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  • How can I use the SSRS ReportViewer from VS 2008 in a VS2010 project?

    - by Adrian Grigore
    Hi, I'm working on an ASP.NET MVC 2 / .NET 3.5 project which includes SSRS 2008 reports. After migrating to VS 2010 RC, the new web forms report viewer has been giving so much trouble that I'd like to use the old report viewer from VS 2008 again. Now I'm just wondering what would be the easiest way to do that. The report viewer is embedded in a Webforms ASPX file which is loaded in an IFrame by the the MVC view. Report parameters are currently stored as session variables, and for security reasons I would prefer not to change that for HTTP POST or GET parameters. So I can't just put the report viewer in a separate application and build that with VS2008. Moving the entire project back to VS 2008 is not an option. So, what's the easiest way for me to use the VS 2008 ReportViewer in VS 2010? Is there way to grab an assembly from VS 2008 and use that in my project? Thanks, Adrian

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  • forcing Validation; WPF, DataGrid, ObservableCollection

    - by Steve Mills
    I have a WPF DataGrid. I read a csv file and build an ObservableCollection of objects. I set the DataGrid.ItemsSource to the Collection. I would like to then force a RowValidation on every row in the DataGrid. If I, playing user, edit a cell, the RowValidation fires, all is well. But the Validation does not fire on the initial load. Is there some way I can call ??ValidateRow?? on a row? on every row? (C#, WPF, VS2008, etc)

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  • iphone problem - UIKit precompile error

    - by tigermain
    I've been working on a project for a few weeks now and today is the last day before it goes to client (typical). For some reason Im suddenly getting the following error when building my project (sim or device), even though other projects build fine /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIKit.h:61:42: error: UIKit/UIVideoEditorController.h: No such file or directory The last thing I was trying to do was use the UIMessage framework for email, but I have stripped that out!?!? N.B I have checked and the .h file does appear to be in the same folder as the UIKit.h file

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  • Error LNK1223 on ARM builds

    - by Seva Alekseyev
    eMbedded Visual C++ 3 project, building for PocketPC 2000. On the ARM build, the linker throws the following error: fatal error LNK1223: invalid or corrupt file: file contains invalid pdata contributions On SH3, the project compiles, links, and works. The project also works when built for ARM on Visual C++ 2005, but I need to test builds specifically from eVC3. Any ideas, please? What's a pdata contribution and how do I affect (or disable) those? It's something to do with exception handling; I've tried disabling SEH by specifying /EHsc, to no effect.

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  • sudo port install cmake trouble (for MGTwitterEngine)

    - by RexOnRoids
    I am following This Tutorial on installing MGTwitterEngine on my MAC osx 10.6.2. I am stuck on this step: sudo port install cmake it gives me the following error: dlopen(/opt/local/share/macports/Tcl/pextlib1.0/Pextlib.dylib, 10): no suitable image found. Did find: /opt/local/share/macports/Tcl/pextlib1.0/Pextlib.dylib: no matching architecture in universal wrapper while executing "load /opt/local/share/macports/Tcl/pextlib1.0/Pextlib.dylib" ("package ifneeded Pextlib 1.0" script) invoked from within "package require Pextlib 1.0" (file "/opt/local/bin/port" line 40) Rex-MacBook-Pro:~ Rex$ Thus, I cannot use TERMINAL to install YAJL to get my app to build. Help needed. P.S. In terminal preferences, Shells Open With is either /usr/bin/login or /bin/bash YAJL is supposedly installed at /Users/Rex I am using OSX 10.6.2

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  • Objective-C "miscasting" a string/int using stringWithFormat and %d

    - by user141146
    Hi, I think this is a relatively simple question, but I don't precisely know what's happening. I have a method that tries to build a string using NSString's stringWithFormat It looks like this: NSString *line1 = [NSString stringWithFormat:@"the car is %d miles away", self.ma]; In the above line "self.ma" should be an int, but in my case, I made an error and "self.ma" actually points to a NSString. So, I understand that the line should read NSString *line1 = [NSString stringWithFormat:@"the car is %@ miles away", self.ma]; but my question is what is the %d in the first example doing to my NSString? If I use the debugger, I can see that in once case, "self.ma" equals "32444", but somehow the %d converts it to 1255296. I would've guessed that the conversion of 32444 = 1255296 is some type of base-numbering conversion (hex to dec or something), but that doesn't appear to be the case. Any idea as to what %d is doing to my string? TIA

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  • WPF slow to start on x64 in .NET Framework 4.0

    - by Robert Fraser
    I've noticed that if I build my WPF application for Any CPU/x64, it takes MUCH longer to start (on the order of about 20 seconds) or to load new controls than it does if started on x86 (in release & debug modes, inside or outside of VS). This occurs with even the simplest WPF apps. The problem is discussed in this MSDN thread, but no answer was provided there. This happens only with .NET 4.0 -- in 3.5 SP1, x64 was just as fast as x86. Interestingly, Microsoft seems to know about this problem since the default for a new WPF project in VS2010 is x86. Is this a real bug or am I just doing it wrong? EDIT: Possibly related to this: http://stackoverflow.com/questions/2788215/slow-databinding-setup-time-in-c-net-4-0. I'm using data binding heavily.

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  • Ext JS how to tell PagingToolbar to use parent Grid storage?

    - by Nazariy
    I'm trying to build application that use single config passed by server as non native JSON (can contain functions). Everything works fine so far but I'm curious why PagingToolbar does not have an option to use parent Grid store? I have tried to set store in my config like this, but without success: {... store:Ext.StoreMgr.lookup('unique_store_id') } Is there any way to do so without writing tons of javascript for each view defining store, grid and other items in my application or at least extend functionality of PaginationToolbar that use options from parent object? UPDATED, Here is short example of server response (minified) { "xtype":"viewport", "layout":"border", "renderTo":Ext.getBody(), "autoShow":true, "id":"mainFrame", "defaults":{"split":true,"useSplitTips":true}, "items":[ {"region":"center", "xtype":"panel", "layout":"fit", "id":"content-area", "items":{ "id":"manager-panel", "region":"center", "xtype":"tabpanel", "activeItem":0, "items":[ { "xtype":"grid", "id":"domain-grid", "title":"Manage Domains", "store":{ "xtype":"arraystore", "id":"domain-store", "fields":[...], "autoLoad":{"params":{"controller":"domain","view":"store"}}, "url":"index.php" }, "tbar":[...], "bbar":{ "xtype":"paging", "id":"domain-paging-toolbar", "store":Ext.StoreMgr.lookup('domain-store') }, "columns":[...], "selModel":new Ext.grid.RowSelectionModel({singleSelect:true}), "stripeRows":true, "height":350, "loadMask":true, "listeners":{ "cellclick":activateDisabledButtons } } ] }, } ] }

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  • Cannot install Fast debugger in Netbeans 6.8 for Ruby 1.9

    - by Bragaadeesh
    Hi, I am using Netbeans 6.8 version and Ruby 1.9.1 installed on Windows XP. I tried to install the fast debugger and I am getting the following error. Building native extensions. This could take a while... ERROR: Error installing ruby-debug-ide: ERROR: Failed to build gem native extension. D:/Ruby19/bin/ruby.exe mkrf_conf.rb Building native extensions. This could take a while... Gem files will remain installed in D:/Ruby19/lib/ruby/gems/1.9.1/gems/ruby-debug-ide-0.4.9 for inspection. Results logged to D:/Ruby19/lib/ruby/gems/1.9.1/gems/ruby-debug-ide-0.4.9/ext/gem_make.out Have someone else faced this problem before. Please help. Thanks.

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  • Django auth without "auth_*" tables

    - by Travis Jensen
    We would like to use our own tables for user management instead of the Django "auth" tables. We already have database tables that include all of the relevant information our application needs but it isn't in the Django format. We would prefer not to have the information duplicated in two tables. We would like to utilize the auth package, though, as there is some very nice functionality that we don't want to replicate. I realize we could build our own auth backend, but that doesn't, as far as I can tell, remove the need for two sets of tables in this case. Am I correct in assuming that we cannot do this? I have found no docs that discuss how to modify the underlying model that the auth package is using. The backend simply pre-populates the user object that would eventually be saved in the auth tables. Thanks!

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  • Django pagination | get current index of paginated item in page index, (not the page index range its

    - by cka
    I am trying to build a photo gallery with Django. It is set up by category. I have paginated the results of a category by n amount of images per page. I want to also use the paginator on the page that shows just the single image and have a prev/next button for the prev/next image in that category. My thought was to get the current index for the image itself and have that be the link to the /category/CUR_IMG_ID_PAGINATION_LIST/ as the result of paginating the entire set would yield the same index as the current image index in the paginated results. For instance if the image i want is image 45 out of 150 images total for a category, then when i paginate the 150 images the 45 will be the actual number of the page I want. If there's an easier way to do this, let me know. Django 1.1

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  • Microsoft Declares the Future of ASP.NET is Web API

    - by sbwalker
    Sitting on a plane on my way home from Tech Ed 2012 in Orlando, I thought it would be a good time to jot down some key takeaways from this year’s conference. Some of these items I have known since the Microsoft MVP Summit which occurred in Redmond in late February ( but due to NDA restrictions I could not share them with the developer community at large ) and some of them are a result of insightful conversations with a wide variety of industry insiders and Microsoft employees at the conference. First, let’s travel back in time 4 years to the Microsoft MVP Summit in 2008. Microsoft was facing some heat from market newcomer Ruby on Rails and responded with a new web development framework of its own, ASP.NET MVC. At the Summit they estimated that MVC would only be applicable for ~10% of all new web development projects. Based on that prediction I questioned why they were investing such considerable resources for such a relative edge case, but my guess is that they felt it was an important edge case at the time as some of the more vocal .NET evangelists as well as some very high profile start-ups ( ie. Twitter ) had publicly announced their intent to use Rails. Microsoft made a lot of noise about MVC. In fact, they focused so much of their messaging and marketing hype around MVC that it appeared that WebForms was essentially dead. Yes, it may have been true that Microsoft continued to invest in WebForms, but from an outside perspective it really appeared that MVC was the only framework getting any real attention. As a result, MVC started to gain market share. An inside source at Microsoft told me that MVC usage has grown at a rate of about 5% per year and now sits at ~30%. Essentially by focusing so much marketing effort on MVC, Microsoft actually created a larger market demand for it.  This is because in the Microsoft ecosystem there is somewhat of a bandwagon mentality amongst developers. If Microsoft spends a lot of time talking about a specific technology, developers get the perception that it must be really important. So rather than choosing the right tool for the job, they often choose the tool with the most marketing hype and then try to sell it to the customer. In 2010, I blogged about the fact that MVC did not make any business sense for the DotNetNuke platform. This was because our ecosystem relied on third party extensions which were dependent on the WebForms model. If we migrated the core to MVC it would mean that all of the third party extensions would no longer be compatible, which would be an irresponsible business decision for us to make at the expense of our users and customers. However, this did not stop the debate from continuing to occur in our ecosystem. Clearly some developers had drunk Microsoft’s Kool-Aid about MVC and were of the mindset, to paraphrase an old Scottish saying, “If its not MVC, it’s crap”. Now, this is a rather ignorant position to take as most of the benefits of MVC can be achieved in WebForms with solid architecture and responsible coding practices. Clean separation of concerns, unit testing, and direct control over page output are all possible in the WebForms model – it just requires diligence and discipline. So over the past few years some horror stories have begun to bubble to the surface of software development projects focused on ground-up rewrites of web applications for the sole purpose of migrating from WebForms to MVC. These large scale rewrites were typically initiated by engineering teams with only a single argument driving the business decision, that Microsoft was promoting MVC as “the future”. These ill-fated rewrites offered no benefit to end users or customers and in fact resulted in a less stable, less scalable and more complicated systems – basically taking one step forward and two full steps back. A case in point is the announcement earlier this week that a popular open source .NET CMS provider has decided to pull the plug on their new MVC product which has been under active development for more than 18 months and revert back to WebForms. The availability of multiple server-side development models has deeply fragmented the Microsoft developer community. Some folks like to compare it to the age-old VB vs. C# language debate. However, the VB vs. C# language debate was ultimately more of a religious war because at least the two dominant programming languages were compatible with one another and could be used interchangeably. The issue with WebForms vs. MVC is much more challenging. This is because the messaging from Microsoft has positioned the two solutions as being incompatible with one another and as a result web developers feel like they are forced to choose one path or another. Yes, it is true that it has always been technically possible to use WebForms and MVC in the same project, but the tooling support has always made this feel “dirty”. The fragmentation has also made it difficult to attract newcomers as the perceived barrier to entry for learning ASP.NET has become higher. As a result many new software developers entering the market are gravitating to environments where the development model seems more simple and intuitive ( ie. PHP or Ruby ). At the same time that the Web Platform team was busy promoting ASP.NET MVC, the Microsoft Office team has been promoting Sharepoint as a platform for building internal enterprise web applications. Sharepoint has great penetration in the enterprise and over time has been enhanced with improved extensibility capabilities for software developers. But, like many other mature enterprise ASP.NET web applications, it is built on the WebForms development model. Similar to DotNetNuke, Sharepoint leverages a rich third party ecosystem for both generic web controls and more specialized WebParts – both of which rely on WebForms. So basically this resulted in a situation where the Web Platform group had headed off in one direction and the Office team had gone in another direction, and the end customer was stuck in the middle trying to figure out what to do with their existing investments in Microsoft technology. It really emphasized the perception that the left hand was not speaking to the right hand, as strategically speaking there did not seem to be any high level plan from Microsoft to ensure consistency and continuity across the different product lines. With the introduction of ASP.NET MVC, it also made some of the third party control vendors scratch their heads, and wonder what the heck Microsoft was thinking. The original value proposition of ASP.NET over Classic ASP was the ability for web developers to emulate the highly productive desktop development model by using abstract components for creating rich, interactive web interfaces. Web control vendors like Telerik, Infragistics, DevExpress, and ComponentArt had all built sizable businesses offering powerful user interface components to WebForms developers. And even after MVC was introduced these vendors continued to improve their products, offering greater productivity and a superior user experience via AJAX to what was possible in MVC. And since many developers were comfortable and satisfied with these third party solutions, the demand remained strong and the third party web control market continued to prosper despite the availability of MVC. While all of this was going on in the Microsoft ecosystem, there has also been a fundamental shift in the general software development industry. Driven by the explosion of Internet-enabled devices, the focus has now centered on service-oriented architecture (SOA). Service-oriented architecture is all about defining a public API for your product that any client can consume; whether it’s a native application running on a smart phone or tablet, a web browser taking advantage of HTML5 and Javascript, or a rich desktop application running on a PC. REST-based services which utilize the less verbose characteristics of JSON as a transport mechanism, have become the preferred approach over older, more bloated SOAP-based techniques. SOA also has the benefit of producing a cross-platform API, as every major technology stack is able to interact with standard REST-based web services. And for web applications, more and more developers are turning to robust Javascript libraries like JQuery and Knockout for browser-based client-side development techniques for calling web services and rendering content to end users. In fact, traditional server-side page rendering has largely fallen out of favor, resulting in decreased demand for server-side frameworks like Ruby on Rails, WebForms, and (gasp) MVC. In response to these new industry trends, Microsoft did what it always does – it immediately poured some resources into developing a solution which will ensure they remain relevant and competitive in the web space. This work culminated in a new framework which was branded as Web API. It is convention-based and designed to embrace native HTTP standards without copious layers of abstraction. This framework is designed to be the ultimate replacement for both the REST aspects of WCF and ASP.NET MVC Web Services. And since it was developed out of band with a dependency only on ASP.NET 4.0, it means that it can be used immediately in a variety of production scenarios. So at Tech Ed 2012 it was made abundantly clear in numerous sessions that Microsoft views Web API as the “Future of ASP.NET”. In fact, one Microsoft PM even went as far as to say that if we look 3-4 years into the future, that all ASP.NET web applications will be developed using the Web API approach. This is a fairly bold prediction and clearly telegraphs where Microsoft plans to allocate its resources going forward. Currently Web API is being delivered as part of the MVC4 package, but this is only temporary for the sake of convenience. It also sounds like there are still internal discussions going on in terms of how to brand the various aspects of ASP.NET going forward – perhaps the moniker of “ASP.NET Web Stack” coined a couple years ago by Scott Hanselman and utilized as part of the open source release of ASP.NET bits on Codeplex a few months back will eventually stick. Web API is being positioned as the unification of ASP.NET – the glue that is able to pull this fragmented mess back together again. The  “One ASP.NET” strategy will promote the use of all frameworks - WebForms, MVC, and Web API, even within the same web project. Basically the message is utilize the appropriate aspects of each framework to solve your business problems. Instead of navigating developers to a fork in the road, the plan is to educate them that “hybrid” applications are a great strategy for delivering solutions to customers. In addition, the service-oriented approach coupled with client-side development promoted by Web API can effectively be used in both WebForms and MVC applications. So this means it is also relevant to application platforms like DotNetNuke and Sharepoint, which means that it starts to create a unified development strategy across all ASP.NET product lines once again. And so what about MVC? There have actually been rumors floated that MVC has reached a stage of maturity where, similar to WebForms, it will be treated more as a maintenance product line going forward ( MVC4 may in fact be the last significant iteration of this framework ). This may sound alarming to some folks who have recently adopted MVC but it really shouldn’t, as both WebForms and MVC will continue to play a vital role in delivering solutions to customers. They will just not be the primary area where Microsoft is spending the majority of its R&D resources. That distinction will obviously go to Web API. And when the question comes up of why not enhance MVC to make it work with Web API, you must take a step back and look at this from the higher level to see that it really makes no sense. MVC is a server-side page compositing framework; whereas, Web API promotes client-side page compositing with a heavy focus on web services. In order to make MVC work well with Web API, would require a complete rewrite of MVC and at the end of the day, there would be no upgrade path for existing MVC applications. So it really does not make much business sense. So what does this have to do with DotNetNuke? Well, around 8-12 months ago we recognized the software industry trends towards web services and client-side development. We decided to utilize a “hybrid” model which would provide compatibility for existing modules while at the same time provide a bridge for developers who wanted to utilize more modern web techniques. Customers who like the productivity and familiarity of WebForms can continue to build custom modules using the traditional approach. However, in DotNetNuke 6.2 we also introduced a new Service Framework which is actually built on top of MVC2 ( we chose to leverage MVC because it had the most intuitive, light-weight REST implementation in the .NET stack ). The Services Framework allowed us to build some rich interactive features in DotNetNuke 6.2, including the Messaging and Notification Center and Activity Feed. But based on where we know Microsoft is heading, it makes sense for the next major version of DotNetNuke ( which is expected to be released in Q4 2012 ) to migrate from MVC2 to Web API. This will likely result in some breaking changes in the Services Framework but we feel it is the best approach for ensuring the platform remains highly modern and relevant. The fact that our development strategy is perfectly aligned with the “One ASP.NET” strategy from Microsoft means that our customers and developer community can be confident in their current and future investments in the DotNetNuke platform.

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. 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