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  • Do I lose anything by coding in c# and using free online vb.net code convertors?

    - by Gullu
    The company I work for uses vb.net since there are many programmers who moved up from vb6 to vb.net. Basically more vb.net resources in the company for support/maintenance vs c#. I am a c# coder and was wondering if I could just continue coding in c# and just use the many online free c# to vb.net code convertors. That way, I will be more productive and also be more marketable since there are more c# jobs compared to vb.net jobs. I have done vb6 many years ago and I am comfortable debugging vb.net code. It's just the primary coding language. I am more comfortable in c#. Will I lose anything if I use this approach. (code conversion). Based on what i read online the future of vb.net is really "Dim". Please advise. thank you

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  • XAML Controls in WinForms

    - by Nathan Friesen
    We're considering converting our WinForms application to a WPF application. Part of the reason is that WPF/XAML seem to be the future. We are also using third party controls that we would like to be able to phase out. Making this conversion seems like a pretty big and time consuming undertaking, though. Would it make sense to develop XAML controls that could be used in our WinForms application as a first step in the process? My thinking is that the same controls would then be used in the WPF application and all of the look, feel, and functionality would be built into the controls in either environment.

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  • How do I create a popup banner before login with Lightdm?

    - by Rich Loring
    When Ubuntu was using gnome I was able to create a popup banner like the banner below before the login screen using zenity in the /etc/gdm/Init/Default. The line of code would be like this: if [ -f "/usr/bin/zenity" ]; then /usr/bin/zenity --info --text="`cat /etc/issue`" --no-wrap; else xmessage -file /etc/issue -button ok -geometry 540X480; fi How can I accomplish this with Unity? NOTICE TO USERS This is a Federal computer system (and/or it is directly connected to a BNL local network system) and is the property of the United States Government. It is for authorized use only. Users (authorized or unauthorized) have no explicit or implicit expectation of privacy. Any or all uses of this system and all files on this system may be intercepted, monitored, recorded, copied, audited, inspected, and disclosed to authorized site, Department of Energy, and law enforcement personnel, as well as authorized officials of other agencies, both domestic and foreign. By using this system, the user consents to such interception, monitoring, recording, copying, auditing, inspection, and disclosure at the discretion of authorized site or Department of Energy personnel. Unauthorized or improper use of this system may result in administrative disciplinary action and civil and criminal penalties. By continuing to use this system you indicate your awareness of and consent to these terms and conditions of use. LOG OFF IMMEDIATELY if you do not agree to the conditions stated in this warning.

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  • Configuring thouands of related products in Magento?

    - by Anonymous -
    I'm at a stage with a Magento store I'm developing where I've added all the products (all 6000 of them) and now would like to configure related products to up my conversion rate a bit. I was wondering if there was an extension anybody knew of that functions similarly to this one, with the most current version of Magento (Community Edition, 1.6.1). If not, would anyone be able to provide some pointers for writing a script that will run through each product and add 1-5 related products. I have a fairly basic idea of taking product title text and just doing a simple text similarity query between other product titles for now, just to get some related products up there, but the Magento database isn't making a terribly large amount of sense. Thanks to anyone who can shed some light on this. :)

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  • Intel Recreates Animusic’s Pipe Dream Music Machine in Real Life

    - by Jason Fitzpatrick
    In 2001 there was a wildly popular CGI video created by Animusic called Pipe Dream that featured an awesome Rube-Goldberg’esque music making machine. Intel built a equally as awesome real world version of it, check out this video to see it in action. So how does it compare to the original video? Pretty darn well if we do say so; check out the original Animusic animation here: Not a bad CGI-to-reality conversion, eh? You can check out more videos of the Intel project here. [via Neatorama] Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header? The How-To Geek Guide to Getting Started with TrueCrypt

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  • Importing data from text file to specific columns using BULK INSERT

    - by Dinesh Asanka
    Bulk insert is much faster than using other techniques such as  SSIS. However, when you are using bulk insert you can’t insert to specific columns. If, for example, there are five columns in a table you should have five values for each record in the text file you are importing from. This is an issue when you are expecting default values to be inserted into tables. Let us say you have table as below: In this table, you are expecting ID, Status and CreatedDate to be updated automatically, so your text file may only have   FirstName  LastName  values as below: Dinesh,Asanka Saman,Liyanage Ruwan,Silva Susantha,Bathige Jude,Peires Sanjeewa,Jayawickrama If you use bulk insert to this table like follows, You will be returned an error: Bulk load data conversion error (type mismatch or invalid character for the specified codepage) for row 1, column 1 (ID). To avoid this you will need to create a view with the columns you are expecting to fill and use bulk insert against it. If you check the table now, you will see table with values in the text file and the default values.

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  • 3DS Max 2012 OBJ file import missing polygons

    - by Vit
    I started learning OpenGL. I got to a point I want to import some "real" objects. After "Googling" I decided I will go with OBJ file for start, since it is simple to understand, and there are plenty of tutorials on how to read them properly. I have from university access to 3DS Max 2012. So I tried to create very simple model (just deformated cube) and exporting it using OBJ file, just to vertices and triangles for the moment, without textures, so I can examine its structure by myself. But if I imported it right back to 3DS from OBJ file, now it renders somewhat strange, like its smoothen, and with lightsource, even I have none in scene. But the geometry, its wireframe is intact. So I thought maybe it is problem of exporting only vertices and triangles so I downloaded Enterprise-D model from internet, exported with everything on (normals, textures everything), and again imported it. Now, some polygons are missing. So, I want to ask, am I doing something terribly wrong, or is there some incompatibility issue between .max and .obj file ? Even it is only simple textured model without any lightsources, animation etc.? Thanks. Edit: I tried objects with MeshLab, the first, deformated cube was absolutelly OK. But still bothers me that 3DS Max doesen´t render it properly. In Enterprise-D model, there are polygons missing even in MeshLab. I uploaded rar archive with .max model of Enterprise, same .obj model exported from 3DS, and obj model of deformated cube. Download here (2.5 MB, filesonic).

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  • Reverse Search Images Easily with the TinEye Client for Windows

    - by Asian Angel
    Are you a frequent user of TinEye and would like to integrate it into your favorite Windows system? Then get ready to enjoy Context Menu and App Window goodness with the TinEye Client for Windows. After you have downloaded the zip file, unzip it and run the setup file inside. Once the installation process has finished you will be asked if you would like to launch TinEye Client immediately or not. If not then you can access it later using the new shortcut added to the Start Menu. We chose to let the program launch automatically…this is what the main window looks like. For our test we decided to access the client via the Context Menu using a picture of Doc Brown’s DeLorean in hover conversion mode. HTG Explains: Understanding Routers, Switches, and Network Hardware How to Use Offline Files in Windows to Cache Your Networked Files Offline How to See What Web Sites Your Computer is Secretly Connecting To

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  • FBX SDK Not Converting Child Node Coordinate Systems

    - by Al Bundy
    I am trying to import a scene into my application from an fbx file. In 3DS Max, the scene and it’s local translations are as follows: Root (0, 0, 0) '-Sphere001 (-15, 30, 0) ' '-Sphere002 (-2, -30, 0) ' '-Sphere003 (-30, -20, 0) '-Cube001 (35, -15, 0) This is the code that I am using to get the translations of each node: FbxDouble3 fbxPosition = pChild->LclTranslation.Get(); FbxDouble3 fbxRotation = pChild->LclRotation.Get(); FbxDouble3 fbxScale = pChild->LclScaling.Get(); When I try to import the scene, the first node from the scene is getting converted to a right handed system, using this conversion: (X, Z, -Y), but none of their child nodes are. after importing the scene, the local translations I get are as follows: Root (0, 0, 0) --Sphere001 (-15, 0, -30) - converted ----Sphere002 (-2, -30, 0) - not converted ------Sphere003 (-30, -20, 0) - not converted --Cube001 (35, 0, 15) - converted Can anybody help me make sense of this? Thanks

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • Bash script not adding variables to session

    - by travega
    I have a bash script that I have added as a startup application. It does a bunch of exports and alias assignment. #! /bin/bash alias devhm='cd ${DEV_HOME}; ll'; alias wlhm='cd ${WL_HOME}; ll'; alias dirch='watch --interval=1 "ls -la"'; alias vols='watch --interval=1 "df -h"'; alias svn-update='svn update --depth infinity ./*'; alias mci="~/mci.sh"; alias vncserver="vncserver -geometry 1680x1050"; alias ..="cd .."; alias hist="history | grep "; export PROXY_HOST=proxy.my.setup; export PROXY_PORT=3128; export LD_LIBRARY_PATH=$LD_LIBRARY_PATH/usr/lib/oracle/12.1/client64/lib; export ORACLE_HOME=/usr/lib/oracle/12.1/client64; export TNS_ADMIN=${ORACLE_HOME}/network/admin; echo "DONE!"; But none of these values are available in my terminal sessions anymore. Even when I run the script straight into the terminal like so: ./setup.sh I see the "DONE!" prompt printed but no aliases or env variables are set. If I copy and paste the contents of the file into the terminal the aliases and env variables are set. I have tried adding a line to execute the script from .bashrc also but still no aliases or env variables set. Any ideas what might be going on here? Also could anyone suggest a better way to have these env variables/aliases added to every terminal session?

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  • Tunning scrolling in urxvt

    - by Ivan Petrushev
    Hello, I'm using rxvt-unicode version 9.06 at Ubuntu 9.10. I was used to aterm, where you can use SHIFT + up/down arrow to scroll the printed output with a line up or down. You can also use SHIFT + pgup/pgdown to scroll one screen up or down. In urxvt I can use the pgup/pgdown combination as well, but can't use the up/down arrow combination. It is very useful to be able to scroll by single lines. Do you have any idea how to enable the up/down arrow scrolling? This is my ~/.inputrc: set show-all-if-ambiguous on And this is my ~/.Xdefaults: URxvt*geometry:80x35 URxvt*transparent:true URxvt*shading:40 URxvt*saveLines:12000 URxvt*foreground:White URxvt*background:Blue URxvt*font: -*-terminus-*-*-*-*-14-*-*-*-*-*-*-* URxvt*color4:RoyalBlue URxvt*color12:RoyalBlue URxvt*scrollBar:true URxvt*scrollBar_right:false URxvt*scrollstyle:rxvt

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  • Partitions on Linux and their CHS dependance

    - by FractalizeR
    Hello. Recently I came into a problem with partitioning WD20EARS disk (with 4k sectors). I needed partitions to be aligned correctly so I just used parted in "unit s" mode and started all partitions at mod8 sector (drive itself reports, that sector is 512b) and ended all of them at mod8-1 sector. But then I thought, that may be I should take into account also the cylinder boundaries (I've seen some posts on the net where fdisk complains about partitions not to start/end on cylinder boundary). And then... I thought, that if drive lies about it's sector size, may be it's lying about the whole geometry? Should I care about partitions to be aligned against cylinder boundaries? If so, how do I find these boundaries? I guess each drive model can contain different sectors per track/cylinder... Or sector alignment is all I should take care of?

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  • Annotate source code with diagrams as comments

    - by Steven Lu
    I write a lot of (primarily c++ and javascript) code that touches upon computational geometry and graphics and those kinds of topics, so I have found that visual diagrams have been an indispensable part of the process of solving problems. I have determined just now that "oh, wouldn't it just be fantastic if I could somehow attach a hand-drawn diagram to a piece of code as a comment", and this would allow me to come back to something I worked on, days, weeks, months earlier and far more quickly re-grok my algorithms. As a visual learner, I feel like this has the potential to improve my productivity with almost every type of programming because simple diagrams can help with understanding and reasoning about any type of non-trivial data structure. Graphs for example. During graph theory class at university I had only ever been able to truly comprehend the graph relationships that I could actually draw diagrammatical representations of. So... No IDE to my knowledge lets you save a picture as a comment to code. My thinking was that I or someone else could come up with some reasonably easy-to-use tool that can convert an image into a base64 binary string which I can then insert into my code. If the conversion/insertion process can be streamlined enough it would allow a far better connection between the diagram and the actual code, so I no longer need to chronographically search through my notebooks. Even more awesome: plugins for the IDEs to automatically parse out and display the image. There is absolutely nothing difficult about this from a theoretical point of view. My guess is that it would take some extra time for me to actually figure out how to extend my favorite IDEs and maintain these plugins, so I'd be totally happy with a sort of code post-processor which would do the same parsing out and rendering of the images and show them side by side with the code, inside of a browser or something. Since I'm a javascript programmer by trade. What do people think? Would anyone pay for this? I would.

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  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

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  • Tkinter on Ubuntu 14.04 seems not to work

    - by empedokles
    I receive following Traceback: Traceback (most recent call last): File "tkinter_basic_frame.py", line 4, in <module> from Tkinter import Tk, Frame, BOTH File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 42, in raise ImportError, str(msg) + ', please install the python-tk package' ImportError: No module named _tkinter, please install the python-tk package This is the demoscript I'm trying to run: #!/usr/bin/python # -*- coding: utf-8 -*- from Tkinter import Tk, Frame, BOTH class Example(Frame): def __init__(self, parent): Frame.__init__(self, parent, background="white") self.parent = parent self.initUI() def initUI(self): self.parent.title("Simple") self.pack(fill=BOTH, expand=1) def main(): root = Tk() root.geometry("250x150+300+300") app = Example(root) root.mainloop() if __name__ == '__main__': main() From my knowledge Tkinter should be included in Python 2.7. Why do I receive the traceback? Doesn't ubuntu contain the standard-python-distribution? This is solved. I had to install it manually in synaptic (got the hint in the meantime from another forum), see here: Wikipedia says: "Tkinter is a Python binding to the Tk GUI toolkit. It is the standard Python interface to the Tk GUI toolkit1 and is Python's de facto standard GUI,2 and is included with the standard Windows and Mac OS X install of Python." - Not good, that it isn't included in Ubuntu as well. Tkinter on Wikipedia

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  • Oracle announces Brand New Tuxedo 11g Release

    - by ruma.sanyal
    Today Oracle introduced two brand new products within the Tuxedo product line of its application grid portfolio. Oracle Tuxedo Application Runtime for CICS and Batch and Oracle Application Rehosting Workbench provide the ability to automate rehosting of mainframe Online and Batch applications to open systems running under Oracle Tuxedo. Oracle Application Rehosting Workbench automates adaptation of COBOL programs, JCL conversion for batch applications, and migration of VSAM files and DB2 data schema. Migration cost, risk, and project length and complexity are dramatically reduced with over 90% of application assets re-hosted on open systems 'as-is'. Impact on the organization is minimized - users are protected from change by support for 3270 green screens, and developers continue to use familiar CICS APIs, batxh functions, and common utilities. Other major features of this release are as follows: - Hotpluggability through introduction of Oracle Tuxedo JCA Adapter - Metadata driven application development using SCA programming model - Support for Python and Ruby languages to develop business services - Improved scalability and availability, TSAM enhancements Register for a live webinar with Oracle Fusion Middleware Senior VP Hasan Rizvi Read the press release Find more details on these exciting new products

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  • Firefox 4 crashing in VNC

    - by MacThePenguin
    On my desktop PC I've been using Kubuntu 10.04 for about a year. Recently I've updated Firefox to version 4 using aptitude and the mozilla-team/firefox-stable repository. Since then, I can't run it when I'm logged in through a VNC session. Firefox crashes immediately: when I try to run it from the console I get this error: ###!!! ABORT: X_ShmPutImage: BadShmSeg (invalid shared segment parameter); 3 requests ago: file /build/buildd/firefox-4.0.1+build1+nobinonly/build-tree/mozilla/toolkit/xre/nsX11ErrorHandler.cpp, line 203 ###!!! ABORT: X_ShmPutImage: BadShmSeg (invalid shared segment parameter); 3 requests ago: file /build/buildd/firefox-4.0.1+build1+nobinonly/build-tree/mozilla/toolkit/xre/nsX11ErrorHandler.cpp, line 203 Firefox works fine when I run it directly from the PC. Firefox 3.x worked fine also from a VNC session. I tried to turn off the hardware acceleration from the Firefox preferences, but that doesn't fix the problem. firefox --sync, firefox -safe-mode and firefox -ProfileManager also crash the same way. Any idea how to troubleshoot this? Thanks. Edit: additional info. I run vnc (RealVNC 4.1.1) from xinetd, this is the config I use: service Xvnc { type = UNLISTED disable = no socket_type = stream protocol = tcp wait = yes user = root server = /usr/bin/Xvnc4 server_args = -inetd :1 -desktop vnc5901 -query localhost -geometry 1160x675 -depth 16 -once -DisconnectClients=0 -NeverShared passwordFile=/path/to/vnc/password -render port = 5901 }

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  • 7 Reasons for Abandonment in eCommerce and the need for Contextual Support by JP Saunders

    - by Tuula Fai
    Shopper confidence, or more accurately the lack thereof, is the bane of the online retailer. There are a number of questions that influence whether a shopper completes a transaction, and all of those attributes revolve around knowledge. What products are available? What products are on offer? What would be the cost of the transaction? What are my options for delivery? In general, most online businesses do a good job of answering basic questions around the products as the shopper engages in the online journey, navigating the product catalog and working through the checkout process. The needs that are harder to address for the shopper are those that are less concerned with product specifics and more concerned with deciding whether the transaction met their needs and delivered value. A recent study by the Baymard Institute [1] finds that more than 60% of ecommerce site visitors will abandon their shopping cart. The study also identifies seven reasons for abandonment out of the commerce process [2]. Most of those reasons come down to poor usability within the commerce experience. Distractions. External distractions within the shopper’s external environment (TV, Children, Pets, etc.) or distractions on the eCommerce page can drive shopper abandonment. Ideally, the selection and check-out process should be straightforward. One common distraction is to drive the shopper away from the task at hand through pop-ups or re-directs. The shopper engaging with support information in the checkout process should not be directed away from the page to consume support. Though confidence may improve, the distraction also means abandonment may increase. Poor Usability. When the experience gets more complicated, buyer’s remorse can set in. While knowledge drives confidence, a lack of understanding erodes it. Therefore it is important that the commerce process is streamlined. In some cases, the number of clicks to complete a purchase is lengthy and unavoidable. In these situations, it is vital to ensure that the complexity of your experience can be explained with contextual support to avoid abandonment. If you can illustrate the solution to a complex action while the user is engaged in that action and address customer frustrations with your checkout process before they arise, you can decrease abandonment. Fraud. The perception of potential fraud can be enough to deter a buyer. Does your site look credible? Can shoppers trust your brand? Providing answers on the security of your experience and the levels of protection applied to profile information may play as big a role in ensuring the sale, as does the support you provide on the product offerings and purchasing process. Does it fit? If it is a clothing item or oversized furniture item, another common form of abandonment is for the shopper to question whether the item can be worn by the intended user. Providing information on the sizing applied to clothing, physical dimensions, and limitations on delivery/returns of oversized items will also assist the sale. A photo alone of the item will help, as it answers some of those questions, but won’t assuage all customer concerns about sizing and fit. Sometimes the customer doesn’t want to buy. Prospective buyers might be browsing through your catalog to kill time, or just might not have the money to purchase the item! You are unlikely to provide any information in contextual support to increase the likelihood to buy if the shopper already has no intentions of doing so. The customer will still likely abandon. Ensuring that any questions are proactively answered as they browse through your site can only increase their likelihood to return and buy at a future date. Can’t Buy. Errors or complexity at checkout can be another major cause of abandonment. Good contextual support is unlikely to help with severe errors caused by technical issues on your site, but it will have a big impact on customers struggling with complexity in the checkout process and needing a question answered prior to completing the sale. Embedded support within the checkout process to patiently explain how to complete a task will help increase conversion rates. Additional Costs. Tax, shipping and other costs or duties can dramatically increase the cost of the purchase and when unexpected, can increase abandonment, particularly if they can’t be adequately explained. Again, a lack of knowledge erodes confidence in the purchase, and cost concerns in particular, erode the perception of your brand’s trustworthiness. Again, providing information on what costs are additive and why they are being levied can decrease the likelihood that the customer will abandon out of the experience. Knowledge drives confidence and confidence drives conversion. If you’d like to understand best practices in providing contextual customer support in eCommerce to provide your shoppers with confidence, download the Oracle Cloud Service and Oracle Commerce - Contextual Support in Commerce White Paper. This white paper discusses the process of adding customer support, including a suggested process for finding where knowledge has the most influence on your shoppers and practical step-by-step illustrations on how contextual self-service can be added to your online commerce experience. Resources: [1] http://baymard.com/checkout-usability [2] http://baymard.com/blog/cart-abandonment

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Tracking click conversions with Google Analytics

    - by Joel
    Is there anyway I can use Google Analytics to track click conversions on a link? For example, if I have a link to www.a.com , is it possible for google to track the number of times that particular link was shown on my page and then track how many times it was really clicked? The problem is that I do not show the link to www.a.com every time the page loads. I am using a random function (server side) to generate a different link everytime. I would like Google Analytics to provide me with the click conversion for each of the links I choose to show the user. Thanks, Joel

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  • AutoVue Success at Siemens Energy!

    - by prasenjit.niyogi(at)oracle.com
    Siemens Improves Review and Collaboration with Visually Enabled Engineering Platform Siemens Energy Incorporated offers products, solutions, and services for the entire energy conversion chain--from power generation and transmission to distribution. The organization primarily serves energy utilities and industrial companies. Siemens faced challenges in the form of: Long design review cycles and potential field service delays that stemmed from users' inability to digitally access, view, and collaborate on design documents for energy-related projects stored in SAP High costs and IT administration complexity that was caused by multiple design visualization tools Learn how the customized integration of Oracle's AutoVue with SAP, thanks to Oracle partner Lifecycle Technology, significantly streamlined design review processes, improved productivity, and eliminated paper-based collaboration for the field service technicians and engineers. Read the complete snapshot here

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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