Search Results

Search found 4622 results on 185 pages for 'texture mapping'.

Page 9/185 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • NHibernate mapping error SQL Server 2008 Express

    - by developer
    Hi All, I tried an example from NHibernate in Action book and when I try to run the app, it throws an exception saying "Could not compile the mapping document: HelloNHibernate.Employee.hbm.xml" Below is my code, Employee.hbm.xml <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" auto-import="true"> <class name="HelloNHibernate.Employee, HelloNHibernate" lazy="false" table="Employee"> <id name="id" access="field"> <generator class="native"/> </id> <property name="name" access="field" column="name"/> <many-to-one access="field" name="manager" column="manager" cascade="all"/> </class> Program.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; using NHibernate; using System.Reflection; using NHibernate.Cfg; namespace HelloNHibernate { class Program { static void Main(string[] args) { CreateEmployeeAndSaveToDatabase(); UpdateTobinAndAssignPierreHenriAsManager(); LoadEmployeesFromDatabase(); Console.WriteLine("Press any key to exit..."); Console.ReadKey(); } static void CreateEmployeeAndSaveToDatabase() { Employee tobin = new Employee(); tobin.name = "Tobin Harris"; using (ISession session = OpenSession()) { using (ITransaction transaction = session.BeginTransaction()) { session.Save(tobin); transaction.Commit(); } Console.WriteLine("Saved Tobin to the database"); } } static ISession OpenSession() { if (factory == null) { Configuration c = new Configuration(); c.AddAssembly(Assembly.GetCallingAssembly()); factory = c.BuildSessionFactory(); } return factory.OpenSession(); } static void LoadEmployeesFromDatabase() { using (ISession session = OpenSession()) { IQuery query = session.CreateQuery("from Employee as emp order by emp.name asc"); IList<Employee> foundEmployees = query.List<Employee>(); Console.WriteLine("\n{0} employees found:", foundEmployees.Count); foreach (Employee employee in foundEmployees) Console.WriteLine(employee.SayHello()); } } static void UpdateTobinAndAssignPierreHenriAsManager() { using (ISession session = OpenSession()) { using (ITransaction transaction = session.BeginTransaction()) { IQuery q = session.CreateQuery("from Employee where name='Tobin Harris'"); Employee tobin = q.List<Employee>()[0]; tobin.name = "Tobin David Harris"; Employee pierreHenri = new Employee(); pierreHenri.name = "Pierre Henri Kuate"; tobin.manager = pierreHenri; transaction.Commit(); Console.WriteLine("Updated Tobin and added Pierre Henri"); } } } static ISessionFactory factory; } } Employee.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace HelloNHibernate { class Employee { public int id; public string name; public Employee manager; public string SayHello() { return string.Format("'Hello World!', said {0}.", name); } } } App.config <?xml version="1.0" encoding="utf-8" ?> <configuration> <configSections> <section name="hibernate-configuration" type="NHibernate.Cfg.ConfigurationSectionHandler,NHibernate"/> </configSections> <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2"> <session-factory> <property name="connection.provider">NHibernate.Connection.DriverConnectionProvider</property> <property name="connection.driver_class">NHibernate.Driver.SqlClientDriver</property> <property name="connection.connection_string"> Data Source=SQLEXPRESS2008;Integrated Security=True; User ID=SQL2008;Password=;initial catalog=HelloNHibernate </property> <property name="dialect">NHibernate.Dialect.MsSql2008Dialect</property> <property name="show_sql">false</property> </session-factory> </hibernate-configuration> </configuration>

    Read the article

  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

    Read the article

  • OpenGL-ES Texture Atlas. t axis is inverted.

    - by Feet
    I'm mapping a texture from my texture atlas to a square on a cube. For some reason, the t axis is inverted with 0 being at the top and 1 being at the bottom. Also, I have to specify the texture coordinates in clockwise order rather than counter-clockwise. I am using counter-clockwise windings. The vertices, indices and texture coordinates I'm using are below. float vertices[] = { // Front face -width, -height, depth, // 0 width, -height, depth, // 1 width, height, depth, // 2 -width, height, depth, // 3 // Back Face width, -height, -depth, // 4 -width, -height, -depth, // 5 -width, height, -depth, // 6 width, height, -depth, // 7 // Left face -width, -height, -depth, // 8 -width, -height, depth, // 9 -width, height, depth, // 10 -width, height, -depth, // 11 // Right face width, -height, depth, // 12 width, -height, -depth, // 13 width, height, -depth, // 14 width, height, depth, // 15 // Top face -width, height, depth, // 16 width, height, depth, // 17 width, height, -depth, // 18 -width, height, -depth, // 19 // Bottom face -width, -height, -depth, // 20 width, -height, -depth, // 21 width, -height, depth, // 22 -width, -height, depth, // 23 }; short indices[] = { // Front // Back 0,1,2, 0,2,3, 4,5,6, 4,6,7, // Left // Right 8,9,10, 8,10,11, 12,13,14, 12,14,15, // Top // Bottom 16,17,18, 16,18,19, 20,21,22, 20,22,23, }; float textures[] = { // Front 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, // Back 0.25f, 0.0f, 0.50f, 0.0f, 0.50f, 0.25f, 0.25f, 0.25f, // Left 0.50f, 0.0f, 0.75f, 0.0f, 0.75f, 0.25f, 0.50f, 0.25f, // Right 0.75f, 0.0f, 1f, 0.0f, 1f, 0.25f, 0.75f, 0.25f, // Top 0.0f, 0.25f, 0.25f, 0.25f, 0.25f, 0.50f, 0.0f, 0.50f, // Bottom 0.25f, 0.25f, 0.50f, 0.25f, 0.50f, 0.50f, 0.25f, 0.50f, };

    Read the article

  • nhibernate mapping: A collection with cascade="all-delete-orphan" was no longer referenced

    - by Chev
    Hi All I am having some probs with my fluent mappings. I have an entity with a child collection of entities i.e Event and EventItems for example. If I set my cascade mapping of the collection to AllDeleteOrphan I get the following error when saving a new entity to the DB: NHibernate.HibernateException : A collection with cascade="all-delete-orphan" was no longer referenced by the owning entity instance: Core.Event.EventItems If I set the cascade to All it works fine? Below are my classes and mapping files: public class EventMap : ClassMap<Event> { public EventMap() { Id(x => x.Id, "Id") .UnsavedValue("00000000-0000-0000-0000-000000000000") .GeneratedBy.GuidComb(); Map(x => x.Name); HasMany(x => x.EventItems) .Inverse() .KeyColumn("EventId") .AsBag() .Cascade.AllDeleteOrphan(); } } public class EventItemMap : SubclassMap<EventItem> { public EventItemMap() { Id(x => x.Id, "Id") .UnsavedValue("00000000-0000-0000-0000-000000000000") .GeneratedBy.GuidComb(); References(x => x.Event, "EventId"); } } public class Event : EntityBase { private IList<EventItem> _EventItems; protected Event() { InitMembers(); } public Event(string name) : this() { Name = name; } private void InitMembers() { _EventItems = new List<EventItem>(); } public virtual EventItem CreateEventItem(string name) { EventItem eventItem = new EventItem(this, name); _EventItems.Add(eventItem); return eventItem; } public virtual string Name { get; private set; } public virtual IList<EventItem> EventItems { get { return _EventItems.ToList<EventItem>().AsReadOnly(); } protected set { _EventItems = value; } } } public class EventItem : EntityBase { protected EventItem() { } public EventItem(Event @event, string name):base(name) { Event = @event; } public virtual Event Event { get; private set; } } Pretty stumped here. Any tips greatly appreciated. Chev

    Read the article

  • Fluent NHibernate View Mapping requires Id Column

    - by Matt
    Hi Trying to use FNH to map a view - FNH insists on having a Id property mapped. However not all of my views have a unique identifing column. I can get around this with XML mappings as I can just specify a <id type="int"> <generator class="increment"/> </id> at the top of the mapping. Is there any way to duplicate this in FNH...? TIA Matt

    Read the article

  • Wildcard mapping in IIS 7.0 not working

    - by jmoney
    I can't seem to get the ASP.NET engine to handle ALL wildcard mapping. When I try to make a request that is supposed to be handled by the asp.net engine, i get a 404 error from the StaticFile handler Here is the content of my web.config file. You will notice that the last entry contains the wildcard mapping rules. <handlers> <clear /> <add name="LanapCaptchaHandler" path="LanapCaptcha.aspx" verb="*" type="Lanap.BotDetect.CaptchaHandler, Lanap.BotDetect" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="ScriptHandlerFactory" path="*.asmx" verb="*" type="System.Web.Script.Services.ScriptHandlerFactory, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="ScriptHandlerFactoryAppServices" path="*_AppService.axd" verb="*" type="System.Web.Script.Services.ScriptHandlerFactory, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="ScriptResource" path="ScriptResource.axd" verb="GET,HEAD" type="System.Web.Handlers.ScriptResourceHandler, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="PHP5" path="*.php" verb="*" type="" modules="IsapiModule" scriptProcessor="C:\php\php5isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="bitness32" responseBufferLimit="4194304" /> <add name="rules-Integrated" path="*.rules" verb="*" type="System.ServiceModel.Activation.HttpHandler, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="rules-ISAPI-2.0" path="*.rules" verb="*" type="" modules="IsapiModule" scriptProcessor="C:\Windows\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="4194304" /> <add name="rules-64-ISAPI-2.0" path="*.rules" verb="*" type="" modules="IsapiModule" scriptProcessor="C:\Windows\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="4194304" /> <add name="xoml-Integrated" path="*.xoml" verb="*" type="System.ServiceModel.Activation.HttpHandler, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="xoml-ISAPI-2.0" path="*.xoml" verb="*" type="" modules="IsapiModule" scriptProcessor="C:\Windows\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="4194304" /> <add name="xoml-64-ISAPI-2.0" path="*.xoml" verb="*" type="" modules="IsapiModule" scriptProcessor="C:\Windows\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="4194304" /> <add name="svc-ISAPI-2.0-64" path="*.svc" verb="*" type="" modules="IsapiModule" scriptProcessor="%SystemRoot%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="4194304" /> <add name="svc-ISAPI-2.0" path="*.svc" verb="*" type="" modules="IsapiModule" scriptProcessor="%SystemRoot%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="4194304" /> <add name="svc-Integrated" path="*.svc" verb="*" type="System.ServiceModel.Activation.HttpHandler, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="ASPClassic" path="*.asp" verb="GET,HEAD,POST" type="" modules="IsapiModule" scriptProcessor="%windir%\system32\inetsrv\asp.dll" resourceType="File" requireAccess="Script" allowPathInfo="false" preCondition="" responseBufferLimit="4194304" /> <add name="SecurityCertificate" path="*.cer" verb="GET,HEAD,POST" type="" modules="IsapiModule" scriptProcessor="%windir%\system32\inetsrv\asp.dll" resourceType="File" requireAccess="Script" allowPathInfo="false" preCondition="" responseBufferLimit="4194304" /> <add name="ISAPI-dll" path="*.dll" verb="*" type="" modules="IsapiModule" scriptProcessor="" resourceType="File" requireAccess="Execute" allowPathInfo="true" preCondition="" responseBufferLimit="4194304" /> <add name="TraceHandler-Integrated" path="trace.axd" verb="GET,HEAD,POST,DEBUG" type="System.Web.Handlers.TraceHandler" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="WebAdminHandler-Integrated" path="WebAdmin.axd" verb="GET,DEBUG" type="System.Web.Handlers.WebAdminHandler" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="AssemblyResourceLoader-Integrated" path="WebResource.axd" verb="GET,DEBUG" type="System.Web.Handlers.AssemblyResourceLoader" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="PageHandlerFactory-Integrated" path="*.aspx" verb="GET,HEAD,POST,DEBUG" type="System.Web.UI.PageHandlerFactory" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="SimpleHandlerFactory-Integrated" path="*.ashx" verb="GET,HEAD,POST,DEBUG" type="System.Web.UI.SimpleHandlerFactory" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="HttpRemotingHandlerFactory-rem-Integrated" path="*.rem" verb="GET,HEAD,POST,DEBUG" type="System.Runtime.Remoting.Channels.Http.HttpRemotingHandlerFactory, System.Runtime.Remoting, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="HttpRemotingHandlerFactory-soap-Integrated" path="*.soap" verb="GET,HEAD,POST,DEBUG" type="System.Runtime.Remoting.Channels.Http.HttpRemotingHandlerFactory, System.Runtime.Remoting, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" modules="ManagedPipelineHandler" scriptProcessor="" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="integratedMode" responseBufferLimit="4194304" /> <add name="AXD-ISAPI-2.0-64" path="*.axd" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="PageHandlerFactory-ISAPI-2.0-64" path="*.aspx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="SimpleHandlerFactory-ISAPI-2.0-64" path="*.ashx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="WebServiceHandlerFactory-ISAPI-2.0-64" path="*.asmx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="HttpRemotingHandlerFactory-rem-ISAPI-2.0-64" path="*.rem" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="HttpRemotingHandlerFactory-soap-ISAPI-2.0-64" path="*.soap" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework64\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness64" responseBufferLimit="0" /> <add name="AXD-ISAPI-2.0" path="*.axd" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="PageHandlerFactory-ISAPI-2.0" path="*.aspx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="SimpleHandlerFactory-ISAPI-2.0" path="*.ashx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="WebServiceHandlerFactory-ISAPI-2.0" path="*.asmx" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="HttpRemotingHandlerFactory-rem-ISAPI-2.0" path="*.rem" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="HttpRemotingHandlerFactory-soap-ISAPI-2.0" path="*.soap" verb="GET,HEAD,POST,DEBUG" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="Script" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="0" /> <add name="CGI-exe" path="*.exe" verb="*" type="" modules="CgiModule" scriptProcessor="" resourceType="File" requireAccess="Execute" allowPathInfo="true" preCondition="" responseBufferLimit="4194304" /> <add name="TRACEVerbHandler" path="*" verb="TRACE" type="" modules="ProtocolSupportModule" scriptProcessor="" resourceType="Unspecified" requireAccess="None" allowPathInfo="false" preCondition="" responseBufferLimit="4194304" /> <add name="OPTIONSVerbHandler" path="*" verb="OPTIONS" type="" modules="ProtocolSupportModule" scriptProcessor="" resourceType="Unspecified" requireAccess="None" allowPathInfo="false" preCondition="" responseBufferLimit="4194304" /> <add name="StaticFile" path="*" verb="*" type="" modules="StaticFileModule,DefaultDocumentModule,DirectoryListingModule" scriptProcessor="" resourceType="Either" requireAccess="Read" allowPathInfo="false" preCondition="" responseBufferLimit="4194304" /> <add name="WILDCARD MAPPING 32 BIT" path="*" verb="*" type="" modules="IsapiModule" scriptProcessor="%windir%\Microsoft.NET\Framework\v2.0.50727\aspnet_isapi.dll" resourceType="Unspecified" requireAccess="None" allowPathInfo="false" preCondition="classicMode,runtimeVersionv2.0,bitness32" responseBufferLimit="4194304" /> </handlers>

    Read the article

  • NHibernate complex one-to-one mapping

    - by Eugene Strizhok
    There is a table A containing common unversioned data for entities. There are also tables B,C,D with versioned data of particular entity type. All of these tables are referencing table A. The task is to add a mapping of a property of entity's type, for example, stored in table B, which would reference table A, and specify a rule how entity should be fetch from table B based on identifier from table A. (For example, to fetch latest version of an entity). It it possible with NHibernate?

    Read the article

  • extbase mapping to an existing table doesn't work

    - by hering
    I've extended the pages table and now I want to use some of the data in a domain object called "Tags". So I tried the following in the /Configuration/TypoScript/setup.txt: plugin.myextension.persistence.classes.Tx_myextension_Domain_Model_Tag { mapping { tableName = pages recordType = Tx_myextension_Domain_Model_Tag columns { tx_myextension_tag_name.mapOnProperty = name uid.mapOnProperty = id } } } But It seems that the extension tries to access the table Tx_myextension_Domain_Model_Tag (which doesn't exist) This is the error I receive: Tx_Extbase_Persistence_Storage_Exception_SqlError` Table 'tx_myextension_domain_model_tag' doesn't exist: SELECT tx_myextension_domain_model_tag.* FROM tx_myextension_domain_model_tag WHERE tx_myextension_domain_model_tag.id = '24' LIMIT 1 What have I done wrong?

    Read the article

  • FluentNhibernate many-to-many mapping - resolving record is not inserted

    - by Dmitriy Nagirnyak
    Hi, I have a many-to-many mapping defined (only relevant fields included): // MODEL: public class User : IPersistentObject { public User() { Permissions = new HashedSet<Permission>(); } public virtual int Id { get; protected set; } public virtual ISet<Permission> Permissions { get; set; } } public class Permission : IPersistentObject { public Permission() { } public virtual int Id { get; set; } } // MAPPING: public class UserMap : ClassMap<User> { public UserMap() { Id(x => x.Id); HasManyToMany(x => x.Permissions).Cascade.All().AsSet(); } } public class PermissionMap : ClassMap<Permission> { public PermissionMap() { Id(x => x.Id).GeneratedBy.Assigned(); Map(x => x.Description); } } The following test fails as there is no record inserted into User_Permission table: [Test] public void AddingANewUserPrivilegeShouldSaveIt() { var p1 = new Permission { Id = 123, Description = "p1" }; Session.Save(p1); var u = new User { Email = "[email protected]" }; u.Permissions.Add(p1); Session.Save(u); var userId = u.Id; Session.Evict(u); Session.Get<User>(userId).Permissions.Should().Not.Be.Empty(); } The SQL executed is (SQLite): INSERT INTO "Permission" (Description, Id) VALUES (@p0, @p1);@p0 = 'p1', @p1 = 1 INSERT INTO "User" (Email) VALUES (@p0); select last_insert_rowid();@p0 = '[email protected]' SELECT user0_.Id as Id2_0_, user0_.Email as Email2_0_ FROM "User" user0_ WHERE user0_.Id=@p0;@p0 = 1 SELECT permission0_.UserId as UserId1_, permission0_.PermissionId as Permissi2_1_, permission1_.Id as Id4_0_, permission1_.Description as Descript2_4_0_ FROM User_Permissions permission0_ left outer join "Permission" permission1_ on permission0_.PermissionId=permission1_.Id WHERE permission0_.UserId=@p0;@p0 = 1 We can clearly see that there is no record inserted into the User_Permissions table where it should be. Not sure what I am doing wrong and need an advice. So can you please help me to pass this test. Thanks, Dmitriy.

    Read the article

  • NHibernate Mapping problem

    - by Bernard Larouche
    My database is being driven by my NHibernate mapping files. I have a Category class that looks like the following : public class Category { public Category() : this("") { } public Category(string name) { Name = name; SubCategories = new List<Category>(); Products = new HashSet<Product>(); } public virtual int ID { get; set; } public virtual string Name { get; set; } public virtual string Description { get; set; } public virtual Category Parent { get; set; } public virtual bool IsDefault { get; set; } public virtual ICollection<Category> SubCategories { get; set; } public virtual ICollection<Product> Products { get; set; } and here is my Mapping file : <property name="Name" column="Name" type="string" not-null="true"/> <property name="IsDefault" column="IsDefault" type="boolean" not-null="true" /> <property name="Description" column="Description" type="string" not-null="true" /> <many-to-one name="Parent" column="ParentID"></many-to-one> <bag name="SubCategories" inverse="true"> <key column="ParentID"></key> <one-to-many class="Category"/> </bag> <set name="Products" table="Categories_Products"> <key column="CategoryId"></key> <many-to-many column="ProductId" class="Product"></many-to-many> </set> when I try to create the database I get the following error : failed: The INSERT statement conflicted with the FOREIGN KEY SAME TABLE constraint "FK9AD976763BF05E2A". The conflict occurred in database "CoderForTraders", table "dbo.Categories", column 'CategoryId'. The statement has been terminated. I looked on the net for some answers but found none. Thanks for your help

    Read the article

  • MVC + Extjs + IIS6 + Wildcard Mapping = Post Form resulting in 302 object moved

    - by Orkun Balkanci
    Everything seems to work fine until i want to submit the form and update the database. Wildcard mapping works on requests like "/navigation/edit/1", but when i submit the form as: var ajaxPost = function(Url, Params) { Ext.Ajax.request({ url: Url, params: Params, method: 'POST', async: false, scope: this }); }; it says "200 bad response: syntax error" and in firebug there is "Failed to load source for: http://.../Navigation/edit/1". Any help?

    Read the article

  • WPF / Silverlight - Mapping API

    - by Travis
    I am about to start on a project where I need to display maps with cross streets and possibly directions. I know there are a lot of API for the web, but I was wondering what the best solution is for a desktop application. I know of Bing Maps and I believe there are some Google Maps solutions out there as well. Any help or information on good mapping API's would be greatly appreciated. Thanks.

    Read the article

  • Commercial Mapping software - South Africa

    - by Ian
    Hi, I am looking for a good quality and reliable mapping solution for South Africa. We require similar functionality to Bing and Google. ie plotting markers on the map, geocoding, drawing polygons, popups on the map showing content etc. So far Google maps looks like the winner, but are there other options that you would recommend. thanks

    Read the article

  • NHibernate Mapping + Iset

    - by jack
    Hi all I have a mapping file <set name="Friends" table="Friends"> <key column="UserId"/> <many-to-many class="User" column="FriendId"/> </set> I would like to specify extra columns for the friend table this creates. For example Approve (the user must approve the friend request) Is there a easy way?

    Read the article

  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

    Read the article

  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

    Read the article

  • XNA - Error while rendering a texture to a 2D render target via SpriteBatch

    - by Jared B
    I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if (Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw( targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from my Draw(GameTime gameTime) function. First drawScene is called, then drawPostProcessing is called. The thing is, when I run this code I get an error on the spriteBatch.Draw call: The render target must not be set on the device when it is used as a texture. I already found the solution, which is to draw the actual render target (targetScene) to the texture so it doesn't create a reference to the loaded render target. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(outputTarget) SpriteBatch.Draw(inputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render inputTarget to outputTarget without reference issues?

    Read the article

  • Flickering when accessing texture by offset

    - by TravisG
    I have this simple compute shader that basically just takes the input from one image and writes it to another. Both images are 128/128/128 in size and glDispatchCompute is called with (128/8,128/8,128/8). The source images are cleared to 0 before this compute shader is executed, so no undefined values should be floating around in there. (I have the appropriate memory barrier on the C++ side set before the 3D texture is accessed). This version works fine: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord)); } Reading values from pong shows that it's just a copy, as intended. However, when I load data from ping with an offset: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord+ivec3(1,0,0))); } The data that is written to pong seems to depend on the order of execution of the threads within the work groups, which makes no sense to me. When reading from the pong texture, visible flickering occurs in some spots on the texture. What am I doing wrong here?

    Read the article

  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

    Read the article

  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

    Read the article

  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

    Read the article

  • How do I use texture-mapping in a simple ray tracer?

    - by fastrack20
    I am attempting to add features to a ray tracer in C++. Namely, I am trying to add texture mapping to the spheres. For simplicity, I am using an array to store the texture data. I obtained the texture data by using a hex editor and copying the correct byte values into an array in my code. This was just for my testing purposes. When the values of this array correspond to an image that is simply red, it appears to work close to what is expected except there is no shading. The bottom right of the image shows what a correct sphere should look like. This sphere's colour using one set colour, not a texture map. Another problem is that when the texture map is of something other than just one colour pixels, it turns white. My test image is a picture of water, and when it maps, it shows only one ring of bluish pixels surrounding the white colour. When this is done, it simply appears as this: Here are a few code snippets: Color getColor(const Object *object,const Ray *ray, float *t) { if (object->materialType == TEXTDIF || object->materialType == TEXTMATTE) { float distance = *t; Point pnt = ray->origin + ray->direction * distance; Point oc = object->center; Vector ve = Point(oc.x,oc.y,oc.z+1) - oc; Normalize(&ve); Vector vn = Point(oc.x,oc.y+1,oc.z) - oc; Normalize(&vn); Vector vp = pnt - oc; Normalize(&vp); double phi = acos(-vn.dot(vp)); float v = phi / M_PI; float u; float num1 = (float)acos(vp.dot(ve)); float num = (num1 /(float) sin(phi)); float theta = num /(float) (2 * M_PI); if (theta < 0 || theta == NAN) {theta = 0;} if (vn.cross(ve).dot(vp) > 0) { u = theta; } else { u = 1 - theta; } int x = (u * IMAGE_WIDTH) -1; int y = (v * IMAGE_WIDTH) -1; int p = (y * IMAGE_WIDTH + x)*3; return Color(TEXT_DATA[p+2],TEXT_DATA[p+1],TEXT_DATA[p]); } else { return object->color; } }; I call the colour code here in Trace: if (object->materialType == MATTE) return getColor(object, ray, &t); Ray shadowRay; int isInShadow = 0; shadowRay.origin.x = pHit.x + nHit.x * bias; shadowRay.origin.y = pHit.y + nHit.y * bias; shadowRay.origin.z = pHit.z + nHit.z * bias; shadowRay.direction = light->object->center - pHit; float len = shadowRay.direction.length(); Normalize(&shadowRay.direction); float LdotN = shadowRay.direction.dot(nHit); if (LdotN < 0) return 0; Color lightColor = light->object->color; for (int k = 0; k < numObjects; k++) { if (Intersect(objects[k], &shadowRay, &t) && !objects[k]->isLight) { if (objects[k]->materialType == GLASS) lightColor *= getColor(objects[k], &shadowRay, &t); // attenuate light color by glass color else isInShadow = 1; break; } } lightColor *= 1.f/(len*len); return (isInShadow) ? 0 : getColor(object, &shadowRay, &t) * lightColor * LdotN; } I left out the rest of the code as to not bog down the post, but it can be seen here. Any help is greatly appreciated. The only portion not included in the code, is where I define the texture data, which as I said, is simply taken straight from a bitmap file of the above image. Thanks.

    Read the article

  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

    Read the article

  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >