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  • How to Stream Videos and Music Over the Network Using VLC

    - by Chris Hoffman
    VLC includes a fairly easy-to-use streaming feature that can stream music and videos over a local network or the Internet. You can tune into the stream using VLC or other media players. Use VLC’s web interface as a remote control to control the stream from elsewhere. Bear in mind that you may not have the bandwidth to stream high-definition videos over the Internet, though. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Desktop Fun: Forests Wallpaper Collection Series 2

    - by Asian Angel
    Forests are wonderful places where we can escape our hectic lives and enjoy the quiet, peaceful beauty waiting there for us. Bring the serenity of life among the trees to your desktop with the second in our series of Forests Wallpaper collections. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • VPN vs. SSH Tunnel: Which Is More Secure?

    - by Chris Hoffman
    VPNs and SSH tunnels can both securely “tunnel” network traffic over an encrypted connection. They’re similar in some ways, but different in others – if you’re trying to decide which to use, it helps to understand how each works. An SSH tunnel is often referred to as a “poor man’s VPN” because it can provide some of the same features as a VPN without the more complicated server setup process – however, it has some limitations. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • From the Tips Box: Controlling Xbox Controllers in Windows, Keeping Your Computer Cool in the Summer, and a DIY Book Scanning Rig

    - by Jason Fitzpatrick
    Once a week we round up some great reader tips from the tips box and reader comments, and share the with the rest of you. This week we’re looking at an alternate way to control Xbox controller in Windows, how to keep your computer cool in the summer heat, and how to build a power DIY book scanner. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • MVVM and Animations in Silverlight

    - by Aligned
    I wanted to spin an icon to show progress to my user while some content was downloading. I'm using MVVM (aren't you) and made a satisfactory Storyboard to spin the icon. However, it took longer than expected to trigger that animation from my ViewModel's property.I used a combination of the GoToState action and the DataTrigger from the Microsoft.Expression.Interactions dll as described here.Then I had problems getting it to start until I found this approach that saved the day. The DataTrigger didn't bind right away because "it doesn’t change visual state on load is because the StateTarget property of the GotoStateAction is null at the time the DataTrigger fires.". Here's my XAML, hopefully you can fill in the rest.<Image x:Name="StatusIcon" AutomationProperties.AutomationId="StatusIcon" Width="16" Height="16" Stretch="Fill" Source="inProgress.png" ToolTipService.ToolTip="{Binding StatusTooltip}"> <i:Interaction.Triggers> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="True" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Downloading" /> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="False" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Complete"/> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> </i:Interaction.Triggers> <Image.Projection> <PlaneProjection/> </Image.Projection> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="VisualStateGroup"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0" To="Downloading"> <VisualTransition.GeneratedEasingFunction> <QuadraticEase EasingMode="EaseInOut"/> </VisualTransition.GeneratedEasingFunction> <Storyboard RepeatBehavior="Forever"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Projection).(PlaneProjection.RotationZ)" Storyboard.TargetName="StatusIcon"> <EasingDoubleKeyFrame KeyTime="0:0:1.5" Value="-360"/> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="-360"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualTransition> <VisualTransition From="Downloading" GeneratedDuration="0"/> </VisualStateGroup.Transitions> <VisualState x:Name="Downloading"/> <VisualState x:Name="Complete"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups></Image>MVVMAnimations.zip

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  • Microsoft sort Kinect Common Bridge, un wrapper open source du SDK Kinect pour contrôler ses modèles 3D avec le corps comme dans Minority Report

    Microsoft sort Kinect Common Bridge un wrapper open source du SDK de Kinect pour contrôler ses modèles 3D avec le corps comme dans Minority ReportConçue au départ pour améliorer l'expérience de jeu des possesseurs de la xBox 360, les horizons de la caméra Kinect se sont élargis avec le temps. En effet, elle est également utilisée dans de nombreux projets qui n'ont rien à voir avec les jeux vidéo. C'est notamment le cas de son utilisation par une équipe chinoise pour transformer le langage des signes...

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  • Completely automated DVD insert-rip-compress-eject workflow

    - by Kevin L.
    (Partially inspired by this question.) Background: I have a PC hidden away behind an HD LCD in custom-built entertainment center. The only visible part of the PC is an external DVD drive, mounted above the Wii. The PC happens to have Windows XP on it; Hackintoshing and Linux might be possible, but I've had issues with drivers for the sound card before. Let's just assume that OS X and Linux are a no-go unless they provide a truly awesome and simple solution for this particular problem. Goal: I would like to have a completely automated workflow for ripping DVDs. Something like this: Push the eject button on the DVD drive, insert the DVD. PC recognizes that this is a video DVD (as opposed to data). PC rips DVD to hard drive. PC finishes ripping, and ejects the DVD tray. PC compresses DVD image into some format that an Xbox 360 can read. PC copies finished compressed video file to a particular folder, so that it can be read into a WMP11 library and seamlessly played by the Xbox 360. PC cleans up all temporary files. Done. The impetus to have this be completely automated is that I’ll never need to switch the TV to the PC’s input and fiddle with the wireless keyboard. That’s just needless user intervention. The UI doesn’t have to be pretty. Nor do I care about speed. And I can probably bridge several of the gaps with some creative Perl use. But it seems likely that many (or all) of the parts should already exist. Any thoughts?

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  • Advice needed for a home network setup (hardware & software) to handle many clients and potentially heavy traffic

    - by posdef
    I have recently decided to re-structure the home network of our flatshare here. Here's a quick outline of the situation. I envision to have the following 4 devices connected to the router via cable: Xbox 360 IP phone Printer QNAP server (Web, File and Multimedia) We are three people living here, so on top of that there will be to 5-6 computers/mobile devices connecting as wireless clients. My goal is to be able to transfer files (when needed) between the computer and the Multimedia server, which I can reach via 360 and play on the TV. I also would like to keep a high level of security; right now I have the encryption on WPA2 and MAC filtering. I don't believe the web server will get heavy traffic, though I would like to have it responsive. Likewise, I don't have a habit of downloading via torrent etc, but I greatly appreciate my network being responsive and fast, especially when I am browsing or streaming high quality media. Now my questions are: is this setup feasible? smart? efficient? can this be improved somehow? my current router (D-Link DI624) and the previous one (DI-524) used to have spontaneous drops in network, which I find highly irritating. I don't believe in my router, especially now that it completely crashed when I was test-running the setup by transferring a large media file to server while xbox was playing music from the server, and two computers browsing the net. Do I need to get new hardware, if so, any recommendations for a reliable and fast router?

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  • SQL 2008 Replication corrupt data problem

    - by Jonathan K
    We took a SQL 2000 database. Took a lightspeed backup. Restored on SQL 2008 active/passive cluster. Then setup replication to replicate the data back to SQL 2000. So 2008 is the publisher/distributor, and 2000 is doing a pull subscription. Everything works well, execpt we occassionally get corrupt data in varchar/text fields on the subscriber. So for example we have a table with 4500 records. When we run this statement: update MedstaffProvider set Notes = 'Cell Phone: 360.123.4567 Answering Service: 360.123.9876' where LastName = 'smith' The record in the 2008 database is updated as expected. But in the subsriber datbase we'll get gibberish in the notes field: óPÌ[1] T $Oé[1] ð²ñ. K Here's what we know: This is repeatable, meaning we can run that same query all day long and get the same gibberish. If you alter update statement slightly the data gets replicated just fine. The collation on both databases is the same. So far we've only detected the problem with text/varchar fields. (The notes field above is text). Only one or two records in a table are impacted. The table structure looks identical in both 2000/2008. We haven't made any changes. We have found one solution that fixes the problem. Basically if we recreate the table in 2008 (say as MedStaffProvider2) and then insert all the data. Drop the original table. Rename the table to it's original name. Setup replication again. And run the exact same update statement it works as expected. Does anyone have any idea what might be happening here? Or are there any other techniques we can use to troubleshoot this? I've found a solution for this, but would really like to undertsand why this is happening.

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • Google TV Gets Bad Reception. Can Media Center Pull in the Signal?

    - by andrewbrust
    The news hit Monday morning that Google has decided to delay the release of its Google TV platform, and has asked its OEMs to delay any products that embed the software.  Coming just about two weeks prior to the 2011 Consumer Electronics Show (CES), Google’s timing is about the worst imaginable.  CES is where the platform should have had its coming out party, especially given all the anticipation that has built up since its initial announcement came 7 months ago. At last year’s CES, it seemed every consumer electronics company had fashioned its own software stack for Internet-based video programming and applications/widgets on its TVs, optical disc players and set top boxes.  In one case, I even saw two platforms on a single TV set (one provided by Yahoo and the other one native to the TV set). The whole point of Google TV was to solve this problem and offer a standard, embeddable platform.  But that won’t be happening, at least not for a while.  Google seems unable to get it together, and more proprietary approaches, like Apple TV, don’t seem to be setting the world of TV-Internet convergence on fire, either. It seems to me, that when it comes to building a “TV operating system,” Windows Media Center is still the best of a bad bunch.  But it won’t stay so for much longer without some changes.  Will Redmond pick up the ball that Google has fumbled?  I’m skeptical, but hopeful.  Regardless, here are some steps that could help Microsoft make the most of Google’s faux pas: Introduce a new Media Center version that uses XBox 360, rather than Windows 7 (or 8), as the platform.  TV platforms should be appliance-like, not PC-like.  Combine that notion with the runaway sales numbers for Xbox 360 Kinect, and the mass appeal it has delivered for Xbox, and the switch form Windows makes even more sense. As I have pointed out before, Microsoft’s Xbox implementation of its Mediaroom platform (announced and demoed at last year’s CES) gets Redmond 80% of the way toward this goal.  Nothing stops Microsoft from going the other 20%, other than its own apathy, which I hope has dissipated. Reverse the decision to remove Drive Extender technology from Windows Home Server (WHS), and create deep integration between WHS and Media Center.  I have suggested this previously as well, but the recent announcement that Drive Extender would be dropped from WHS 2.0 creates the need for me to a) join the chorus of people urging Microsoft to reconsider and b) reiterate the importance of Media Center-WHS integration in the context of a Google compete scenario. Enable Windows Phone 7 (WP7) as a Media Center client.  This would tighten the integration loop already established between WP7, Xbox and Zune.  But it would also counter Echostar/DISH Network/Sling Media, strike a blow against Google/Android (and even Apple/iOS) and could be the final strike against TiVO. Bring the WP7 user interface to Media Center and Kinect-enable it.  This would further the integration discussed above and would be appropriate recognition of WP7’s Metro UI having been built on the heritage of the original Media Center itself.  And being able to run your DVR even if you can’t find the remote (or can’t see its buttons in the dark) could be a nifty gimmick. Microsoft can do this but its consumer-oriented organization, responsible for Xbox, Zune and WP7, has to take the reins here, or none of this will likely work.  There’s a significant chance that won’t happen, but I won’t let that stop me from hoping that it does and insisting that it must.  Honestly, this fight is Microsoft’s to lose.

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • Confused about home screen widget size in normal screen and larget screen

    - by kknight
    I am designing a home screen widget. The widget layout file is like below. <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/widget" android:layout_width="240dip" android:layout_height="200dip" android:background="@drawable/base_all" /> I ran this widget on a HTC Hero device, which has a screen of 320 pixels * 480 pixels with mdpi. It ran perfect on HTC Hero. The widget takes 3 cells * 2 cells space, i.e. 240 pixels * 200 pixels. Then I ran this widget on a Nexus One device, which has a screen of 480 pixels * 800 pixels, mdpi. Since Nexus One also is mdpi, so I though 240dip is equivalent to 240 pixels on Nexus One and 200dip is equivalent to 200 pixels on Nexus One, so the widget will not take 3 cells * 2 cells space on Nexus One device. To my surprise, when running on Nexus One device, the widget take exact 3 cells * 2 cells, about 360 pixels * 300 pixels, on Nexus One device. I am confused. The layout xml above specifies 240dip in width and 200dip in height for the widget, but why did it take 360 pixels * 300 pixels on Nexus One Device? What am I missing? Thanks.

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  • the problem of "cvEigenVV"

    - by gg-anny
    Hi!When I compile the program,VC2005 always tell :"error C2198: 'cvEigenVV' : too few arguments for call". Part of the code below: void draw_oxfd_feature( IplImage* img, struct feature* feat, CvScalar color ) { double m[4] = { feat-a, feat-b, feat-b, feat-c }; double v[4] = { 0 }; double e[2] = { 0 }; CvMat M; CvMat V; CvMat E; double alpha, l1, l2; /* compute axes and orientation of ellipse surrounding affine region */ cvInitMatHeader( &M, 2, 2, CV_64FC1, m, CV_AUTOSTEP ); cvInitMatHeader( &V, 2, 2, CV_64FC1, v, CV_AUTOSTEP ); cvInitMatHeader( &E, 2, 1, CV_64FC1, e, CV_AUTOSTEP ); cvEigenVV( &M, &V, &E, DBL_EPSILON ); l1 = 1 / sqrt( e[1] ); l2 = 1 / sqrt( e[0] ); alpha = -atan2( v[1], v[0] ); alpha *= 180 / CV_PI; cvEllipse( img, cvPoint( feat-x, feat-y ), cvSize( l2, l1 ), alpha, 0, 360, CV_RGB(0,0,0), 3, 8, 0 ); cvEllipse( img, cvPoint( feat-x, feat-y ), cvSize( l2, l1 ), alpha, 0, 360, color, 1, 8, 0 ); cvLine( img, cvPoint( feat-x+2, feat-y ), cvPoint( feat-x-2, feat-y ), color, 1, 8, 0 ); cvLine( img, cvPoint( feat-x, feat-y+2 ), cvPoint( feat-x, feat-y-2 ), color, 1, 8, 0 ); // cvCircle(img,cvPoint(cvRound( feat-x ),cvRound( feat-y )),2, color, CV_FILLED, 8, 0); cvCircle(img,cvPoint( cvRound( feat-x ), cvRound( feat-y )), 2,CV_RGB(0,255,0), CV_FILLED, 8, 0 ); } How to solve the problem?Thank you!

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  • echo is not working in my php-gdlibrary page

    - by tismon varghese
    Hi, i am trying to create an ellipse using php gd library; also i want to display something under the ellipse. but the usual echo will not work with this. somebody please help me to find the reason and suggest a solution. this is my php code header('Content-type: image/png'); $handle = imagecreate(100, 100); $background = imagecolorallocate($handle, 255, 255, 255); $red = imagecolorallocate($handle, 255, 0, 0); $green = imagecolorallocate($handle, 0, 255, 0); $blue = imagecolorallocate($handle, 0, 0, 255); for ($i = 60; $i > 50; $i--) { imagefilledarc($handle, 50, $i, 100, 50, 0, 90, $darkred, IMG_ARC_PIE); imagefilledarc($handle, 50, $i, 100, 50, 90, 360 , $darkblue, IMG_ARC_PIE); } imagefilledarc($handle, 50, 50, 100, 50, 0, 90, $red, IMG_ARC_PIE); imagefilledarc($handle, 50, 50, 100, 50, 90, 225 , $blue, IMG_ARC_PIE); imagefilledarc($handle, 50, 50, 100, 50, 225, 360 , $green, IMG_ARC_PIE); imagepng($handle); thanks in advance tismon

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  • Problem with z-index

    - by ripper234
    I'm trying to use z-index to layer a button and a div. The button appears behind the div, while according to z-index it should be in front of it. Here is the style elements associated with the button & div as captured by Firebug: Button button { position:relative; z-index:2; } Site.css (line 356) Inherited fromdiv#note19.sticky .sticky { text-align:center; } Site.css (line 360) Inherited fromtd.taskcell .taskcell { text-align:center; } Site.css (line 345) Inherited fromtable.tasksgrid table { border-collapse:collapse; } Site.css (line 221) Inherited frombody element.style { cursor:auto; } body { color:#696969; font-family:Verdana,Helvetica,Sans-Serif; font-size:0.75em; } Div .sticky .edit { height:100px; position:relative; vertical-align:middle; width:150px; z-index:1; } Site.css (line 371) Inherited fromdiv#note18.sticky .sticky { text-align:center; } Site.css (line 360) Inherited fromtd.taskcell .taskcell { text-align:center; } Site.css (line 345) Inherited fromtable.tasksgrid table { border-collapse:collapse; } Site.css (line 221) Inherited frombody element.style { cursor:auto; } body { color:#696969; font-family:Verdana,Helvetica,Sans-Serif; font-size:0.75em; } Note that the button has a z-index of 2, the div has a z-index of 1, and both are position:relative. Edit - full HTML is in this pastebin.

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  • Need to calculate rotation-vector from Sensor.TYPE_ORIENTATION data

    - by Sponge
    I need to calculate a rotation vector out of the data i get from Sensor.TYPE_ORIENTATION. The sensor data is defined like this: the values have to be recalculated to become a correct 3d position: values[0]: Azimuth, angle between the magnetic north direction and the Y axis, around the Z axis (0 to 359). 0=North, 90=East, 180=South, 270=West values[1]: Pitch, rotation around X axis (-180 to 180), with positive values when the z-axis moves toward the y-axis. values[2]: Roll, rotation around Y axis (-90 to 90), with positive values when the x-axis moves away from the z-axis I need all three values like the Z axis value (from 0 to 360 degree). I tried a lot but cant figure out how to do this :/ i also tried to use Sensor.TYPE_ACCELEROMETER and Sensor.TYPE_MAGNETIC_FIELD to calculate this 3d vector on my own. here is the code: final float[] inR = new float[16]; // load inR matrix from current sensor data: SensorManager.getRotationMatrix(inR, null, gravityValues, geomagneticValues); float[] orientation = new float[3]; SensorManager.getOrientation(inR, orientation); mapMagAndAcclDataToVector(orientation); //here i do some *360 stuff orientetionChanged(orientation); //then the correct values are passed (in theorie) But this didn't work and i think it is much to complicated. So i bet there is a simple solution how to recalc the values of ensor.TYPE_ORIENTATION to make them a 3d rotation vector, but i just dont know how to do it. If you know the answer please tell me.

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  • i have this code but when i run it i get an exception:

    - by nisnis84
    i have this code but when i run it i get an exception: java.security.AccessControlException: access denied (java.net.SocketPermission 127.0.0.1:8081 connect,resolve) this is the code, the server running good but the client dont work <OBJECT classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" width="615" height="360" codebase="http://java.sun.com/products/plugin/autodl/jinstall-1_4-windows-i586.cab#Version=1,4,0,mn"> <PARAM name="code" value="client/LlamaChat.class"> <PARAM name="archive" value="LlamaChat.jar"> <PARAM name="type" value="application/x-java-applet;version=1.4"> <PARAM name="scriptable" value="true"> <PARAM name="username" value="[replace with username]"> <PARAM name="port" value="[replace with port]"> <COMMENT> <EMBED type="application/x-java-applet;version=1.4" width="615" height="360" code="client/LlamaChat.class" archive="LlamaChat.jar" pluginspage="http://java.sun.com/j2se/1.4.1/download.html" username="nis" port="8081" <NOEMBED> No Java 1.4 plugin </NOEMBED></EMBED> </COMMENT> </OBJECT>

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  • Facebook Tagging friends to the picture

    - by Rajesh Dante
    Below code tag only first uid then then its shows Fatal error: Uncaught OAuthException: (#100) Invalid parameter and can i use exact location for tagging.. as in below code x and y values are in pixel $facebook = new Facebook ( array ( 'appId' => FBAPPID, 'secret' => FBSECRETID ) ); $facebook->setFileUploadSupport ( true ); if (isset ( $_POST ['image'] ) && isset ( $_POST ['tname'] )) { $path_to_image = encrypt::instance ()->decode ( $_POST ['image'] ); $tags = (array)encrypt::instance ()->decode ( $_POST ['tname'] ); /* * Output $tags = array ( 0 => '[{"tag_uid":"100001083191675","x":100,"y":100},{"tag_uid":"100001713817872","x":100,"y":230},{"tag_uid":"100000949945144","x":100,"y":360},{"tag_uid":"100001427144227","x":230,"y":100},{"tag_uid":"100000643504257","x":230,"y":230},{"tag_uid":"100001155130231","x":230,"y":360}]' ); */ $args = array ( 'message' => 'Von ', 'source' => '@' . $path_to_image, 'access_token' => $this->user->fbtoken ) ; $photo = $facebook->api ( $this->user->data->fbid . '/photos', 'post', $args ); // upload works but not tags if (is_array ( $photo ) && ! empty ( $photo ['id'] )) { echo 'Photo uploaded. Check it on Graph API Explorer. ID: ' . $photo ['id']; foreach ( $tags as $key => $t ) { $tagRe = json_encode ( $t ); $args = array ( 'tags' => $tagRe, 'access_token' => $this->user->fbtoken ); $facebook->api ( '/' . $photo ['id'] . '/tags', 'post', $args ); } } }

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  • HTML email image inverts on link click Outlook 07/10/13

    - by Matt Maclennan
    I'm having an issue on a HTML email in Word rendered Outlooks (2007, 2010, 2013) where I click an image link, and when the mouse is clicked, the image inverts... Here is the code below... <td align="left" width="360" valign="top" style="mso-table-lspace: 0pt; mso-table-rspace: 0pt; border-collapse: collapse;" class="hide"> <a href="#" target="_blank"> <img src="test.jpg" width="360" height="528" alt="alt tag" style="display:block;" class="img_mob centertable" border="0" align="left"> </a> </td> Here is a comparison on the image clicked/not clicked... I have tried putting a text-decoration: none on the link. All the links are styled inline as well. This is the only image that it is having this issue on the email, so tried re-saving the image with no luck. The image is saved as a JPEG and SRGB from a Photoshop PSD. Any ideas? Thanks.

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  • Utilizing a Queue

    - by Nathan
    I'm trying to store records of transactions all together and by category for the last 1, 7, 30 or 360 days. I've tried a couple things, but they've brutally failed. I had an idea of using a queue with 360 values, one for each day, but I don't know enough about queue's to figure out how that would work. Input will be an instance of this class: class Transaction { public string TotalEarned { get; set; } public string TotalHST { get; set; } public string TotalCost { get; set; } public string Category { get; set; } } New transactions can occur at any time during the day, and there could be as many as 15 transactions in a day. My program is using a plain text file as external storage, but how I load it depends on how I decide to store this data. What would be the best way to do this?

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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