999; margin:0; padding:0; } .bar { color: #FFFFFF; font-weight: bold; text-align: center; } .bar a { padding: 11px; } .bar a:visited { color: #FFFFFF; font-weight: bold; text-decoration:none } .bar a:link { color: #FFFFFF; font-weight: bold; text-decoration:none } .bar a:hover { color: #FFFFFF; font-weight: bold; text-decoration:underline } #nav0{ list-style:none; font-weight:bold; /* Clear floats */ float:left; width:100%; } #nav0 li{ float:left; margin-right:10px; position:relative; } #nav0 a{ display:block; padding:5px; color:#fff; background:#003399; text-decoration:none; } #nav0 a:hover{ color:#fff; background:#333; text-decoration:underline; } /*--- DROPDOWN ---*/ #nav0 ul{ background:#fff; background:rgba(255,255,255,0); list-style:none; position:absolute; left:-9999px; } #nav0 ul li{ padding-top:1px; float:none; } #nav0 ul a{ white-space:nowrap; } #nav0 li:hover ul{ left:0; } #nav0 li:hover a{ text-decoration:underline; } #nav0 li:hover ul a{ text-decoration:none; } #nav0 li:hover ul li a:hover{ background:#333; } #nav0 li ul li a{ text-align: left; } #nav0 li:hover ul li ul { display:block; background:#003399; float:left; position:relative; padding-left:20px; } #nav0 li ul li:hover ul { display:block; background:#003399; float:left; position:relative; padding-left:20px; } </style> Here is my HTML: <body bgcolor="#79A6A6"> <div id="page" align="center"> <table class="bar" border="0" width="960" cellspacing="0" cellpadding="0" id="table_bar" bgcolor="#003399"> <tr> <td> <ul id="nav0"> <li><a><strong>Home</strong> </a> <ul> <li><a href="#" title>Top Item 1</a><ul> <li><a href="#" title="-">Item 1</a></li> <li><a href="#" title="-">Item 2</a></li> </ul> </li> <li><a href="#" title>Top Item 2</a><ul> <li><a href="@" title>Item 3</a></li> <li><a href="@" title>Item 4</a></li> </ul> </li> </ul> </li> <li><a><strong>Home</strong> </a> <ul> <li><a href="#" title>Top Title</a><ul> <li><a href="#" title="-">title</a></li> <li><a href="#" title="-">title123456789</a></li> </ul> </li> <li><a href="#" title>Top Hello</a><ul> <li><a href="@" title>hello</a></li> <li><a href="@" title>hello123456789</a></li> </ul> </li> </ul> </li> </ul> </li> <ul> </ul> </td> <td width="50" style="text-align: left">&nbsp;</td> </tr> </table> </div> </body> In ie6 Home Top Item 1 Item 1 Item 2 Top Item 2 Item3 Item4 In ie9 Home Top Item 1 Top Item 2 Item 2 Item 3 Item 4

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Creating Rich View Components in ASP.NET MVC

    - by kazimanzurrashid
    One of the nice thing of our Telerik Extensions for ASP.NET MVC is, it gives you an excellent extensible platform to create rich view components. In this post, I will show you a tiny but very powerful ListView Component. Those who are familiar with the Webforms ListView component already knows that it has the support to define different parts of the component, we will have the same kind of support in our view component. Before showing you the markup, let me show you the screenshots first, lets say you want to show the customers of Northwind database as a pagable business card style (Yes the example is inspired from our RadControls Suite) And here is the markup of the above view component. <h2>Customers</h2> <% Html.Telerik() .ListView(Model) .Name("customers") .PrefixUrlParameters(false) .BeginLayout(pager => {%> <table border="0" cellpadding="3" cellspacing="1"> <tfoot> <tr> <td colspan="3" class="t-footer"> <% pager.Render(); %> </td> </tr> </tfoot> <tbody> <tr> <%}) .BeginGroup(() => {%> <td> <%}) .Item(item => {%> <fieldset style="border:1px solid #e0e0e0"> <legend><strong>Company Name</strong>:<%= Html.Encode(item.DataItem.CompanyName) %></legend> <div> <div style="float:left;width:120px"> <img alt="<%= item.DataItem.CustomerID %>" src="<%= Url.Content("~/Content/Images/Customers/" + item.DataItem.CustomerID + ".jpg") %>"/> </div> <div style="float:right"> <ul style="list-style:none none;padding:10px;margin:0"> <li> <strong>Contact Name:</strong> <%= Html.Encode(item.DataItem.ContactName) %> </li> <li> <strong>Title:</strong> <%= Html.Encode(item.DataItem.ContactTitle) %> </li> <li> <strong>City:</strong> <%= Html.Encode(item.DataItem.City)%> </li> <li> <strong>Country:</strong> <%= Html.Encode(item.DataItem.Country)%> </li> <li> <strong>Phone:</strong> <%= Html.Encode(item.DataItem.Phone)%> </li> <li> <div style="float:right"> <%= Html.ActionLink("Edit", "Edit", new { id = item.DataItem.CustomerID }) %> <%= Html.ActionLink("Delete", "Delete", new { id = item.DataItem.CustomerID })%> </div> </li> </ul> </div> </div> </fieldset> <%}) .EmptyItem(() =>{%> <fieldset style="border:1px solid #e0e0e0"> <legend>Empty</legend> </fieldset> <%}) .EndGroup(() => {%> </td> <%}) .EndLayout(pager => {%> </tr> </tbody> </table> <%}) .GroupItemCount(3) .PageSize(6) .Pager<NumericPager>(pager => pager.ShowFirstLast()) .Render(); %> As you can see that you have the complete control on the final angel brackets and like the webform’s version you also can define the templates. You can also use this component to show Master/Detail data, for example the customers and its order like the following: I am attaching the complete source code along with the above examples for your review, what do you think, how about creating some component with our extensions? Download: MvcListView.zip

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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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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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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