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  • opengl es transparent fog in android

    - by Sponge
    I was wondering why the fog i use in opengl es on my android phone isn't transparent when i set the colors alpha to 0. I set the background to transparent and it works fine and the Color class or the toFloatBuffer() method are working fine for my meshes but when i set the fog color to transparent then this fact is ignored. here is the basic code i use for fog in the onSurfaceCreated() method of my renderer: gl.glFogf(GL10.GL_FOG_MODE, GL10.GL_LINEAR); gl.glFogf(GL10.GL_FOG_START, 4.0f); gl.glFogf(GL10.GL_FOG_END, 10.0f); gl.glFogfv(GL10.GL_FOG_COLOR, new Color(0,0,0,0).toFloatBuffer()); gl.glEnable(GL10.GL_FOG);

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Only add if not already in place

    - by Woppie
    Here's my data structure: var data = [ { id: '1924', info: 'boo' }, { id: '1967', info: 'foo' } ]; The id value should be unique, but the info may not be unique. How would I add new data into the data hash only if the id of the new data is unique? Is the only way to iterate over the whole hash and see if there is such an id already in place? data.push({ id: '1967', info: 'goo-goo' }); //should not be added data.push({ id: '1963', info: 'goo-goo' }); //should be added

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  • mod_rewrite settings causes server to throw HTTP 500 errors instead of 404

    - by FractalizeR
    Hello. I have a server with VBulletin forum (working under Apache 2.2, CentOS). The default settings for it in .htaccess are as follows: RewriteEngine on RewriteCond %{HTTP_HOST} ^gsmforum\.ru RewriteRule (.*) http://www.gsmforum.ru/$1 [R=301,L] # If you are having problems or are using VirtualDocumentRoot, uncomment this line and set it to your vBulletin directory. RewriteBase / RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] # Forum RewriteRule ^threads/.* showthread.php [QSA] RewriteRule ^forums/.* forumdisplay.php [QSA] RewriteRule ^members/.* member.php [QSA] RewriteRule ^blogs/.* blog.php [QSA] ReWriteRule ^entries/.* entry.php [QSA] RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] # MVC RewriteRule ^(?:(.*?)(?:/|$))(.*|$)$ $1.php?r=$2 [QSA] If I try to access any non-existent URL on forum like www.example.com/ajdsjaskasajs, server throws HTTP 500 error. Apache log says: [Sun Apr 25 17:24:32 2010] [error] [client 82.211.152.12] Request exceeded the limit of 10 internal redirects due to probable configuration error. Use 'LimitInternalRecursion' to increase the limit if necessary. Use 'LogLevel debug' to get a backtrace., referer: http://www.gsmforum.ru/forumdisplay.php?424-%CD%EE%E2%EE%F1%F2%E8-%EF%F0%EE%E3%F0%E0%EC%EC%E0%F2%EE%F0%EE%E2 If I switch LogLevel to Debug I get something like this: [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php.php.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt.php [Sun Apr 25 17:30:46 2010] [debug] core.c(3059): [client 95.25.70.85] redirected from r->uri = /robots.txt [root@server2 logs]# tail httpd_error.log [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php.php.php.php.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php.php.php.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php.php.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript.php, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru [Sun Apr 25 17:31:27 2010] [debug] core.c(3059): [client 217.118.79.27] redirected from r->uri = /clientscript/vbulletin_css/style-d95b06dc-00001.css, referer: http://74.125.77.132/search?q=cache:bGPJ8XkSvlMJ:www.gsmforum.ru/showthread.php%3Ft%3D62479+%D0%A3%D0%BC%D0%B5%D0%BD%D1%8C%D1%88%D0%B5%D0%BD%D0%B8%D0%B5+%D0%BF%D0%B8%D0%BD%D0%B3%D0%B0+3G+%D0%BC%D0%BE%D0%B4%D0%B5%D0%BC&cd=3&hl=ru&ct=clnk&gl=ru If I remove or comment the last (#MVC) line from .htaccess all is fine. Can you advise me what is the problem with mod_rewrite settings? Why does the last line cause infinite recursion?

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  • Team Foundation Server 2012 Build Global List Problems

    - by Bob Hardister
    My experience with the upgrade and use of TFS 2012 has been very positive. I did come across a couple of issues recently that tripped things up for a while. ISSUE 1 The first issue is that 2012 prior to Update 1 published an invalid build list item value to the collection global list. In 2010, the build global list, list item value syntax is an underscore between the build definition and the build number. In the 2012 RTM this underscore was replaced with a backslash, which is invalid.  Specifically, an upload of the global list fails when the backslash is followed at some point by a period. The error when using the API is: <detail ExceptionMessage="TF26204: The account you entered is not recognized. Contact your Team Foundation Server administrator to add your account." BaseExceptionName="Microsoft.TeamFoundation.WorkItemTracking.Server.ValidationException"><details id="600019" http://schemas.microsoft.com/TeamFoundation/2005/06/WorkItemTracking/faultdetail/03"http://schemas.microsoft.com/TeamFoundation/2005/06/WorkItemTracking/faultdetail/03" /></detail> when uploading the global list via the process editor the error is: This issue is corrected in Update1 as the backslash is changed to a forward slash. ISSUE 2 The second issue is that when upgrading from 2010 to 2012, the builds in 2010 are not published to the 2012 global list.  After the upgrade the 2012 global lists doesn’t have any builds and only builds run in 2012 are published to the global list. This was reported to the MSDN forums and Connect. To correct this I wrote a utility to pull all the builds and recreate the builds global list for each project in each collection.  This is a console application with a program.cs, a globallists.cs and a app.config (not published here). The utility connects to TFS 2012, loops through the collections or a target collection as specified in the app.config. Then loops through the projects, the build definitions, and builds.  It creates a global list for each project if that project has at least one build. Then it imports the new list to TFS.  Here’s the code for program and globalists classes. Program.CS using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.TeamFoundation.Framework.Client; using Microsoft.TeamFoundation.Framework.Common; using Microsoft.TeamFoundation.Client; using Microsoft.TeamFoundation.Server; using System.IO; using System.Xml; using Microsoft.TeamFoundation.WorkItemTracking.Client; using System.Diagnostics; using Utilities; using System.Configuration; namespace TFSProjectUpdater_CLC { class Program { static void Main(string[] args) { DateTime temp_d = System.DateTime.Now; string logName = temp_d.ToShortDateString(); logName = logName.Replace("/", "_"); logName = logName + "_" + temp_d.TimeOfDay; logName = logName.Replace(":", "."); logName = "TFSGlobalListBuildsUpdater_" + logName + ".log"; Trace.Listeners.Add(new TextWriterTraceListener(Path.Combine(ConfigurationManager.AppSettings["logLocation"], logName))); Trace.AutoFlush = true; Trace.WriteLine("Start:" + DateTime.Now.ToString()); Console.WriteLine("Start:" + DateTime.Now.ToString()); string tfsServer = ConfigurationManager.AppSettings["TargetTFS"].ToString(); GlobalLists gl = new GlobalLists(); //replace this with the URL to your TFS instance. Uri tfsUri = new Uri("https://" + tfsServer + "/tfs"); //bool foundLite = false; TfsConfigurationServer config = new TfsConfigurationServer(tfsUri, new UICredentialsProvider()); config.EnsureAuthenticated(); ITeamProjectCollectionService collectionService = config.GetService<ITeamProjectCollectionService>(); IList<TeamProjectCollection> collections = collectionService.GetCollections().OrderBy(collection => collection.Name.ToString()).ToList(); //target Collection string targetCollection = ConfigurationManager.AppSettings["targetCollection"]; foreach (TeamProjectCollection coll in collections) { if (targetCollection.Equals(string.Empty)) { if (!coll.Name.Equals("TFS Archive") && !coll.Name.Equals("DefaultCol") && !coll.Name.Equals("Team Project Template Gallery")) { doWork(coll, tfsServer); } } else { if (coll.Name.Equals(targetCollection)) { doWork(coll, tfsServer); } } } Trace.WriteLine("Finished:" + DateTime.Now.ToString()); Console.WriteLine("Finished:" + DateTime.Now.ToString()); if (System.Diagnostics.Debugger.IsAttached) { Console.WriteLine("\nHit any key to exit..."); Console.ReadKey(); } Trace.Close(); } static void doWork(TeamProjectCollection coll, string tfsServer) { GlobalLists gl = new GlobalLists(); //target Collection string targetProject = ConfigurationManager.AppSettings["targetProject"]; Trace.WriteLine("Collection: " + coll.Name); Uri u = new Uri("https://" + tfsServer + "/tfs/" + coll.Name.ToString()); TfsTeamProjectCollection c = TfsTeamProjectCollectionFactory.GetTeamProjectCollection(u); ICommonStructureService icss = c.GetService<ICommonStructureService>(); try { Trace.WriteLine("\tChecking Collection Global Lists."); gl.RebuildBuildGlobalLists(c); } catch (Exception ex) { Console.WriteLine("Exception! :" + coll.Name); } } } } GlobalLists.CS using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.TeamFoundation.Client; using Microsoft.TeamFoundation.Framework.Client; using Microsoft.TeamFoundation.Framework.Common; using Microsoft.TeamFoundation.Server; using Microsoft.TeamFoundation.WorkItemTracking.Client; using Microsoft.TeamFoundation.Build.Client; using System.Configuration; using System.Xml; using System.Xml.Linq; using System.Diagnostics; namespace Utilities { public class GlobalLists { string GL_NewList = @"<gl:GLOBALLISTS xmlns:gl=""http://schemas.microsoft.com/VisualStudio/2005/workitemtracking/globallists""> <GLOBALLIST> </GLOBALLIST> </gl:GLOBALLISTS>"; public void RebuildBuildGlobalLists(TfsTeamProjectCollection _tfs) { WorkItemStore wis = new WorkItemStore(_tfs); //export the current globals lists file for the collection to save as a backup XmlDocument globalListsFile = wis.ExportGlobalLists(); globalListsFile.Save(@"c:\temp\" + _tfs.Name.Replace("\\", "_") + "_backupGlobalList.xml"); LogExportCurrentCollectionGlobalListsAsBackup(_tfs); //Build a new global build list from each build definition within each team project IBuildServer buildServer = _tfs.GetService<IBuildServer>(); foreach (Project p in wis.Projects) { XmlDocument newProjectGlobalList = new XmlDocument(); newProjectGlobalList.LoadXml(GL_NewList); LogInstanciateNewProjectBuildGlobalList(_tfs, p); BuildNewProjectBuildGlobalList(_tfs, wis, newProjectGlobalList, buildServer, p); LogEndOfProject(_tfs, p); } } // Private Methods private static void BuildNewProjectBuildGlobalList(TfsTeamProjectCollection _tfs, WorkItemStore wis, XmlDocument newProjectGlobalList, IBuildServer buildServer, Project p) { //locate the template node XmlNamespaceManager nsmgr = new XmlNamespaceManager(newProjectGlobalList.NameTable); nsmgr.AddNamespace("gl", "http://schemas.microsoft.com/VisualStudio/2005/workitemtracking/globallists"); XmlNode node = newProjectGlobalList.SelectSingleNode("//gl:GLOBALLISTS/GLOBALLIST", nsmgr); LogLocatedGlobalListNode(_tfs, p); //add the name attribute for the project build global list XmlElement buildListNode = (XmlElement)node; buildListNode.SetAttribute("name", "Builds - " + p.Name); LogAddedBuildNodeName(_tfs, p); //add new builds to the team project build global list bool buildsExist = false; if (AddNewBuilds(_tfs, newProjectGlobalList, buildServer, p, node, buildsExist)) { //import the new build global list for each project that has builds newProjectGlobalList.Save(@"c:\temp\" + _tfs.Name.Replace("\\", "_") + "_" + p.Name + "_" + "newGlobalList.xml"); //write out temp copy of the global list file to be imported LogImportReady(_tfs, p); wis.ImportGlobalLists(newProjectGlobalList.InnerXml); LogImportComplete(_tfs, p); } } private static bool AddNewBuilds(TfsTeamProjectCollection _tfs, XmlDocument newProjectGlobalList, IBuildServer buildServer, Project p, XmlNode node, bool buildsExist) { var buildDefinitions = buildServer.QueryBuildDefinitions(p.Name); foreach (var buildDefinition in buildDefinitions) { var builds = buildDefinition.QueryBuilds(); foreach (var build in builds) { //insert the builds into the current build list node in the correct 2012 format buildsExist = true; XmlElement listItem = newProjectGlobalList.CreateElement("LISTITEM"); listItem.SetAttribute("value", buildDefinition.Name + "/" + build.BuildNumber.ToString().Replace(buildDefinition.Name + "_", "")); node.AppendChild(listItem); } } if (buildsExist) LogBuildListCreated(_tfs, p); else LogNoBuildsInProject(_tfs, p); return buildsExist; } // Logging Methods private static void LogExportCurrentCollectionGlobalListsAsBackup(TfsTeamProjectCollection _tfs) { Trace.WriteLine("\tExported Global List for " + _tfs.Name + " collection."); Console.WriteLine("\tExported Global List for " + _tfs.Name + " collection."); } private void LogInstanciateNewProjectBuildGlobalList(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tInstanciated the new build global list for project " + p.Name + " in the " + _tfs.Name + " collection."); Console.WriteLine("\t\tInstanciated the new build global list for project \n\t\t\t" + p.Name + " in the \n\t\t\t" + _tfs.Name + " collection."); } private static void LogLocatedGlobalListNode(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tLocated the build global list node for project " + p.Name + " in the " + _tfs.Name + " collection."); Console.WriteLine("\t\tLocated the build global list node for project \n\t\t\t" + p.Name + " in the \n\t\t\t" + _tfs.Name + " collection."); } private static void LogAddedBuildNodeName(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tAdded the name attribute to the build global list for project " + p.Name + " in the " + _tfs.Name + " collection."); Console.WriteLine("\t\tAdded the name attribute to the build global list for project \n\t\t\t" + p.Name + " in the \n\t\t\t" + _tfs.Name + " collection."); } private static void LogBuildListCreated(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tAdded all builds into the " + "Builds - " + p.Name + " list in the " + _tfs.Name + " collection."); Console.WriteLine("\t\tAdded all builds into the " + "Builds - \n\t\t\t" + p.Name + " list in the \n\t\t\t" + _tfs.Name + " collection."); } private static void LogNoBuildsInProject(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tNo builds found for project " + p.Name + " in the " + _tfs.Name + " collection."); Console.WriteLine("\t\tNo builds found for project " + p.Name + " \n\t\t\tin the " + _tfs.Name + " collection."); } private void LogEndOfProject(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tEND OF PROJECT " + p.Name); Trace.WriteLine(" "); Console.WriteLine("\t\tEND OF PROJECT " + p.Name); Console.WriteLine(); } private static void LogImportReady(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tReady to import the build global list for project " + p.Name + " to the " + _tfs.Name + " collection."); Console.WriteLine("\t\tReady to import the build global list for project \n\t\t\t" + p.Name + " to the \n\t\t\t" + _tfs.Name + " collection."); } private static void LogImportComplete(TfsTeamProjectCollection _tfs, Project p) { Trace.WriteLine("\t\tImport of the build global list for project " + p.Name + " to the " + _tfs.Name + " collection completed."); Console.WriteLine("\t\tImport of the build global list for project \n\t\t\t" + p.Name + " to the \n\t\t\t" + _tfs.Name + " collection completed."); } } }

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  • View the Real Links Behind Shortened URLs in Chrome

    - by Asian Angel
    When you encounter shortened URLs there is always that worry in the back of your mind about where they really lead to. Now you can get a “sneak peak” at the real links behind those URLs with the View Thru extension for Google Chrome. The URL Shortening services officially supported at this time are: bit.ly, cli.gs, ff.im, goo.gl, is.gd, nyti.ms, ow.ly, post.ly, su.pr, & tinyurl.com. Before When you encounter a shortened URL you are pretty much on your own in deciding whether to trust that link or not. It would really be nice if you could just hover your mouse over those links and know where they will lead ahead of time. After Once you have the extension installed you are ready to access that link viewing goodness. Please note that you will need to reload any pages that were open prior to installing the extension. For our first example we chose a shortened URL from “bit.ly”. As you can see the entire link behind the shortened URL is displayed very nicely…no hidden surprises there! Note: There are no options to worry with for the extension. Another perfect result for the “goo.gl URL” shown below. View Thru will certainly remove a lot of the stress related to clicking on shortened URLs. Bonus Find Just out of curiosity we looked for a shortened URL not listed as being officially supported at this time. We found one with the “http://nyti.ms/” domain and View Thru showed the link perfectly…so be sure to give it a try on other services too. Conclusion If you worry about where a shortened URL will really lead you then the View Thru extension can help alleviate that stress. Links Download the View Thru extension (Google Chrome Extensions) Similar Articles Productive Geek Tips See Where Shortened URLs “Link To” in Your Favorite BrowserVerify the Destinations of Shortened URLs the Easy WayCreate Shortened goo.gl URLs in Google Chrome the Easy WayCreate Shortened goo.gl URLs in Your Favorite BrowserAccess Google Chrome’s Special Pages the Easy Way TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job?

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • Setting the values of a struct array from JS to GLSL

    - by mikidelux
    I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec3 spotDirection; float spotCutOff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotExponent; float spotLightCosCutOff; }; uniform Light lights[numLights]; After testing LOTS of things I made it work but I'm not happy with the code I wrote: program.uniform.lights = []; program.uniform.lights.push({ position: "", diffuse: "", specular: "", ambient: "", spotDirection: "", spotCutOff: "", constantAttenuation: "", linearAttenuation: "", quadraticAttenuation: "", spotExponent: "", spotLightCosCutOff: "" }); program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position"); program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse"); program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular"); program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient"); ... and so on I'm sorry for making you look at this code, I know it's horrible but I can't find a better way. Is there a standard or recommended way of doing this properly? Can anyone enlighten me?

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  • Why does glGetString returns a NULL string

    - by snape
    I am trying my hands at GLFW library. I have written a basic program to get OpenGL renderer and vendor string. Here is the code #include <GL/glew.h> #include <GL/glfw.h> #include <cstdio> #include <cstdlib> #include <string> using namespace std; void shutDown(int returnCode) { printf("There was an error in running the code with error %d\n",returnCode); GLenum res = glGetError(); const GLubyte *errString = gluErrorString(res); printf("Error is %s\n", errString); glfwTerminate(); exit(returnCode); } int main() { // start GL context and O/S window using GLFW helper library if (glfwInit() != GL_TRUE) shutDown(1); if (glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) shutDown(2); // start GLEW extension handler glewInit(); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); // close GL context and any other GLFW resources glfwTerminate(); return 0; } I googled this error and found out that we have to initialize the OpenGL context before calling glGetString(). Although I have initialized OpenGL context using glfwInit() but still the function returns a NULL string. Any ideas? Edit I have updated the code with error checking mechanisms. This code on running outputs the following There was an error in running the code with error 2 Error is no error

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  • How do I render only part of a texture to a point sprite in OpenGL ES for Android?

    - by nbolton
    Using the libgdx framework, I've figured out how to render a texture to a point sprite. The problem is, it renders the entire texture to the point sprite, where I only want a small part of it (since it's an isometric tile image). Here's a snippet from some demo code I wrote... create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.internal("data/tiles2.png"), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl.glEnable(GL11.GL_POINT_SPRITE_OES); Gdx.gl11.glTexEnvi( GL11.GL_POINT_SPRITE_OES, GL11.GL_COORD_REPLACE_OES, GL11.GL_TRUE); Gdx.gl10.glPointSize(s); tiles.bind(); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.begin(GL10.GL_POINTS); // render 3 point sprites at various 3d points renderer.vertex(-.1f, 0, -.1f); renderer.vertex(0, 0, 0); renderer.vertex(.1f, 0, .1f); // ... more vertices here if needed (one for each sprite) ... renderer.end(); }

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • App Scripts Office Hours - August 30, 2012

    App Scripts Office Hours - August 30, 2012 In this week's episode of Google Apps Script office hours, Eric and Ikai: - Highlight a blog post on Google Analytics in Apps Script (goo.gl - Answer questions about Charts Dashboards and other topics. - Discuss the upcoming Apps Script hackathon in Austin, Texas (goo.gl To find out when the next office hours will be held visit: developers.google.com From: GoogleDevelopers Views: 135 16 ratings Time: 33:51 More in Science & Technology

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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  • Sql Server 2008, Active Directory Groups, and Failed Logins

    - by Ryan Michela
    I keep getting a Login Failed error in my ASP.net application when connecting to my SQL Server 2008 database. I am trying to login with the user domain\foo. When I grant a database login (server and database level) for domain\foo, my application can connect. When I put domain\foo in a group called domain/goo and give domain\goo a database login, the user domain\foo cannot authenticate. This does not make any sense. Am I doing something wrong? domain\foo and domain\goo are configured identically. The only difference is that on is a user and one is a group containing a user. Adding active directory groups as users to SQL Server 2008 is supposed to work.

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  • Why isn't the backup file created when running sqlcmd from remote machine?

    - by Ed Gl
    I tried running the sqlcmd from a remote host to do a simple backup of a sql 2008 database. The command goes something like this: sqlcmd -s xxx.xxx.xxx.xx -U username -P some_password -Q "Backup database [db] to \ disk = 'c:\test_backup.bak' with format" I get a succesfull message but the file isn't created. When I run this on the sql manager on the same machine, it works. I thought it was permission problems, but I'm using the same username in both cases. Any thoughts?

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  • Pyglet OpenGL drawing anti-aliasing

    - by Jared Forsyth
    I've been looking around for a way to anti-alias lines in OpenGL, but none of them seem to work... here's some example code: import pyglet from pyglet.gl import * window = pyglet.window.Window(resizable=True) @window.event def on_draw(): window.clear() pyglet.gl.glColor4f(1.0,0,0,1.0) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable (GL_BLEND) glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE) glLineWidth (3) pyglet.graphics.draw(2, pyglet.gl.GL_LINES, ('v2i', (10, 15, 300, 305)) ) pyglet.app.run() Can anyone see what I am doing wrong?

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  • GLFW - Not drawing square

    - by m00st
    I am using GLFW as GUI for OpenGL projects. I am using my red book and testing code and well the first bit of code doesn't work at all. I want to say this is a GLFW problem because I don't have this problem in JOGL. #include <iostream> #include "GL/glfw.h" #ifndef MAIN #define MAIN #include "GL/gl.h" #include "GL/glu.h" #endif using namespace std; int main() { int running = GL_TRUE; glfwInit(); if( !glfwOpenWindow( 300,300, 0,0,0,0,0,0, GLFW_WINDOW ) ) { glfwTerminate(); return 0; } while( running ) { //GL Code here glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, 0.0); glVertex3f(0.75, 0.25, 0.0); glVertex3f(0.75, 0.75, 0.0); glVertex3f(0.25, 0.75, 0.0); glEnd(); glFlush(); glfwSwapBuffers(); // Check if ESC key was pressed or window was closed running = !glfwGetKey( GLFW_KEY_ESC ) && glfwGetWindowParam( GLFW_OPENED ); } glfwTerminate(); return 0; }

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  • Ajax Form submittion in Google App Engine with jQuery

    - by user271785
    could not figure out why it is not working: i need to send request to server, generate some fragment of html in python with meanCal method, and then want that fragment embedded into submitting html file using calculation method and dynamically shows in dyContent div. all the processes are done by single click on submit button in a form. any suggestions??? thanks in advance. the submitting html: <div id="dyContent" style="height: 200px;"> waiting for user... {{ mgs }} </div> <div id="leturetext"> <form id="mean" method="post" action="/calculation"> <select name="meanselect"> <option value=10>example</option> <option value=11>exercise</option> </select> <input type="button" name="btnMean" value="Check Results" /> </form> </div> <script type="text/javascript"> $(document).ready(function() { //$("#btnMean").live("click", function() { $("#mean").submit(function(){ $.ajax({ type: "POST", cache: false, url: "/meanCal", success: function(html) { $("#dyContent").html(html); } }); return false; }); }); </script> python: class MainHandler(webapp.RequestHandler): def get(self): path = self.request.path if doRender(self, path): return doRender(self,'index.htm') class calculationHandler(webapp.RequestHandler): def post(self): doRender(self, 'Diagnostic_stats.htm', {'mgs' : "refreshed.", }) def get(self): doRender(self, 'Diagnostic_stats.htm') class meanHandler(webapp.RequestHandler): def get(self): global GL index = self.request.get('meanselect'.value) if (index == 10): allData = GL.exampleData dataString = ','.join(map(str, allData)) dataMean = (str)(stats.lmean(allData)) doRender(self, 'Result.htm', { 'dataIn' : dataString, 'MEAN' : "Example Mean is: " + dataMean, }) return else: allData = GL.exerciseData dataString = ','.join(map(str, allData)) dataMean = (str)(stats.lmean(allData)) doRender(self, 'Result.htm', { 'dataIn' : dataString, 'MEAN' : "Exercise Mean is: " + dataMean, }) def main(): global GL GL = GlobalVariables() application = webapp.WSGIApplication( [('/calculation', calculationHandler), ('/meanCal', meanHandler), ('.*', MainHandler), ], debug=True) wsgiref.handlers.CGIHandler().run(application) if __name__ == '__main__': main()

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  • Using GCC (MinGW) to compile OpenGL on Windows

    - by Casey
    I've searched on google and haven't been able to come up with a solution. I would like to compile some OpenGL programming using GCC. In the GL folder in GCC I have the following headers: gl.h glext.h glu.h Then in my system32 file I have the following .dll opengl32.dll glu32.dll glut32.dll If I wanted to write a simple OpenGL "Hello World" and link and compile with GCC, what is the correct process? I'm attempting to use this code: #include <GL/gl.h> #include <GL/glut.h> void display() { glClear(GL_COLOR_BUFFER_BIT); glFlush(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitWindowSize(512,512); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutCreateWindow("The glut hello world program"); glutDisplayFunc(display); glClearColor(0.0, 0.0, 0.0, 1.0); glutMainLoop(); // Infinite event loop return 0; } Thank you in advance for the help.

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  • OpenGL Nothing will Display

    - by m00st
    Why can't I get anything to display with this code? #include <iostream> #include "GL/glfw.h" #ifndef MAIN #define MAIN #include "GL/gl.h" #include "GL/glu.h" #endif using namespace std; void display(); int main() { int running = GL_TRUE; glfwInit(); if( !glfwOpenWindow( 640,480, 0,0,0,0,0,0, GLFW_WINDOW ) ) { glfwTerminate(); return 0; } while( running ) { //GL Code here display(); glfwSwapBuffers(); // Check if ESC key was pressed or window was closed running = !glfwGetKey( GLFW_KEY_ESC ) && glfwGetWindowParam( GLFW_OPENED ); } glfwTerminate(); return 0; } void display() { glClearColor(0, 0,0, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); gluLookAt(0, 0, 5, 0.0, 0.0, 0.0, 0, 1, 0); glScalef(1.0f, 1.0f, 1.0f); glTranslatef(0, 0, -2); glBegin(GL_POLYGON); glColor3f(1.0, 0.2, 0.2); glVertex3f(0.25, 0.25, 0.0); glVertex3f(0.75, 0.25, 0.0); glVertex3f(0.75, 0.75, 0.0); glVertex3f(0.25, 0.75, 0.0); glEnd(); glFlush(); }

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  • How to get Augmented Reality: A Practical Guide examples working?

    - by Glen
    I recently bought the book: Augmented Reality: A Practical Guide (http://pragprog.com/titles/cfar/augmented-reality). It has example code that it says runs on Windows, MacOS and Linux. But I can't get the binaries to run. Has anyone got this book and got the binaries to run on ubuntu? I also can't figure out how to compile the examples in Ubuntu. How would I do this? Here is what it says to do: Compiling for Linux Refreshingly, there are no changes required to get the programs in this chapter to compile for Linux, but as with Windows, you’ll first have to find your GL and GLUT files. This may mean you’ll have to download the correct version of GLUT for your machine. You need to link in the GL, GLU, and GLUT libraries and provide a path to the GLUT header file and the files it includes. See whether there is a glut.h file in the /usr/include/GL directory; otherwise, look elsewhere for it—you could use the command find / -name "glut.h" to search your entire machine, or you could use the locate command (locate glut.h). You may need to customize the paths, but here is an example of the compile command: gcc -o opengl_template opengl_template.cpp -I /usr/include/GL -I /usr/include -lGL -lGLU -lglut gcc is a C/C++ compiler that should be present on your Linux or Unix machine. The -I /usr/include/GL command-line argument tells gcc to look in /usr/include/GL for the include files. In this case, you’ll find glut.h and what it includes. When linking in libraries with gcc, you use the -lX switch—where X is the name of your library and there is a correspond- ing libX.a file somewhere in your path. For this example, you want to link in the library files libGL.a, libGLU.a, and libglut.a, so you will use the gcc arguments -lGL -lGLU -lglut. These three files are found in the default directory /usr/lib/, so you don’t need to specify their location as you did with glut.h. If you did need to specify the library path, you would add -L to the path. To run your compiled program, type ./opengl_template or, if the current directory is in your shell’s paths, just opengl_template. When working in Linux, it’s important to know that you may need to keep your texture files to a maximum of 256 by 256 pixels or find the settings in your system to raise this limit. Often an OpenGL program will work in Windows but produce a blank white texture in Linux until the texture size is reduced. The above instructions make no sense to me. Do I have to use gcc to compile or can I use eclipse? If I use either eclipse or gcc what do I need to do to compile and run the program?

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  • C++ traits question

    - by duli
    I have a templated class template <typename Data> class C { ..... } In most situations, I depend on the compiler to let me substitute types for Data. I call methods foo(), goo() on objects of type Data, so what I substitute needs to provide that. I now need to substitute int and string for my Data type. I do not want to specialize because the class is already too big and would require specializing each method (with only small code change). My options (please tell me if there are more) 1) I can provide wrapper classes around int and string which implement the methods foo(), goo() etc 2) provide a traits class traits that calls foo() or goo() on objects of classes that provide foo(),goo() (these are my present substitutable classes) and specialize these classes for int and string. Questions 1) what are the relative merits of 1 vs 2? 2) My traits classes will have static methods. Can a traits class have non-static methods as well? I see most traits classes define constants in the STL. 3) Do I make the traits classes global or should I pass them in as a template parameter for class C?

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