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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • [SOLVED] How to create a FBO with stencil buffer in OpenGL ES 2.0?

    - by Alphones
    I need stencil buffer on 3GS to render planar shadow, and polygon offset won't work prefect, still has z-fighting problem. So I use stencil buffer to make the shadow correct, it works on win32 gles2 emulator, but not on iPhone. After I added a post effect to the whole scene. The stencil buffer won't work even on win32 gles2 emulator. And I tried to attach a stencil buffer to FBO, buf the screen turns to black. Here's my code, glGenRenderbuffers(1, &dbo); // depth buffer glBindRenderbuffer(GL_RENDERBUFFER, dbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, widthGL, heightGL); glGenRenderbuffers(1, &sbo); // stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, sbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, widthGL, heightGL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sbo); // this make the whole screen black. The eglContext is created with STENCIL_SIZE=8, it works without a RTT. I tried to change the RenderbufferStorage for both depth buffer and stencil buffer, but none of them works. Is there anything I have missed? Does the stencil buffer pack with depth buffer? (I cannot find things like GL_DEPTH24_STENCIL8 ...)

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  • How could I create a FBO with stencil buffer in OpenGL ES 2.0?

    - by Alphones
    I need stencil buffer on 3GS to render planar shadow, and polygon offset won't work prefect, still has z-fighting problem. So I use stencil buffer to make the shadow correct, it works on win32 gles2 emulator, but not on iPhone. After I added a post effect to the whole scene. The stencil buffer won't work even on win32 gles2 emulator. And I tried to attach a stencil buffer to FBO, buf the screen turns to black. Here's my code, glGenRenderbuffers(1, &dbo); // depth buffer glBindRenderbuffer(GL_RENDERBUFFER, dbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, widthGL, heightGL); glGenRenderbuffers(1, &sbo); // stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, sbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, widthGL, heightGL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sbo); // this make the whole screen black. The eglContext is created with STENCIL_SIZE=8, it works without a RTT. I tried to change the RenderbufferStorage for both depth buffer and stencil buffer, but none of them works. Is there anything I have missed? Does the stencil buffer pack with depth buffer? (I cannot find things like GL_DEPTH24_STENCIL8 ...)

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • How to navigate through folders without opening a new buffer in Emacs?

    - by Vivi
    (I don't know if it is important, but I am using Aquamacs - and yeah, I am a newbie) When I want to open a file I use C-x C-f and usually just chose my home folder. From there I go clicking on folders until I find the file I want. I really don't like thought that each new file I open creates a new buffer. This is especially annoying because I am using Aquamacs with the window (tab) option enabled. I know I could simply get rid of the window option, but I quite like it, except of course for when I open a file and a zillion tabs are created. So my question is: is there a way to disable the new buffer creation when "navigating" through folders? Thanks :)

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  • how to dynamically give buffer value in Objective-C

    - by suse
    hello, i ve a string , for example: NSString *str = @"12,20,40,320,480" This str has to be given as buffer value, UInt8 *buffer; Now how to give the str as buffer value? The value of str string keeps changing , and hence buffer has to dynamically take the value as str everytime. plz help me how to achieve this. Thank You.

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  • OpenGl: Stencil buffer problem (Wall + Window)?!

    - by Shaza
    Hwy all, I want to create a wall with a window inside, using stencil buffer. My code looks like this: glEnable(GL_STENCIL_TEST); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glStencilMask(1); glStencilFunc(GL_ALWAYS, 1, 1); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glDisable(GL_DEPTH_TEST); glColor3f(1,1,1); //Window glBegin(GL_POLYGON); glVertex3d(-5,0,-20); glVertex3d(-5,0,40); glVertex3d(-20,0,40); glVertex3d(-20,0,-20); glEnd(); glEnable(GL_DEPTH_TEST); glStencilFunc(GL_NOTEQUAL, 1, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glEnable(GL_CLIP_PLANE0); glClipPlane(GL_CLIP_PLANE0, eqr); glBindTexture(GL_TEXTURE_2D,texture[1]); glBegin(GL_POLYGON); glNormal3f(0.0f,-1.0,0.0f); //Wall glTexCoord2f(0.0f, 0.0f);glVertex3d(20,0,-20); glTexCoord2f(1.0f, 0.0f);glVertex3d(20,0,40); glTexCoord2f(1.0f, 0.0f);glVertex3d(-20,0,40); glTexCoord2f(1.0f, 0.0f);glVertex3d(-20,0,-20); glEnd(); glDisable(GL_STENCIL_TEST); But that doesn't work out, I got the whole fill wall without the window in it, any suggestions??

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • IP queue buffer

    - by summerbulb
    I seem to have an issue with IP queue. I have a linux machine that I am using to run some experiments. The linux machine is configured to be a router, having two NICs, connecting two other computers, and managing their network traffic. All incoming packages are captured, using iptables, and analyzed by a C application. The application analyzing the packets has a built-in delay, as part of the experiment. So I have one very fast computer sending packets through my linux-router and a (relatively) slow linux-router that analyses and deals with the packets, one by one. This situation leads to the fact that when I fire up a sender application on one of the computers connected to the linux-router, my IP queue on the linux-router gets filled up (almost) instantaneously. The IP queue's max length is currently set to 1024, and if it overflows, the packets are dropped. This is expected and i'm OK with it. But, (and this is where it gets interesting), every now and then I get the following error: "Failed to receive netlink message: No buffer space available" At start, I thought this was due to the IP queue overflow, but after some analysis i found that sometimes I get the error even if the IP queue buffer did not overflow, and sometime I DON'T get the message even though the buffer DID overflow. When I run > cat /proc/net/ip_queue, I get the following table (also used to monitor the IP queue overflow): Peer PID : 27389 Copy mode : 2 Copy range : 65535 Queue length : 0 Queue max. length : 1024 Queue dropped : 1166875 Netlink dropped : 2916 Looking at the last two values, Queue dropped seems to refer to packets that did not manage to get into the IP queue because the buffer was full. I can see this value rise as I bombard the linux-router. Netlink dropped ( as it's name implies :) ) seems to have to do with the error i'm getting. I did my best to search for material on this error, but wasn't able to find anything that seemed to point me in the required direction. Bottom line: Why am I getting this error and what can I do to avoid it?

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  • How to convert ISampleGrabber::BufferCB's buffer to a bitmap

    - by user2509919
    I am trying to use the ISampleGrabberCB::BufferCB to convert the current frame to bitmap using the following code: int ISampleGrabberCB.BufferCB(double sampleTime, IntPtr buffer, int bufferLength) { try { Form1 form1 = new Form1("", "", ""); if (pictureReady == null) { Debug.Assert(bufferLength == Math.Abs(pitch) * videoHeight, "Wrong Buffer Length"); } Debug.Assert(imageBuffer != IntPtr.Zero, "Remove Buffer"); Bitmap bitmapOfCurrentFrame = new Bitmap(width, height, capturePitch, PixelFormat.Format24bppRgb, buffer); MessageBox.Show("Works"); form1.changepicturebox3(bitmapOfCurrentFrame); pictureReady.Set(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } return 0; } However this does not seem to be working. Additionally it seems to call this function when i press a button which runs the following code: public IntPtr getFrame() { int hr; try { pictureReady.Reset(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } imageBuffer = Marshal.AllocCoTaskMem(Math.Abs(pitch) * videoHeight); try { gotFrame = true; if (videoControl != null) { hr = videoControl.SetMode(stillPin, VideoControlFlags.Trigger); DsError.ThrowExceptionForHR(hr); } if (!pictureReady.WaitOne(9000, false)) { throw new Exception("Timeout waiting to get picture"); } } catch { Marshal.FreeCoTaskMem(imageBuffer); imageBuffer = IntPtr.Zero; } return imageBuffer; } Once this code is ran I get a message box which shows 'Works' thus meaning my BufferCB must of been called however does not update my picture box with the current image. Is the BufferCB not called after every new frame? If so why do I not recieve the 'Works' message box? Finally is it possible to convert every new frame into a bitmap (this is used for later processing) using BufferCB and if so how? Edited code: int ISampleGrabberCB.BufferCB(double sampleTime, IntPtr buffer, int bufferLength) { Debug.Assert(bufferLength == Math.Abs(pitch) * videoHeight, "Wrong Buffer Length"); Debug.Assert(imageBuffer != IntPtr.Zero, "Remove Buffer"); CopyMemory(imageBuffer, buffer, bufferLength); Decode(buffer); return 0; } public Image Decode(IntPtr imageData) { var bitmap = new Bitmap(width, height, pitch, PixelFormat.Format24bppRgb, imageBuffer); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Form1 form1 = new Form1("", "", ""); form1.changepicturebox3(bitmap); bitmap.Save("C:\\Users\\...\\Desktop\\A2 Project\\barcode.jpg"); return bitmap; } Button code: public void getFrameFromWebcam() { if (iPtr != IntPtr.Zero) { Marshal.FreeCoTaskMem(iPtr); iPtr = IntPtr.Zero; } //Get Image iPtr = sampleGrabberCallBack.getFrame(); Bitmap bitmapOfFrame = new Bitmap(sampleGrabberCallBack.width, sampleGrabberCallBack.height, sampleGrabberCallBack.capturePitch, PixelFormat.Format24bppRgb, iPtr); bitmapOfFrame.RotateFlip(RotateFlipType.RotateNoneFlipY); barcodeReader(bitmapOfFrame); } public IntPtr getFrame() { int hr; try { pictureReady.Reset(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } imageBuffer = Marshal.AllocCoTaskMem(Math.Abs(pitch) * videoHeight); try { gotFrame = true; if (videoControl != null) { hr = videoControl.SetMode(stillPin, VideoControlFlags.Trigger); DsError.ThrowExceptionForHR(hr); } if (!pictureReady.WaitOne(9000, false)) { throw new Exception("Timeout waiting to get picture"); } } catch { Marshal.FreeCoTaskMem(imageBuffer); imageBuffer = IntPtr.Zero; } return imageBuffer; } I also still need to press the button to run the BufferCB Thanks for reading.

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  • Vertex Buffer Object not drawing in SDL window

    - by intregus
    I'm just using the opengl SDL template with Xcode, and everything runs fine. I removed the Atlantis code, and changed the main extension to .mm, then added some testing code to drawGL. Drawing a simple triangle (using immediate mode) at this point inside drawGL gives me a white triangle, but when I add the code to draw using a vertex buffer object, i just get a black window. Here is my VBO drawing code: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); GLuint buffer; float vertices[] = { 0.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f,-1.0f, 0.0f }; // VBO doesn't work :( glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9, vertices, GL_STATIC_DRAW); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableClientState(GL_VERTEX_ARRAY);

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  • Enable scratch buffer to execute R code in emacs-ess

    - by sheed03
    Hello, I have switched to using emacs-ess for my R code development and it is working great. I would like to be able to write some small R code I am using for debugging my R script into the scratch buffer, and be able to execute the scratch buffer code in the R process buffer. I've found how I could change the scratch buffer's mode to text by putting the following in the .emacs file: (setq initial-major-mode 'text-mode) Is there a similar statement I can put in my .emacs file that would make the scratch buffer have the ess-mode? I tried the following which results in an error about wrong type argument: (setq initial-major-mode 'ess-mode)

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  • Windows XP SP3 TCP/IP No buffer space available

    - by Natalia
    I have the exactly same problem as here: Windows XP TCP/IP No buffer space available On Windows XP Pro, SP3 if one does an experiment where one tries to open TCP/IP sockets in a loop (bascially, listen port 7000, listen port 7001, etc.) After approx 649 open sockets, one will start getting errors: No buffer space available (maximum connections reached?) I've tried to edit the registry as described here http://smallvoid.com/article/winnt-tcpip-max-limit.html I set MaxUserPort = 65534 and MaxFreeTcbs = 2000, but it didn't help. What else can I do? I need 1000 server sockets. Here is the error stack: 05.04.2012 10:23:57 java.net.SocketException: No buffer space available (maximum connections reached?): listen at sun.nio.ch.ServerSocketChannelImpl.listen(Native Method) at sun.nio.ch.ServerSocketChannelImpl.bind(ServerSocketChannelImpl.java:127) at sun.nio.ch.ServerSocketAdaptor.bind(ServerSocketAdaptor.java:59) at sun.nio.ch.ServerSocketAdaptor.bind(ServerSocketAdaptor.java:52) at channelserver.NIOAppServer.initSelector(NIOAppServer.java:40) at channelserver.NIOAppServer.(NIOAppServer.java:27) at channelserver.NIOServer.main(NIOServer.java:433) at channelserver.NIOServer.main(NIOServer.java:438)

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  • TCP Windows Size vs Socket Buffer Size on Windows

    - by Patrick L
    I am new to Windows networking. When people talk about TCP tuning on Windows platform, they always mention about TCP Window Size. I am wondering whether Windows uses the concept of "Socket Buffer Size"? On Windows XP, the TCP window size is fixed. We can set it using the TCPWindowSize registry value. How about Socket Buffer Size? How can we set Socket Buffer size on Windows? Can we set it to a value different from TCP window size?

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  • nginx static file buffer

    - by Philip
    I have a nfs which several frontend-servers are connected to for making the files stored on the nfs available for http downloads. It looks like I have problems with the way apache is serving the files, there seems to be a very small buffer or no buffer at all which results in a lot disk seeks. I did some testing with loading the whole requested file into memory at once and serve it to the client from memory. With this technique I need less disk seeks for a download stream. Since I don't want to implement this by myself for production use I thought that I could maybe use nginx for that because the documentation says that it uses buffers for static file serving. Is it possible to increase the buffer size to a few mb, if so which config parameter do I have to change for this? Has anyone experience with large buffers for static file serving? Is there a better way to reduce disk seeks?

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  • Python - network buffer handling question...

    - by Patrick Moriarty
    Hi, I want to design a game server in python. The game will mostly just be passing small packets filled with ints, strings, and bytes stuffed into one message. As I'm using a different language to write the game, a normal packet would be sent like so: Writebyte(buffer, 5); // Delimit type of message Writestring(buffer, "Hello"); Sendmessage(buffer, socket); As you can see, it writes the bytes to the buffer, and sends the buffer. Is there any way to read something like this in python? I am aware of the struct module, and I've used it to pack things, but I've never used it to actually read something with mixed types stuck into one message. Thanks for the help.

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • .net real time stream processing - needed huge and fast RAM buffer

    - by mack369
    The application I'm developing communicates with an digital audio device, which is capable of sending 24 different voice streams at the same time. The device is connected via USB, using FTDI device (serial port emulator) and D2XX Drivers (basic COM driver is to slow to handle transfer of 4.5Mbit). Basically the application consist of 3 threads: Main thread - GUI, control, ect. Bus reader - in this thread data is continuously read from the device and saved to a file buffer (there is no logic in this thread) Data interpreter - this thread reads the data from file buffer, converts to samples, does simple sample processing and saves the samples to separate wav files. The reason why I used file buffer is that I wanted to be sure that I won't loose any samples. The application doesn't use recording all the time, so I've chosen this solution because it was safe. The application works fine, except that buffered wave file generator is pretty slow. For 24 parallel records of 1 minute, it takes about 4 minutes to complete the recording. I'm pretty sure that eliminating the use of hard drive in this process will increase the speed much. The second problem is that the file buffer is really heavy for long records and I can't clean this up until the end of data processing (it would slow down the process even more). For RAM buffer I need at lest 1GB to make it work properly. What is the best way to allocate such a big amount of memory in .NET? I'm going to use this memory in 2 threads so a fast synchronization mechanism needed. I'm thinking about a cycle buffer: one big array, the Bus Reader saves the data, the Data Interpreter reads it. What do you think about it? [edit] Now for buffering I'm using classes BinaryReader and BinaryWriter based on a file.

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  • Winsock WSAAsyncSelect sending without an infinite buffer

    - by Xexr
    Hi, This is more of a design question than a specific code question, I'm sure I am missing the obvious, I just need another set of eyes. I am writing a multi-client server based on WSAAsyncSelect, each connection is made into an object of a connection class I have written which contains associated settings and buffers etc. My question concerns FD_WRITE, I understand how it operates: One FD_WRITE is sent immediately after a connection is established. Thereafter, you should send until WSAEWOULDBLOCK is received at which point you store what is left to send in a buffer, and wait to be told that it is ok to send again. This is where I have a problem, how large do I make this holding buffer within each connections object? The amount of time until a new FD_WRITE is received is unknown, I could be attempting to send a lot of stuff during this period, all the time adding to my outgoing buffer. If I make the buffer dynamic, memory usage could spiral out of control if for whatever reason, I am unable to send() and reduce the buffer. So my question is how do you generally handle this situation? Note I am not talking about the network buffer itself which winsock uses, but one of my own creation used to "queue" up sends. Hope I explained that well enough, thanks all!

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  • How to change internal buffer size of DataInputStream

    - by Gaks
    I'm using this kind of code for my TCP/IP connection: sock = new Socket(host, port); sock.setKeepAlive(true); din = new DataInputStream(sock.getInputStream()); dout = new DataOutputStream(sock.getOutputStream()); Then, in separate thread I'm checking din.available() bytes to see if there are some incoming packets to read. The problem is, that if a packet bigger than 2048 bytes arrives, the din.available() returns 2048 anyway. Just like there was a 2048 internal buffer. I can't read those 2048 bytes when I know it's not the full packet my application is waiting for. If I don't read it however - it'll all stuck at 2048 bytes and never receive more. Can I enlarge the buffer size of DataInputStream somehow? Socket receive buffer is 16384 as returned by sock.getReceiveBufferSize() so it's not the socket limiting me to 2048 bytes. If there is no way to increase the DataInputStream buffer size - I guess the only way is to declare my own buffer and read everything from DataInputStream to that buffer? Regards

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  • SQL SERVER – Data Pages in Buffer Pool – Data Stored in Memory Cache

    - by pinaldave
    This will drop all the clean buffers so we will be able to start again from there. Now, run the following script and check the execution plan of the query. Have you ever wondered what types of data are there in your cache? During SQL Server Trainings, I am usually asked if there is any way one can know how much data in a table is stored in the memory cache? The more detailed question I usually get is if there are multiple indexes on table (and used in a query), were the data of the single table stored multiple times in the memory cache or only for a single time? Here is a query you can run to figure out what kind of data is stored in the cache. USE AdventureWorks GO SELECT COUNT(*) AS cached_pages_count, name AS BaseTableName, IndexName, IndexTypeDesc FROM sys.dm_os_buffer_descriptors AS bd INNER JOIN ( SELECT s_obj.name, s_obj.index_id, s_obj.allocation_unit_id, s_obj.OBJECT_ID, i.name IndexName, i.type_desc IndexTypeDesc FROM ( SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id ,allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.hobt_id AND (au.type = 1 OR au.type = 3) UNION ALL SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id, allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.partition_id AND au.type = 2 ) AS s_obj LEFT JOIN sys.indexes i ON i.index_id = s_obj.index_id AND i.OBJECT_ID = s_obj.OBJECT_ID ) AS obj ON bd.allocation_unit_id = obj.allocation_unit_id WHERE database_id = DB_ID() GROUP BY name, index_id, IndexName, IndexTypeDesc ORDER BY cached_pages_count DESC; GO Now let us run the query above and observe the output of the same. We can see in the above query that there are four columns. Cached_Pages_Count lists the pages cached in the memory. BaseTableName lists the original base table from which data pages are cached. IndexName lists the name of the index from which pages are cached. IndexTypeDesc lists the type of index. Now, let us do one more experience here. Please note that you should not run this test on a production server as it can extremely reduce the performance of the database. DBCC DROPCLEANBUFFERS This will drop all the clean buffers and we will be able to start again from there. Now run following script and check the execution plan for the same. USE AdventureWorks GO SELECT UnitPrice, ModifiedDate FROM Sales.SalesOrderDetail WHERE SalesOrderDetailID BETWEEN 1 AND 100 GO The execution plans contain the usage of two different indexes. Now, let us run the script that checks the pages cached in SQL Server. It will give us the following output. It is clear from the Resultset that when more than one index is used, datapages related to both or all of the indexes are stored in Memory Cache separately. Let me know what you think of this article. I had a great pleasure while writing this article because I was able to write on this subject, which I like the most. In the next article, we will exactly see what data are cached and those that are not cached, using a few undocumented commands. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: DMV, Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL DMV

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