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  • Fokedvenc BI és DW blogjaim 7: Oracle Data Warehousing

    - by Fekete Zoltán
    A következo tartalmas blogot ajánlom a nyájas olvasó figyelmébe: The Data Warehouse Insider: http://blogs.oracle.com/datawarehousing/ Az adattárház általános fogalmaitól és a bevezetések és tervezés "best practice" legjobb gyakorlati tapasztalatokig. Témák: csillagsémák, particionálás, OLAP, 3NF, párhuzamos feldolgozások, adatbetöltés, ETL-ELT, adatmodellek, rendezvények, Exadata, Database Machine, tömörítés, adatbányászat, ügyféltörténetek,...

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • Sector bancario, un reto de transformación tecnológica

    - by Fabian Gradolph
    El sector financiero se encuentra en un momento clave. No sólo por la coyuntura económica actual, sino también por cuestiones estructurales y normativas que obligan a las entidades bancarias -normalmente a la cabeza de la innovación tecnológica, por cierto- a seguir dando pasos hacia el futuro, manteniendo la tecnología en el corazón de su estrategia de negocio. Así se ha puesto de manifiesto en el encuentro que se ha celebrado hoy en Madrid: Oracle in Banking, donde expertos de Oracle, clientes de la compañía y analistas han puesto sobre la mesa algunos de los desafíos a los que se enfrenta el sector e ideas para aprovechar al máximo la tecnología en la resolución de estos desafíos. El evento ha sido todo un éxito, con asistencia masiva de clientes y partners. En la imagen que ilustra este artículo pueden verse, por este orden: una panorámica de la sala, Modesto Villajos, Regional Sales Manager de Oracle, quien ejerció de maestro de ceremonias. Leopoldo Boado, Country Manager de Oracle España, quien realizó la introducción, Alex Kwiatkowski, de IDC, quien expuso los prinicipales desafíos a los que se enfrenta la banca, y Máximo Díez, Senior Director Financial Services de Oracle, que planteó las diferentes estrategias de transformación que pueden emprender los bancos. El evento se completó con intervenciones de clientes de Oracle (Banco Espírito Santo -BES- de Portugal; y BBVA, de España), y presentaciones y demostraciones técnicas.  De particular interés fue la intervención de Alex Kwiatkowski. De acuerdo con su punto de vista hay cuatro áreas esenciales a las que se enfrenta el sector. La primera de ellas es el marco regulatorio. El sector financiero está sometido a una constante presión normativa (probablemente acrecentada en estos tiempos de incertidumbre), no sólo a nivel nacional, sino también a nivel europeo y global. El cumplimiento exquisito de todas estas normas es esencial para el buen funcionamiento del sistema. La segunda área crítica es la necesidad de ofrecer una experiencia de usuario multicanal satisfactoria, de forma que se potencie la retención de clientes. A veces es difícil darnos cuenta, pero hoy en día nuestras interacciones con el banco han alcanzado una gran diversidad de canales (sucursal, ATM, Internet, banca telefónica, banca móvil...). Esto supone un permanente desafío tecnológico y de procesos para las entidades financieras. El tercer elemento crítico es el del incremento de la eficiencia de las operaciones, manteniendo los costes bajo control o incluso reduciéndolos aún más. Por último, las entidades bancarias tienen ante sí el reto de encontrar nuevas fuentes de ingresos, de forma que el foco deje de estar únicamente en la reducción de costes y la minimización de riesgos. Lo cierto es que en la actualidad, la atención principal se centra en estos dos puntos, pero como mencionó Alex Kwiatkowski "los CIO`s de los bancos se van a plantar en la mesa del CEO con la necesidad de realizar renovaciones completas de los sistemas de core banking y la necesidad de invertir en el desarrollo de nuevos canales". Máximo Díez también enfatizó esta necesidad en su presentación. Los bancos tienen la obligación de econtrar nuevas fórmulas para impulsar el crecimiento, pero la implementación de estrategias en este sentido presenta fuertes desafíos a causa de las limitaciones de los sistemas IT existentes. No hay duda de que se presenta un futuro muy interesante en el ámbito tecnológico para el sector financiero. Lo que Oracle puede hacer y ofrece a las entidades financieras puede encontrarse en este enlace: Financial Services.

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  • Smart View és az Office verziók

    - by Fekete Zoltán
    A Smart View többek között az Oracle Essbase (Hyperion) lekérdezo-elemzo-kontrolling-adatbeviteli stb felülete is. A Smart View egy MS Excel add-in-ként áll rendelkezésre. Teljes mértékben támogatja a tervezési, költségvetéskészítési, kontrolling és elemzési munkát. Az Essbase a kontrollerek szívéhez és kezéhez közelálló OLAP szerver, ami a Hyperion Planningnek is az alapja. Milyen MS Office verziókat támogat a Smart View? MS Office 2000 (XP), 2003, 2007 verziókat. Ezt az információt az Oracle Enterprise Performance Management Products - Supported Platforms Matrices helyen felsorolt dokumentumok írják le. Az Oracle Enterprise Performance Management aktuális verziójának 11.1.1.3 teljes dokumentácója megtalálható itt.

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  • Database Machine, 11gR2 és a Tivoli Data Protection is együttmuködik

    - by Fekete Zoltán
    Felmerült a kérdés, hogy a Database Machine környezetben végezhetjük-e a mentéseket Tivoli Data Protection for Oracle szoftverrel. A válasz: IGEN. Az IBM Tivoli Data Protection for Oracle V5.5.2 on Linux x86_64 immár bevizsgáltatott az Oracle 11gR2 RAC-cal. Az aktuális support információ itt található: A V5.5.2-re kattintva megtaláljátok a következo adatokat: Oracle Enterprise Linux 5 with any of the following Oracle releases: * 64-bit Oracle Standard or Enterprise Server 10gR2, 11g, or 11gR2 * 64-bit Real Application Clusters (RAC) 10gR2, 11g, or 11gR2 Ez az információ elegendo és remek :), mivel a Database Machine komponensek Oracle Enterprise Linux operációs rendszeren muködnek, 64 bites architektúrában és az Oracle RMAN (Recovery Manager) elemet tudja használni a TDP.

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  • Project Corndog: Viva el caliente perro!

    - by Matt Christian
    During one of my last semesters in college we were required to take a class call Computer Graphics which tried (quite unsuccessfully) to teach us a combination of mathematics, OpenGL, and 3D rendering techniques.  The class itself was horrible, but one little gem of an idea came out of it.  See, the final project in the class was to team up and create some kind of demo or game using techniques we learned in class.  My friend Paul and I teamed up and developed a top down shooter that, given the stringent timeline, was much less of a game and much more of 3D objects floating around a screen. The idea itself however I found clever and unique and decided it was time to spend some time developing a proper version of our idea.  Project Corndog as it is tentatively named, pits you as a freshly fried corndog who broke free from the shackles of fair food slavery in a quest to escape the state fair you were born in.  Obviously it's quite a serious game with undertones of racial prejudice, immoral practices, and cheap food sold at high prices. The game itself is a top down shooter in the style of 1942 (NES).  As a delicious corndog you will have to fight through numerous enemies including hungry babies, carnies, and the corndog serial-killer himself the corndog eating champion!  Other more engaging and frighteningly realistic enemies await as the only thing between you and freedom. Project Corndog is being developed in Visual Studio 2008 with XNA Game Studio 3.1.  It is currently being hosted on Google code and will be made available as an open source engine in the coming months.

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  • Adatintegrációs rendezvény HOUG tagoknak, DW/BI és Database szakosztály

    - by user645740
    2011. június 29-én szerdán lesz a HOUG szervezet Oracle adatintegrációs rendezvénye. Részvételi feltétel: HOUG tagság! Ha HOUG tag, akkor azért jöjjön, ha Oracle felhasználó és még nem HOUG tag, akkor lépjen be gyorsan a HOUG egyesületbe! Témák: adatintegráció, ELT-ETL, OWB, ODI, GoldenGate, RAC, Active Data Guard, stb. Az Oracle Warehouse Buildernek sok felhasználója van Magyarországon, és nem csupán az adattárházas-BI környezetekben. Az ELT területen Oracle Data Integratorra fókuszál az Oracle, ami heterogén környezetekben kiválóan muködik, azaz nem csak Oracle adatbázisokkal. Katt ide: HOUG szervezet Oracle adatintegrációs rendezvénye.

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  • OpenGL ES 2.0 example for JOGL

    - by fjdutoit
    I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried converting the android example from the OpenGL ES 2.0 Programming Guide examples (and at the same time looking at the WebGL example -- which worked fine) yet without any success. Are there any examples out there? If anyone else wants some extra help regarding this question see this thread on the official Jogamp forum.

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  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

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  • JSF Custom EL function works only on the first load of the page.

    - by jsfQ
    I created a ( JSP-based) custom EL function to use in the rendered tag. The function will return a boolean to decide if a page component needs to be rendered on a page or not. I import it onto the jsp page using <%@ taglib uri = "/WEB-INF/mine.tld" prefix = "g" %. Everything works perfect on the first load of the jsp page. Once a button is clicked, the form submits and then I am getting errors like 'No ClassLoaders found for: the class which implements my EL function' and 'Function not found'. What is going on here? What will be a fix?

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  • Oracle Warehouse Builder és Enterprise ETL

    - by Fekete Zoltán
    Friss és ropogós az adatlap!!! Fogyasszátok egészséggel: ODI Enterprise Edition: Warehouse Builder Enterprise ETL white paper. A jó hír: minden megvásárolt Oracle Database-hez ingyenese használható az Oracle Warehouse Builder alap (core) funkcionalitása. Mi is az az OWB core funkcionalitás, és mit használhatunk az opciókban? Az Enterprise ETL funkcionalitás az Oracle Data Integrator Enterprise Edition licensz részeként érheto el az OWB-hez. Azok a funkciók, amik csak az ODI EE licensszel érhetok el (a korábbi OWB Enterprise ETL opció is ennek a része) megtekinthetok itt is a szöveg alján. Ezek: - Transportable ETL modules, multiple configurations, and pluggable mappings - Operators for pluggable mapping, pluggable mapping input signature, pluggable mapping output signature - Design Environment Support for RAC - Metadata change propagation - Schedulable Mappings and Process Flows - Slowing Changing Dimensions (SCD) Type 2 and 3 - XML Files as a target - Target load ordering - Seeded spatial and streams transformations - Process Flow Activity templates - Process Flow variables support - Process Flow looping activities such as For Loop and While Loop - Process Flow Route and Notification activities - Metadata lineage and impact analysis - Metadata Extensibility - Deployment to Discoverer EUL - Deployment to Oracle BI Beans catalog Tehát ha komolyabb környezetben szeretném használni az OWB-t, több környezetbe deployálni, stb, akkor szükség van az ODI EE licenszre is. ODI Enterprise Edition: Warehouse Builder Enterprise ETL white paper.

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  • OpenGL ES 1.1 vs 2.0 for 2D Graphics, with rotated sprites?

    - by Lee Olayvar
    I am having trouble finding information related to which i should choose, OpenGL ES 1.1 or 2.0 for 2D graphics. OpenGL ES 1.1 on Android is a bit limited to my knowledge, and based purely on sprite count the only useful renderer is draw_texture() (as far as i know). However, that does not have rotation and rotation is very important to me. Now with the NDK adding support for OpenGL ES 2.0, i am trying to figure out if there is anything that preforms as well as draw_texture(), but can handle rotation. Anyone have any information on if 2.0 can help me in this area?

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  • Progress bar in Super Hexagon using OpenGL ES 2 (Android)

    - by user16547
    I'm wondering how the progress bar in Super Hexagon was made. (see image, top left) Actually I am not very sure how to implement a progress bar at all using OpenGL ES 2 on Android, but I am asking specifically about the one used in Super Hexagon because it seems to me less straightforward / obvious than others: the bar changes its colour during game play. I think one possibility is to use the built-in Android progress bar. I can see from some Stackoverflow questions that you can change the default blue colour to whatever you want, but I'm not sure whether you can update it during the game play. The other possibility I can think of for implementing a progress bar is to have a small texture that starts with a scale of 0 and that you keep scaling until it reaches the maximum size, representing 100%. But this suffers from the same problem as before: you'll not be able to update the colour of the texture during run-time. It's fixed. So what's the best way to approach this problem? *I'm assuming he didn't use a particular library, although if he did, it would be interesting to know. I'm interested in a pure OpenGL ES 2 + Android solution.

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  • How does the iPhone know which OpenGL ES context to use between 1.1 and 2.0?

    - by Moshe
    I've been digging around the net recently and noticed some video tutorials show an older template (pre SDK 3.2) with one OpenGL ES context. Now there are two of them, which, I've gleaned are the two versions of OpenGL ES available on the newer iMobile devices. Can I just use the older one or do I need to do everything twice? How do I tell the iPhone to use the older context, or will it do so automatically?

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  • Use OpenGL ES to create an iPhone painting tool?

    - by Jeff
    Is it feasible to use OpenGL ES to create an iPhone raster graphics editor like SketchBook Mobile(http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13872203)? Any related reference(tutorial, sample) you can recommend? Why I try to use OpenGL ES? Because it's hardware accelerated and cross-platform. Thanks in advance!

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  • Android dev platform supporting OpenGL ES 2.0: Where to buy?

    - by pixelpush
    I plan to port some camera and multimedia algorithms and functionality on a Qualcomm Snapdragon platform running Android. I need OpenGL ES 2.0 acceleration for many algorithms. Which platform is the right one? Also, where can I purchase this? The Android dev platform on Google's website supports on OpenGL ES 1.x Thanks for any input.

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  • ¿Es más barato desarrollar a medida que adquirir un ERP?

    - by Luis Alberto Quilez
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} La clave está en el tiempo. Cuando abordamos un desarrollo a medida, estamos pensando únicamente en las necesidades de hoy. Tenemos un proyecto concreto, un determinado alcance funcional y conocemos las herramientas que hoy tenemos disponibles. Somos los que mejor conocemos nuestra empresa de hoy, sus procesos y el desarrollo parece una buena opción, pues las licencias de las herramientas de desarrollo son económicas y el coste de la tarifa diaria de programación es asequible, y entonces, caemos en la trampa del corto plazo y vamos adelante. Es muy posible que este desarrollo salga bien, que estemos orgullosos de nuestro trabajo, e incluso que proclamemos a los 4 vientos el dinero que nos hemos ahorrado. Sin embargo el mundo no se para, el negocio no se para, la adaptación debe ser permanente, nuestros clientes, internos y externos, tendrán nuevas exigencias y nuestro desarrollo no estará terminado, tendremos que integrarlo con otras áreas, tendremos que tratar de darle mayor funcionalidad y alcance, tendremos que adaptarlo a las nuevas tecnologías, permitir que la información se analice, se comparta, se acceda desde nuevos dispositivos … y veremos en primera persona cómo la trampa del desarrollo se cierra sobre nuestras cabezas, nunca estará terminado, la tecnología que usamos un día se quedará obsoleta, el ritmo de exigencia por funcionalidad e integración será cada vez mayor y no podremos sino poner más y más recursos dedicados al mantenimiento de un desarrollo propio, que no deja de comer, que me obliga a gastar más y más cada día y del que no puedo salir. Al poco tiempo me he convertido en una empresa de desarrollo de software dentro de mi propia empresa y ni tengo los recursos económicos para hacerlo viable, ni tengo las capacidades humanas y de inversión para responder a lo que se me exige desde el negocio. Así que pensemos, desde el principio, en que nuestra empresa debe perdurar muchos años, y hagamos el análisis de costes bajo esta perspectiva a la hora de tomar la decisión y veremos entonces que la adquisición de un ERP es mucho más económica que el desarrollo a medida. Por otro lado tenemos la integración. Un sistema de producción, requiere la asignación de recursos, que a su vez requieren de un plan de desarrollo, una formación o un cálculo de su nómina; también requiere de una cuenta contable, de una gestión de compras o de una asignación de costes y claro,de todos estos puntos nos vamos dando cuenta sobre la marcha, cuando en un sistema de gestión integral (ERP) lo tenemos disponible desde el primer momento. Claro que no nos vale un ERP cerrado, poco flexible y que no me permita diferenciar a mi empresa. Tenemos que buscar un socio tecnológico que nos acompañe, que asuma la inversión en tecnología y que me vaya suministrando versiones y soluciones acordes a las exigencias de los tiempos, de hoy y de mañana, pero además que me permita adaptar los flujos e innovar en los procesos para que podamos diferenciar nuestra empresa de la competencia, hoy y mañana. Veremos cómo, con la decisión de un ERP, flexible y abierto, los números salen y en el largo plazo es mucho más económica la decisión de adquirir un ERP que de optar por el desarrollo. Luis Alberto Quilez v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Oracle BI adminisztráció és dokumentáció

    - by Fekete Zoltán
    Felmerült a kérdés, hogyan lehet telepíteni az Oracle Business Intelligence csomagok (BI EE, BI SE One) adminisztrációs eszközeit? Maga a BI végfelhasználói felület webes, böngészonket használva tudjuk használni az integrált elemeket: - interaktív irányítópultokat (dashboard) - ad-hoc (eseti) elemzések - jelentések, kimutatások, riportok - riasztások, értesítések - vezetett elemzések, folyamatok,... Az adminisztrátori eszközök egy része kliensként telepítendo a windows-os kliens gépekre, azaz a BI EE telepíto készletet windows-os változatában érhetok el. Az Oracle BI dokumentáció itt olvasható és töltheto le, közte az adminisztrációs dokumentum is,

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  • Spring 3 pet clinic example uses ${owner.new}, in the JSTL EL where can I read about out about .new

    - by Albert
    Spring 3 pet clinic example uses ${owner.new}, in the JSTL EL where can I find out more about where the .new comes from and what spec it is a part of? Ive seen empty and not empty operators/ reserved words but not .new until now in the Spring 3 pet clinic example.hers is the line im questioning: New Owner: located in the ownerForm.jsp file in the spring 3 pet clinic sample application.

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  • Can I use PBOs for textures in iOS?

    - by Radu
    As far as I can see, there is no GL_PIXEL_UNPACK_BUFFER. Also, the OpenGL ES 2.0 specification (and as far as I know, no iOS device currently supports OpenGL ES 2.0) states that glMapBufferOES() can only use GL_ARRAY_BUFFER as a target, yet glTexImage2D() and glTexSubImage2D() only seem to use PBOs if GL_PIXEL_UNPACK_BUFFER is bound. The OpenGL documentation for glBindBuffer() also states that: GL_PIXEL_PACK_BUFFER and GL_PIXEL_UNPACK_BUFFER are available only if the GL version is 2.1 or greater. So, can I use PBOs for textures? Am I missing something obvious?

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • E-Business Suite 11.5.10 Fenntartó Támogatással és 12.1 Meghosszabbított Támogatással kapcsolatos külön bejelentés

    - by user552636
    Igaz, az idei Oracle Open World (OOW) már régen volt, de akkor ez a blog még nem létezett. Ugyanakkor azóta többektol kaptam kérdést az OOW-n tett E-Business Suite támogatással kapcsolatos bejelentés értelmezésére vonatkozóan. Ezért gondoltam, hasznos lehet a magyar felhasználók számára, ha írok pár sort a bejelentésrol. Az E-Business Suite (EBS) 11.5.10 verzióhoz kapcsolódó bejelentés: Az Oracle Élettartam Támogatási modellje szerint ez a verzió általánosan 2004. novembertol volt elérheto, melyre az Oracle 2010. november 30-ig biztosított Premier Támogatást, 2010. December 1-tol 2013. november végéig pedig Meghosszabbított Támogatást nyújt. Jövo év december 1-tol az EBS 11.5.10 verzió Fenntartó Támogatás szakaszba kerül. Fenntartó Támogatás szakaszban az újonnan felfedezett bug-okat már nem javítja a Fejlesztés. A bejelentés szerint Oracle a 11.5.10 esetében kivételt tesz és a 2013. december 1-tol 2014. november 30-ig terjedo idoszakban az éles üzemet érinto 1-es súlyossági szintu problémák esetében biztosítani fogja új hibák javítását is. Amire ügyelni érdemes, a rendszer a  Doc ID 883202.1 My Oracle Support dokumentumban részletezett minimum patch szinten kell legyen.   Ez a plusz szolgáltatás nem befolyásolja a támogatási díjat. Az E-Business Suite (EBS) 12.1 verzióhoz kapcsolódó bejelentés   Az EBS 12.1 verzió Meghosszabbított támogatásának eredetileg mehírdetett idoszaka 2014. május 1. – 2017. április 30. volt. Oracle ezt az idoszakot 19 hónappal megtoldotta, így ennek a verziónak a Meghosszabbított Támogatása 2018. december 31-ig tart majd. További jó hír e verziót használó Ügyfeleink számára, hogy a Meghosszabbított Támogatás emelt díjától az Oracle eltekint. Standard Oracle árazás szerint a Meghosszabbított Támogatás elso évében a szolgáltatási díj a Premier Támogatás díjának 110%-a, a második, ill. harmadik években a Premier Támogatás díjának 120%-a. Oracle jelen esetben a plusz 10%-tól, ill. a plusz 20 %-tól eltekint. Íly módon a Meghosszabbított Támogatást Oracle a Premier Támogatás díjért biztosítja majd. Amire ügyelni érdemes, a rendszer a  Doc ID 1195034.1 My Oracle Support dokumentumban részletezett minimum patch szinten kell legyen.   Az idoszakok egyszerubb megértése érdekében az alábbi grafikonon ábrázoltam a szóban forgó verziók támogatásának egyes szakaszait.  

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