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  • Ubuntu (9.1) behind a ISA proxy

    - by Dan
    I have set up a Ubuntu PC on a next work that is behind a ISA Proxy. When I run the command sudo apt-get update I get several messages with this message: 502 Proxy Error (The ISA Sever denied the specified Uniform Resource Locator) The computer can see the internet and adding the proxy settings in the Network Preferences does not help. When I do a ifconfig Im on a 192 address which is not the usual subnet our PCs are on. Any ideas?

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  • Are there any well known anti-patterns in the field of system administration?

    - by ojblass
    I know a few common patterns that seem to bedevil nearly every project at some point in its life cycle: Inability to take outages Third party components locking out upgrades Non uniform environments Lack of monitoring and alerting Missing redundancy Lack of Capacity Poor Change Management Too liberal or tight access policies Organizational changes adversely blur infrastructure ownership I was hoping there is some well articulated library of these anti-patterns summarized in a book or web site. I am almost positive that many organizations are learning through trial by fire methods. If not let's start one.

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  • webgl adding projection doesnt display object

    - by dazed3confused
    I am having a look at web gl, and trying to render a cube, but I am having a problem when I try to add projection into the vertex shader. I have added an attribute, but when I use it to multiple the modelview and position, it stops displaying the cube. Im not sure why and was wondering if anyone could help? Ive tried looking at a few examples but just cant get this to work vertex shader attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); //gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0); } fragment shader #ifdef GL_ES precision highp float; // Not sure why this is required, need to google it #endif uniform vec4 uColor; void main() { gl_FragColor = uColor; } function init() { // Get a reference to our drawing surface canvas = document.getElementById("webglSurface"); gl = canvas.getContext("experimental-webgl"); /** Create our simple program **/ // Get our shaders var v = document.getElementById("vertexShader").firstChild.nodeValue; var f = document.getElementById("fragmentShader").firstChild.nodeValue; // Compile vertex shader var vs = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vs, v); gl.compileShader(vs); // Compile fragment shader var fs = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fs, f); gl.compileShader(fs); // Create program and attach shaders program = gl.createProgram(); gl.attachShader(program, vs); gl.attachShader(program, fs); gl.linkProgram(program); // Some debug code to check for shader compile errors and log them to console if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) console.log(gl.getShaderInfoLog(vs)); if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) console.log(gl.getShaderInfoLog(fs)); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.log(gl.getProgramInfoLog(program)); /* Create some simple VBOs*/ // Vertices for a cube var vertices = new Float32Array([ -0.5, 0.5, 0.5, // 0 -0.5, -0.5, 0.5, // 1 0.5, 0.5, 0.5, // 2 0.5, -0.5, 0.5, // 3 -0.5, 0.5, -0.5, // 4 -0.5, -0.5, -0.5, // 5 -0.5, 0.5, -0.5, // 6 -0.5,-0.5, -0.5 // 7 ]); // Indices of the cube var indicies = new Int16Array([ 0, 1, 2, 1, 2, 3, // front 5, 4, 6, 5, 6, 7, // back 0, 1, 5, 0, 5, 4, // left 2, 3, 6, 6, 3, 7, // right 0, 4, 2, 4, 2, 6, // top 5, 3, 1, 5, 3, 7 // bottom ]); // create vertices object on the GPU vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Create indicies object on th GPU ibo = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indicies, gl.STATIC_DRAW); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); // Render scene every 33 milliseconds setInterval(render, 33); } var mvMatrix = mat4.create(); var pMatrix = mat4.create(); function render() { // Set our viewport and clear it before we render gl.viewport(0, 0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(program); // Bind appropriate VBOs gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); // Set the color for the fragment shader program.uColor = gl.getUniformLocation(program, "uColor"); gl.uniform4fv(program.uColor, [0.3, 0.3, 0.3, 1.0]); // // code.google.com/p/glmatrix/wiki/Usage program.uPMatrix = gl.getUniformLocation(program, "uPMatrix"); program.uMVMatrix = gl.getUniformLocation(program, "uMVMatrix"); mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 1.0, 10.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [0.0, -0.25, -1.0]); gl.uniformMatrix4fv(program.uPMatrix, false, pMatrix); gl.uniformMatrix4fv(program.uMVMatrix, false, mvMatrix); // Set the position for the vertex shader program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); gl.enableVertexAttribArray(program.aVertexPosition); gl.vertexAttribPointer(program.aVertexPosition, 3, gl.FLOAT, false, 3*4, 0); // position // Render the Object gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); } Thanks in advance for any help

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  • SQL SERVER – Beginning of SQL Server Architecture – Terminology – Guest Post

    - by pinaldave
    SQL Server Architecture is a very deep subject. Covering it in a single post is an almost impossible task. However, this subject is very popular topic among beginners and advanced users.  I have requested my friend Anil Kumar who is expert in SQL Domain to help me write  a simple post about Beginning SQL Server Architecture. As stated earlier this subject is very deep subject and in this first article series he has covered basic terminologies. In future article he will explore the subject further down. Anil Kumar Yadav is Trainer, SQL Domain, Koenig Solutions. Koenig is a premier IT training firm that provides several IT certifications, such as Oracle 11g, Server+, RHCA, SQL Server Training, Prince2 Foundation etc. In this Article we will discuss about MS SQL Server architecture. The major components of SQL Server are: Relational Engine Storage Engine SQL OS Now we will discuss and understand each one of them. 1) Relational Engine: Also called as the query processor, Relational Engine includes the components of SQL Server that determine what your query exactly needs to do and the best way to do it. It manages the execution of queries as it requests data from the storage engine and processes the results returned. Different Tasks of Relational Engine: Query Processing Memory Management Thread and Task Management Buffer Management Distributed Query Processing 2) Storage Engine: Storage Engine is responsible for storage and retrieval of the data on to the storage system (Disk, SAN etc.). to understand more, let’s focus on the following diagram. When we talk about any database in SQL server, there are 2 types of files that are created at the disk level – Data file and Log file. Data file physically stores the data in data pages. Log files that are also known as write ahead logs, are used for storing transactions performed on the database. Let’s understand data file and log file in more details: Data File: Data File stores data in the form of Data Page (8KB) and these data pages are logically organized in extents. Extents: Extents are logical units in the database. They are a combination of 8 data pages i.e. 64 KB forms an extent. Extents can be of two types, Mixed and Uniform. Mixed extents hold different types of pages like index, System, Object data etc. On the other hand, Uniform extents are dedicated to only one type. Pages: As we should know what type of data pages can be stored in SQL Server, below mentioned are some of them: Data Page: It holds the data entered by the user but not the data which is of type text, ntext, nvarchar(max), varchar(max), varbinary(max), image and xml data. Index: It stores the index entries. Text/Image: It stores LOB ( Large Object data) like text, ntext, varchar(max), nvarchar(max),  varbinary(max), image and xml data. GAM & SGAM (Global Allocation Map & Shared Global Allocation Map): They are used for saving information related to the allocation of extents. PFS (Page Free Space): Information related to page allocation and unused space available on pages. IAM (Index Allocation Map): Information pertaining to extents that are used by a table or index per allocation unit. BCM (Bulk Changed Map): Keeps information about the extents changed in a Bulk Operation. DCM (Differential Change Map): This is the information of extents that have modified since the last BACKUP DATABASE statement as per allocation unit. Log File: It also known as write ahead log. It stores modification to the database (DML and DDL). Sufficient information is logged to be able to: Roll back transactions if requested Recover the database in case of failure Write Ahead Logging is used to create log entries Transaction logs are written in chronological order in a circular way Truncation policy for logs is based on the recovery model SQL OS: This lies between the host machine (Windows OS) and SQL Server. All the activities performed on database engine are taken care of by SQL OS. It is a highly configurable operating system with powerful API (application programming interface), enabling automatic locality and advanced parallelism. SQL OS provides various operating system services, such as memory management deals with buffer pool, log buffer and deadlock detection using the blocking and locking structure. Other services include exception handling, hosting for external components like Common Language Runtime, CLR etc. I guess this brief article gives you an idea about the various terminologies used related to SQL Server Architecture. In future articles we will explore them further. Guest Author  The author of the article is Anil Kumar Yadav is Trainer, SQL Domain, Koenig Solutions. Koenig is a premier IT training firm that provides several IT certifications, such as Oracle 11g, Server+, RHCA, SQL Server Training, Prince2 Foundation etc. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Security, SQL Server, SQL Tips and Tricks, SQL Training, T SQL, Technology

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Separate shaders from HTML file in WebGL

    - by Chris Smith
    I'm ramping up on WebGL and was wondering what is the best way to specify my vertex and fragment shaders. Looking at some tutorials, the shaders are embedded directly in the HTML. (And referenced via an ID.) For example: <script id="shader_1-fs" type="x-shader/x-fragment"> precision highp float; void main(void) { // ... } </script> <script id="shader_1-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; // ... My question is, is it possible to have my shaders referenced in a separate file? (Ideally as plain text.) I presume this is straight forward in JavaScript. Is there essentially a way to do this: var shaderText = LoadRemoteFileOnSever('/shaders/shader_1.txt');

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • OpenGL ES Basic Fragment Shader help with transparency

    - by Chris
    I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; uniform sampler2D texSampler; /* Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. */ void main() { //gl_FragColor = texture2D(texSampler, texCoord); gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).xyz,1); } I have noticed how this affects my transparent textures, and I believe I am loosing the alpha channel which would explain why previously transparent area's appear totally black. If I use the following line instead, I am shown the transparent area's gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).aaa,1); How can I retain the transparency after this modification to the colour? I have seen various things about a .w property, and also luminous, but my tweaks with those and the .aaa property are not working XD

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  • That Physics of Coffee Rings [Video]

    - by Jason Fitzpatrick
    The rings left behind by coffee cups are distinctly uniform in their distribution–the stain is always around the edge. This video from the University of Pennsylvania’s Physics Department demonstrates why. Check out the above video to see the physics behind the ring-shaped stains and how altering the shape of the particulate in the liquid completely changes the shape of the stain. The Coffee Ring Effect [via Neatorama] HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Best way to detect if vec3 is between vec3(x) and vec3(y) in glsl

    - by elect
    As titled I am sampling from a texture and if the color is somehow gray [vec3(.8), vec3(.9)] and an uniform is 1 I need to substitute that color with another one I am not a glsl veteran but I am pretty sure there is a more elegant and compact (without mentioning faster) way than this: vec3 textureColor = texture(texture0, oUV); if(settings.w == 1 && textureColor.r > .8 && textureColor.r < .9 && textureColor.g > .8 && textureColor.g < .9 && textureColor.b > .8 && textureColor.b < .9)

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  • Shadowmap first phase and shaders

    - by KaiserJohaan
    I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the first pass, when creating the shadowmap. This is my vertex shader: in vec3 position; uniform mat4 lightWVP; void main() { gl_Position = lightWVP * vec4(position, 1.0); } Now, do I even need a fragment shader in this shader pass? from what I understand after reading http://www.opengl.org/wiki/Fragment_Shader, by default gl_FragCoord.z is written to the currently attached depth component (to which my cubemap texture is bound to). Thus I shouldnt even need a fragment shader for this pass and from what I understand, there is no other work to do in the fragment shader other than writing this value. Is this correct?

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  • Is there a way of using HTTPS with Amazon's CloudFront CDN and CNAMEs?

    - by Metalshark
    We use Amazon's CloudFront CDN with custom CNAMEs hanging under the main domain (static1.example.com). Although we can break this uniform appearance and use the original whatever123wigglyw00.cloudfront.net URLs to utilise HTTPS, is there another way? Do Amazon or any other similar provider offer HTTPS CDN hosting? Is TLS and its selective encryption available for use somewhere (SNI: Server Name Indication)? Foot note: assuming that the answer is no, but just in the hope someone knows. EDIT: Now using Google App Engine https://developers.google.com/appengine/docs/ssl for CDN hosting with SSL support.

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  • What is the difference between Constant Vertex Attributes and Uniforms?

    - by Samaursa
    According to the OpenGL ES 2.0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices of a primitive. For uniforms the book states: ...any parameter to a shader that is constant across either all vertices or fragments (but that is not known at compile time) should be passed in as a uniform. I've always used uniforms for data that is constant for a primitive but now it appears that attributes can also be used in the same way. Is there more to constant vertex attribute than simply 'they are the same as uniforms'?

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  • Les pirates peuvent cacher une page entière dans un lien, une méthode de phishing via URI fonctionnant sur Firefox et Opera détaillée

    Les pirates peuvent cacher une page entière dans un lien une méthode de phishing via URI fonctionnant sur Firefox et Opera détaillée L'hameçonnage, une technique utilisée par des pirates pour obtenir les informations personnelles des internautes pour usurper leur identité pourrait se faire sans avoir recours à un site de phishing. Selon un rapport de recherche d'Henning Klevjer, un étudiant en sécurité informatique de l'université d'Oslo en Norvège, les pirates peuvent effectuer des attaques par phishing en intégrant le code complet d'une page Web dans un URI. Un URI (Uniform Resource Identifier) est une chaine de caractères identifiant une ressource sur un réseau. Une de ses impl...

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Smart Meter Management on the NetBeans Platform

    - by Geertjan
    Netinium® NCC is the operator console for the Netinium® AMM+ platform, a Head End system for multi-vendor smart meter and smart grid infrastructures. The role based NCC provides a uniform operations environment for grid operators and utilities to securely manage millions of smart meters, in-home displays and other smart devices using different types of communication networks such as IP, PLC, GPRS, CDMA and BPL. Based on the NetBeans Platform, the NCC offers the flexibility to easily extend the GUI with new functionality when new devices are added to the system.  For more information visit http://www.netinium.com.

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  • Event Handling in jQuery

    - by bipinjoshi
    In the previous part of this series I discussed how HTML DOM can be manipulated using jQuery. Now let's proceed with one of the most common task you do in JavaScript - handling events. jQuery streamlines the JavaScript event handling mechanism by providing you a uniform and easy way to wire events with their handlers without bothering about the cross browser issues. As an example we will create a custom context menu (shortcut menu or right click menu) that displays some options specific to our website instead of the normal context menu of the browser.http://www.bipinjoshi.net/articles/fc9bf7fb-4b81-48cf-9b2d-cee10d2de2f9.aspx

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • Extracting, Transforming, and Loading (ETL) Process

    The process of Extracting, Transforming, and Loading data in to a data warehouse is called Extract Transform Load (ETL) process.  This process can be used to obtain, analyze, and clean data from various data sources so that it can be stored in a uniform manner within a data warehouse. This data can then be used by various business intelligence processes to provide an organization with more of an in depth analysis of the current state of the company and where it is heading. A standard ETL process that might be used by a health care system may include importing all of their patients names, diagnoses and prescriptions in to a unified data warehouse so that trends can be spotted in regards to outbreaks like the flu and also predict potential illness that a patient might be affected by based on other patients with similar symptoms.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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