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  • Prevent Cross-site request forgery - Never Rely on The SessionID Sent to Your Server in The Cookie H

    - by Yan Cheng CHEOK
    I am reading the tutorial at http://code.google.com/p/google-web-toolkit-incubator/wiki/LoginSecurityFAQ It states Remember - you must never rely on the sessionID sent to your server in the cookie header ; look only at the sessionID that your GWT app sends explicitly in the payload of messages to your server. Is it use to prevent http://en.wikipedia.org/wiki/Cross-site_request_forgery#Example_and_characteristics With this mythology, is it sufficient enough to prevent to above attack?

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  • Limit URL Parameter Length in Web.Config

    - by Alex
    Is it possible to add some kind of restriction to the web.config to limit URL parameter length? I want to prevent people at the earliest possible point from submitting too large URL parameters so the server doesn't get taxed more than necessary in the event that somebody tries to "attack" it with large invalid URL parameters.

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  • Python sorting problem

    - by matt
    I'm sure this is simple but I can't figure it out. I have a list of strings like this(after using sorted on it): Season 2, Episode 1: A Flight to Remember Season 2, Episode 20: Anthology of Interest I Season 2, Episode 2: Mars University Season 2, Episode 3: When Aliens Attack .... Season 3, Episode 10: The Luck of the Fryrish Season 3, Episode 11: The Cyber House Rules Season 3, Episode 12: Insane in the Mainframe Season 3, Episode 1: The Honking Season 3, Episode 2: War Is the H-Word How can I make them sort out properly? (by episode #, ascending)

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  • SQL Injection When Using MySQLi Prepared Statements

    - by Sev
    If all that is used to do any and all database queries is MySQLi prepared statements with bound parameters in a web-app, is sql injection still possible? Notes I know that there are other forms of attack other than sql-injection, but my question is specific to sql-injection attacks on that particular web application only.

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  • Empty "for" loop in Facebook ajax

    - by celticpride
    While surfing facebook and using the Firebug network debugger I noticed that facebook's AJAX responses all start with an empty for loop. Example: for(;;);{...} Does anyone know why this is done? I assume it's to prevent some sort of XSS attack but I don't totally understand. Thanks!

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  • preg_replace on xss code

    - by proyb2
    Can this code help to sanitize malicious code in user submit form? function rex($string) { $patterns = array(); $patterns[0] = '/=/i'; $patterns[1] = '/javascript:/i'; $replacements = array(); $replacements[0] = ''; $replacements[1] = ''; return preg_replace($patterns, $replacements, $string); I have included htmlentities() to prevent XSS on client side, is all the code shown is safe enough to prevent attack?

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  • Sanitising user input using Python

    - by Steve
    What's the best way to sanitise user input for a Python-based web application? Is there a single function to remove HTML characters and any other necessary characters combinations to ensure that an XSS or SQL injection attack isn't possible?

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  • which of these modes : cbc,cfb,ctr,ecb,ncfb,nofb,ofb,stream are secure and which are absolute no-no

    - by user393087
    By security I mean that encoded string is indistinguishable from random noise and is different on every encryption of the same text so it is impossible to make a guess on encryption algorithm used or do any dictionary attack on the encoded text. Second: output string length does not correspond to the input string length in easy way, so it is not possible of make guessing on that account. Third: it is possible to verify that the provided password is incorrect so the decoding function could return false instead of supposedly decoded random string.

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  • Security review of an authenticated Diffie Hellman variant

    - by mtraut
    EDIT I'm still hoping for some advice on this, i tried to clarify my intentions... When i came upon device pairing in my mobile communication framework i studied a lot of papers on this topic and and also got some input from previous questions here. But, i didn't find a ready to implement protocol solution - so i invented a derivate and as i'm no crypto geek i'm not sure about the security caveats of the final solution: The main questions are Is SHA256 sufficient as a commit function? Is the addition of the shared secret as an authentication info in the commit string safe? What is the overall security of the 1024 bit group DH I assume at most 2^-24 bit probability of succesful MITM attack (because of 24 bit challenge). Is this plausible? What may be the most promising attack (besides ripping the device out off my numb, cold hands) This is the algorithm sketch For first time pairing, a solution proposed in "Key agreement in peer-to-peer wireless networks" (DH-SC) is implemented. I based it on a commitment derived from: A fix "UUID" for the communicating entity/role (128 bit, sent at protocol start, before commitment) The public DH key (192 bit private key, based on the 1024 bit Oakley group) A 24 bit random challenge Commit is computed using SHA256 c = sha256( UUID || DH pub || Chall) Both parties exchange this commitment, open and transfer the plain content of the above values. The 24 bit random is displayed to the user for manual authentication DH session key (128 bytes, see above) is computed When the user opts for persistent pairing, the session key is stored with the remote UUID as a shared secret Next time devices connect, commit is computed by additionally hashing the previous DH session key before the random challenge. For sure it is not transfered when opening. c = sha256( UUID || DH pub || DH sess || Chall) Now the user is not bothered authenticating when the local party can derive the same commitment using his own, stored previous DH session key. After succesful connection the new DH session key becomes the new shared secret. As this does not exactly fit the protocols i found so far (and as such their security proofs), i'd be very interested to get an opinion from some more crypto enabled guys here. BTW. i did read about the "EKE" protocol, but i'm not sure what the extra security level is.

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  • Cheapest SSL certificates

    - by Aaron Maenpaa
    I'm looking for cheap SSL certs for running a personal website over https without triggering Firefox's "you may be facing a man-in-the-middle-attack" response that self signed certs provoke. Nothing particularly fancy, no EV, etc. Any recommendations/where do you get your certificates from?

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  • How can I securely check if a username is already taken?

    - by Geo
    I have a form where someone can create a new user. I'd like to add some AJAX to check if a username is taken, as soon as the input field loses focus. I'm not really sure how to go about this, as this could pave the way to bruteforce attack, since you could check for any username and see whether or not it exists. Any suggestions?

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  • Are parametrized calls/sanitization/escaping characters necessary for hashed password fields in SQL queries?

    - by Computerish
    When writing a login system for a website, it is standard to use some combination of parameterized calls, sanitizing the user input, and/or escaping special characters to prevent SQL injection attacks. Any good login system, however, should also hash (and possibly salt) every password before it goes into an SQL query, so is it still necessary to worry about SQL injection attacks in passwords? Doesn't a hash completely eliminate any possibility of an SQL injection attack on its own?

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  • Troubleshoot Perl module installation on Mac OS X

    - by Daniel Standage
    I'm trying to install the Perl module Set::IntervalTree on Mac OS X. I recently installed it today on an Ubuntu box with no problem. I simply started cpan, entered install Set:IntervalTree, and it all worked out. However, the installation failed on Mac OS X--it spits out a huge list of compiler errors (below). How would I troubleshoot this. I don't even know where to begin. cpan[1]> install Set::IntervalTree CPAN: Storable loaded ok (v2.18) Going to read /Users/standage/.cpan/Metadata Database was generated on Fri, 14 Jan 2011 02:58:42 GMT CPAN: YAML loaded ok (v0.72) Going to read /Users/standage/.cpan/build/ ............................................................................DONE Found 1 old build, restored the state of 1 Running install for module 'Set::IntervalTree' Running make for B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz CPAN: Digest::SHA loaded ok (v5.45) CPAN: Compress::Zlib loaded ok (v2.008) Checksum for /Users/standage/.cpan/sources/authors/id/B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz ok Scanning cache /Users/standage/.cpan/build for sizes ............................................................................DONE x Set-IntervalTree-0.01/ x Set-IntervalTree-0.01/src/ x Set-IntervalTree-0.01/src/Makefile x Set-IntervalTree-0.01/src/interval_tree.h x Set-IntervalTree-0.01/src/test_main.cc x Set-IntervalTree-0.01/lib/ x Set-IntervalTree-0.01/lib/Set/ x Set-IntervalTree-0.01/lib/Set/IntervalTree.pm x Set-IntervalTree-0.01/Changes x Set-IntervalTree-0.01/MANIFEST x Set-IntervalTree-0.01/t/ x Set-IntervalTree-0.01/t/Set-IntervalTree.t x Set-IntervalTree-0.01/typemap x Set-IntervalTree-0.01/perlobject.map x Set-IntervalTree-0.01/IntervalTree.xs x Set-IntervalTree-0.01/Makefile.PL x Set-IntervalTree-0.01/README x Set-IntervalTree-0.01/META.yml CPAN: File::Temp loaded ok (v0.18) CPAN.pm: Going to build B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz Checking if your kit is complete... Looks good Writing Makefile for Set::IntervalTree cp lib/Set/IntervalTree.pm blib/lib/Set/IntervalTree.pm AutoSplitting blib/lib/Set/IntervalTree.pm (blib/lib/auto/Set/IntervalTree) /usr/bin/perl /System/Library/Perl/5.10.0/ExtUtils/xsubpp -C++ -typemap /System/Library/Perl/5.10.0/ExtUtils/typemap -typemap perlobject.map -typemap typemap IntervalTree.xs > IntervalTree.xsc && mv IntervalTree.xsc IntervalTree.c g++ -c -Isrc -arch x86_64 -arch i386 -arch ppc -g -pipe -fno-common -DPERL_DARWIN -fno-strict-aliasing -I/usr/local/include -g -O0 -DVERSION=\"0.01\" -DXS_VERSION=\"0.01\" "-I/System/Library/Perl/5.10.0/darwin-thread-multi-2level/CORE" -Isrc IntervalTree.c In file included from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/bits/locale_facets.h:4420:40: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/bits/locale_facets.h:4467:34: error: macro "do_close" requires 2 arguments, but only 1 given /usr/include/c++/4.2.1/bits/locale_facets.h:4486:55: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/bits/locale_facets.h:4513:23: error: macro "do_close" requires 2 arguments, but only 1 given In file included from /usr/include/c++/4.2.1/bits/locale_facets.h:4599, from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:58:38: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:67:71: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:78:39: error: macro "do_close" requires 2 arguments, but only 1 given In file included from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/bits/locale_facets.h:4486: error: ‘do_open’ declared as a ‘virtual’ field /usr/include/c++/4.2.1/bits/locale_facets.h:4486: error: expected ‘;’ before ‘const’ /usr/include/c++/4.2.1/bits/locale_facets.h:4513: error: variable or field ‘do_close’ declared void /usr/include/c++/4.2.1/bits/locale_facets.h:4513: error: expected ‘;’ before ‘const’ In file included from /usr/include/c++/4.2.1/bits/locale_facets.h:4599, from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:67: error: expected initializer before ‘const’ /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:78: error: expected initializer before ‘const’ In file included from IntervalTree.xs:19: src/interval_tree.h:95: error: type/value mismatch at argument 1 in template parameter list for ‘template<class _Tp, class _Alloc> class std::vector’ src/interval_tree.h:95: error: expected a type, got ‘IntervalTree<T,N>::it_recursion_node’ src/interval_tree.h:95: error: template argument 2 is invalid src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree()’: src/interval_tree.h:130: error: expected type-specifier src/interval_tree.h:130: error: expected `;' src/interval_tree.h:135: error: expected type-specifier src/interval_tree.h:135: error: expected `;' src/interval_tree.h:141: error: request for member ‘push_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h: In member function ‘void IntervalTree<T, N>::LeftRotate(IntervalTree<T, N>::Node*)’: src/interval_tree.h:178: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘void IntervalTree<T, N>::RightRotate(IntervalTree<T, N>::Node*)’: src/interval_tree.h:240: error: ‘x’ was not declared in this scope src/interval_tree.h: In member function ‘void IntervalTree<T, N>::TreeInsertHelp(IntervalTree<T, N>::Node*)’: src/interval_tree.h:298: error: ‘x’ was not declared in this scope src/interval_tree.h:299: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N)’: src/interval_tree.h:375: error: ‘y’ was not declared in this scope src/interval_tree.h:376: error: ‘x’ was not declared in this scope src/interval_tree.h:377: error: ‘newNode’ was not declared in this scope src/interval_tree.h:379: error: expected type-specifier src/interval_tree.h:379: error: expected `;' src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::GetSuccessorOf(IntervalTree<T, N>::Node*) const’: src/interval_tree.h:450: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::GetPredecessorOf(IntervalTree<T, N>::Node*) const’: src/interval_tree.h:483: error: ‘y’ was not declared in this scope src/interval_tree.h: In destructor ‘IntervalTree<T, N>::~IntervalTree()’: src/interval_tree.h:546: error: ‘x’ was not declared in this scope src/interval_tree.h:547: error: type/value mismatch at argument 1 in template parameter list for ‘template<class _Tp, class _Alloc> class std::vector’ src/interval_tree.h:547: error: expected a type, got ‘(IntervalTree<T,N>::Node * <expression error>)’ src/interval_tree.h:547: error: template argument 2 is invalid src/interval_tree.h:547: error: invalid type in declaration before ‘;’ token src/interval_tree.h:551: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:554: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:557: error: request for member ‘empty’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:558: error: request for member ‘back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:559: error: request for member ‘pop_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:561: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:564: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h: In member function ‘void IntervalTree<T, N>::DeleteFixUp(IntervalTree<T, N>::Node*)’: src/interval_tree.h:613: error: ‘w’ was not declared in this scope src/interval_tree.h:614: error: ‘rootLeft’ was not declared in this scope src/interval_tree.h: In member function ‘T IntervalTree<T, N>::remove(IntervalTree<T, N>::Node*)’: src/interval_tree.h:697: error: ‘y’ was not declared in this scope src/interval_tree.h:698: error: ‘x’ was not declared in this scope src/interval_tree.h: In member function ‘std::vector<T, std::allocator<_CharT> > IntervalTree<T, N>::fetch(N, N)’: src/interval_tree.h:819: error: ‘x’ was not declared in this scope src/interval_tree.h:833: error: invalid types ‘int[size_t]’ for array subscript src/interval_tree.h:836: error: request for member ‘push_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:837: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:838: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:839: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:840: error: request for member ‘size’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:846: error: request for member ‘size’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:847: error: expected `;' before ‘back’ src/interval_tree.h:848: error: request for member ‘pop_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:850: error: ‘back’ was not declared in this scope src/interval_tree.h:853: error: invalid types ‘int[size_t]’ for array subscript IntervalTree.c: In function ‘void boot_Set__IntervalTree(PerlInterpreter*, CV*)’: IntervalTree.c:365: warning: deprecated conversion from string constant to ‘char*’ src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:67: instantiated from here src/interval_tree.h:130: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h:135: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... src/interval_tree.h:848: error: request for member ‘pop_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:850: error: ‘back’ was not declared in this scope src/interval_tree.h:853: error: invalid types ‘int[size_t]’ for array subscript IntervalTree.c: In function ‘void boot_Set__IntervalTree(PerlInterpreter*, CV*)’: IntervalTree.c:365: warning: deprecated conversion from string constant to ‘char*’ src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:67: instantiated from here src/interval_tree.h:130: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h:135: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.xs:57: instantiated from here src/interval_tree.h:375: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:375: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:376: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:376: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:377: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:377: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘std::vector<T, std::allocator<_CharT> > IntervalTree<T, N>::fetch(N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.xs:65: instantiated from here src/interval_tree.h:819: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:819: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant IntervalTree.xs:65: instantiated from here src/interval_tree.h:847: error: dependent-name ‘IntervalTree<T,N>::it_recursion_node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:847: note: say ‘typename IntervalTree<T,N>::it_recursion_node’ if a type is meant src/interval_tree.h: In destructor ‘IntervalTree<T, N>::~IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:205: instantiated from here src/interval_tree.h:546: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:546: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::TreeInsertHelp(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:380: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:298: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:298: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:299: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:299: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::LeftRotate(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:395: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:178: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:178: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::RightRotate(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:399: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:240: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:240: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant lipo: can't open input file: /var/tmp//ccLthuaw.out (No such file or directory) make: *** [IntervalTree.o] Error 1 BENBOOTH/Set-IntervalTree-0.01.tar.gz make -- NOT OK Running make test Can't test without successful make Running make install Make had returned bad status, install seems impossible Failed during this command: BENBOOTH/Set-IntervalTree-0.01.tar.gz : make NO

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  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

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  • How to reproject a shapefile from WGS 84 to Spherical/Web Mercator projection.

    - by samkea
    Definitions: You will need to know the meaning of these terms below. I have given a small description to the acronyms but you can google and know more about them. #1:WGS-84- World Geodetic Systems (1984)- is a standard reference coordinate system used for Cartography, Geodesy and Navigation. #2: EPGS-European Petroleum Survey Group-was a scientific organization with ties to the European petroleum industry consisting of specialists working in applied geodesy, surveying, and cartography related to oil exploration. EPSG::4326 is a common coordinate reference system that refers to WGS84 as (latitude, longitude) pair coordinates in degrees with Greenwich as the central meridian. Any degree representation (e.g., decimal or DMSH: degrees minutes seconds hemisphere) may be used. Which degree representation is used must be declared for the user by the supplier of data. So, the Spherical/Web Mercator projection is referred to as EPGS::3785 which is renamed to EPSG:900913 by google for use in googlemaps. The associated CRS(Coordinate Reference System) for this is the "Popular Visualisation CRS / Mercator ". This is the kind of projection that is used by GoogleMaps, BingMaps,OSM,Virtual Earth, Deep Earth excetra...to show interactive maps over the web with thier nearly precise coordinates.  Reprojection: After reading alot about reprojecting my coordinates from the deepearth project on Codeplex, i still could not do it. After some help from a colleague, i got my ball rolling.This is how i did it. #1 You need to download and open your shapefile using Q-GIS; its the one with the biggest number of coordinate reference systems/ projections. #2 Use the plugins menu, and enable ftools and the WFS plugin. #3 Use the Vector menu--> Data Management Tools and choose define current projection. Enable, use predefined reference system and choose WGS 84 coodinate system. I am personally in zone 36, so i chose WGS84-UTM Zone 36N under ( Projected Coordinate Systems--> Universal Transverse Mercator) and click ok. #4 Now use the Vector menu--> Data Management Tools and choose export to new projection. The same dialog will pop-up. Now choose WGS 84 EPGS::4326 under Geodetic Coordinate Systems. My Input user Defined Spatial Reference System should looks like this: +proj=tmerc +lat_0=0 +lon_0=33 +k=0.9996 +x_0=500000 +y_0=200000 +ellps=WGS84 +datum=WGS84 +units=m +no_defs Your Output user Defined Spatial Reference System should look like this: +proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs Browse for the place where the shapefile is going to be and give the shapefile a name(like origna_reprojected). If it prompts you to add the projected layer to the TOC, accept. There, you have your re-projected map with latitude and longitude pair of coordinates. #5 Now, this is not the actual Spherical/Web Mercator projection, but dont worry, this is where you have to stop. All the other custom web-mapping portals will pick this projection and transform it into EPGS::3785 or EPSG:900913 but the coordinates will still remain as the LatLon pair of the projected shapefile. If you want to test, a particular know point, Q-GIS has a lot of room for that. Go ahead and test it.

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  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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