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  • Why does this CSS example use "height: 1%" with "overflow: auto"?

    - by Lawrence Lau
    I am reading a HTML and CSS book. It has a sample code of two-column layout. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <style> #main {height: 1%; overflow: auto;} #main, #header, #footer {width: 768px; margin: auto;} #bodycopy { float: right; width: 598px; } #sidebar {margin-right: 608px; } #footer {clear: both; } </style> </head> <body> <div id="header" style='background-color: #AAAAAA'>This is the header.</div> <div id="main" style='background-color: #EEEEEE'> <div id="bodycopy" style='background-color: #BBBBBB'> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> This is the principal content.<br /> </div> <div id="sidebar" style='background-color: #CCCCCC'> This is the sidebar. </div> </div> <div id="footer" style='background-color: #DDDDDD'>This is the footer.</div> </body> </html> The author mentions that the use of overflow auto and 1% height will make the main area expand to encompass the computed height of content. I try to remove the 1% height and tried in different browsers but they don't show a difference. I am quite confused of its use. Any idea?

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  • Jason/ajax web service call get redirected (302 Object moved) and then 500 unknow webservice name

    - by user646499
    I have been struggling with this for some times.. I searched around but didnt get a solution yet. This is only an issue on production server. In my development environment, everything works just fine. I am using JQuery/Ajax to update product information based on product's Color attribute. for example, a product has A and B color, the price for color A is different from color B. When user choose different color, the price information is updated as well. What I did is to first add a javascript function: function updateProductVariant() { var myval = jQuery("#<%=colorDropDownList.ClientID%").val(); jQuery.ajax({ type: "POST", url: "/Products.aspx/GetVariantInfoById", data: "{variantId:'" + myval + "'}", contentType: "application/json; charset=utf-8", dataType: "json", success: function (response) { var obj = jQuery.parseJSON(response.d); jQuery("#<%=lblStockAvailablity.ClientID%>").text(obj.StockMessage); jQuery(".price .productPrice").text(obj.CurrentPrice); jQuery(".price .oldProductPrice").text(obj.OldPrice); } }); } Then I can register the dropdown list's 'onclick' event point to function 'updateProductVariant' GetVariantInfoById is a WebGet method in the codebehind, its also very straightforward: [WebMethod] public static string GetVariantInfoById(string variantId) { int id = Convert.ToInt32(variantId); ProductVariant productVariant = IoC.Resolve().GetProductVariantById(id); string stockMessage = productVariant.FormatStockMessage(); StringBuilder oBuilder = new StringBuilder(); oBuilder.Append("{"); oBuilder.AppendFormat(@"""{0}"":""{1}"",", "StockMessage", stockMessage); oBuilder.AppendFormat(@"""{0}"":""{1}"",", "OldPrice", PriceHelper.FormatPrice(productVariant.OldPrice)); oBuilder.AppendFormat(@"""{0}"":""{1}""", "CurrentPrice", PriceHelper.FormatPrice(productVariant.Price)); oBuilder.Append("}"); return oBuilder.ToString(); } All these works fine on my local box, but if i upload to the production server, catching the traffic using fiddler, /Products.aspx/GetVariantInfoById becomes a Get call instead of a POST On my local box, HTTP/1.1 200 OK Server: ASP.NET Development Server/10.0.0.0 Date: Thu, 03 Mar 2011 09:00:08 GMT X-AspNet-Version: 4.0.30319 Cache-Control: private, max-age=0 Content-Type: application/json; charset=utf-8 Content-Length: 117 Connection: Close But when deployed on the host, it becomes HTTP/1.1 302 Found Proxy-Connection: Keep-Alive Connection: Keep-Alive Content-Length: 186 Via: 1.1 ADV-TMG-01 Date: Thu, 03 Mar 2011 08:59:12 GMT Location: http://www.pocomaru.com/Products.aspx/GetVariantInfoById/default.aspx Server: Microsoft-IIS/7.0 X-Powered-By: ASP.NET then of course, then it returns 500 error titleUnknown web method GetVariantInfoById/default.aspx.Parameter name: methodName Can someone please take a look? I think its some configuration in the production server which automatially redirects my webservice call to some other URL, but since the product server is out of my control, i am seeking a local fix for this. Thanks for the help!

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  • Multiple Graphics2D Objects

    - by Trizicus
    I have a Graphics object of JPanel and that is working fine: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JPanel; public class GraphicsTest extends JPanel { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g; g2d.setClip(0, 0, getWidth(), getHeight()); g2d.setColor(Color.BLACK); g2d.drawString("STATE: " + state, 5, 15); g2d.drawString("Mouse Position: " + x + ", " + y, 5, 30); g2d.setColor(Color.red); Rectangle2D r2d = new Rectangle2D.Double(x,y,10,10); g2d.draw(r2d); Test t = new Test(); super.add(t); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } I was experimenting with a new Graphics component and when I instantiate a new Test and add it in GraphicsTest nothing happens. What is it that I am doing wrong? import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JComponent; public class Test extends JComponent { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g.create(); g2d.setColor(Color.GREEN); g2d.fill(new Rectangle2D.Double(60, 60, 10, 10)); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } Thanks!

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  • Bring object to the front, in Flash AS3

    - by jimbo
    Hi All, i have the below code, which is basically animating object across the screen, when roll-over happens it pauses the anim, and displays some information. Everything works fine, but when its paused, i wold like that current object to be 'on top' so other items run behind. I have looked at setChildIndex, but didn't have much luck. package { import flash.display.MovieClip; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Point; import flash.events.KeyboardEvent; import flash.events.*; import caurina.transitions.Tweener; import fl.motion.Color; public class carpurchase extends Sprite { public function carpurchase() { var carX = 570; //Set cars var car1:fullCar = new fullCar(); car1.info.alpha = 0; //var c:Color = new Color(); //c.setTint(0xff0000, 0.8); //car2.car.transform.colorTransform=c; car1.x = carX; car1.y = 280; car1.info.title.text = "test"; car1.info.desc.text = "test"; addChild(car1); car1.addEventListener(MouseEvent.ROLL_OVER, carPause); car1.addEventListener(MouseEvent.ROLL_OUT, carContinue); function car1Reset():void { Tweener.addTween(car1, {x:carX, time:0, onComplete:car1Tween}); } function car1Tween():void { Tweener.addTween(car1, {x:-120, time:2, delay:3, transition:"linear", onComplete:car1Reset}); } car1Tween(); var car2:fullCar = new fullCar(); car2.info.alpha = 0; var c:Color = new Color(); c.setTint(0xff0000, 0.8); car2.car.transform.colorTransform=c; car1.x = carX; car2.y = 175; car2.info.title.text = "test"; car2.info.desc.text = "test"; addChild(car2); car2.addEventListener(MouseEvent.ROLL_OVER, carPause); car2.addEventListener(MouseEvent.ROLL_OUT, carContinue); function car2Reset():void { Tweener.addTween(car2, {x:carX, time:0, onComplete:car2Tween}); } function car2Tween():void { Tweener.addTween(car2, {x:-120, time:3, delay:0, transition:"linear", onComplete:car2Reset}); } car2Tween(); function carPause(e:MouseEvent):void { Tweener.pauseTweens(e.target); Tweener.addTween(e.target.info, {y:-150, alpha:1, time:.5, transition:"easeout"}); } function carContinue(e:MouseEvent):void { Tweener.addTween(e.target.info, {y:10, alpha:0, time:.5, transition:"easeout"}); Tweener.resumeTweens(e.target); } } } Any help welcome

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  • How to add a chart created in code behind to the rendered html page?

    - by Ryan
    I'm trying to create a .net charting control completely in the code behind and insert that chart at a specific location on the web page. Here is my html page: <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div id="chart"></div> </form> </body> </html> Here is the code behind: using System; using System.Drawing; using System.Web.UI.DataVisualization.Charting; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { //SET UP THE DATA TO PLOT double[] yVal = { 80, 20 }; string[] xName = { "Pass", "Fail" }; //CREATE THE CHART Chart Chart1 = new Chart(); //BIND THE DATA TO THE CHART Chart1.Series.Add(new Series()); Chart1.Series[0].Points.DataBindXY(xName, yVal); //SET THE CHART TYPE TO BE PIE Chart1.Series[0].ChartType = System.Web.UI.DataVisualization.Charting.SeriesChartType.Pie; Chart1.Series[0]["PieLabelStyle"] = "Outside"; Chart1.Series[0]["PieStartAngle"] = "-90"; //SET THE COLOR PALETTE FOR THE CHART TO BE A PRESET OF NONE //DEFINE OUR OWN COLOR PALETTE FOR THE CHART Chart1.Palette = System.Web.UI.DataVisualization.Charting.ChartColorPalette.None; Chart1.PaletteCustomColors = new Color[] { Color.Blue, Color.Red }; //SET THE IMAGE OUTPUT TYPE TO BE JPEG Chart1.ImageType = System.Web.UI.DataVisualization.Charting.ChartImageType.Jpeg; //ADD A PLACE HOLDER CHART AREA TO THE CHART //SET THE CHART AREA TO BE 3D Chart1.ChartAreas.Add(new ChartArea()); Chart1.ChartAreas[0].Area3DStyle.Enable3D = true; //ADD A PLACE HOLDER LEGEND TO THE CHART //DISABLE THE LEGEND Chart1.Legends.Add(new Legend()); Chart1.Legends[0].Enabled = false; } } I want to render the charting control inside the div with id="chart" Thanks for the help!

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  • Dragging a div along with all of its child divs

    - by roygbiv
    I have the following code: <body> <div id="container" style="position:absolute; left:0px; top:0px; z-index:1;"> <div id="div1" style="background-color:Red; position:absolute; left:0px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div2" style="background-color:Black; position:absolute; left:256px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div3" style="background-color:Green; position:absolute; left:512px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div4" style="background-color:Yellow; position:absolute; left:768px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div5" style="background-color:Blue; position:absolute; left:1024px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> </div> <script type="text/javascript"> <!-- SET_DHTML("container"); //--> </script> </body> I want to drag the 'container' div such that all child divs are dragged at the same time. I can drag individual divs, but that is not what I want. Can a div drag child divs or do they have to be images? I am using the WalterZorn drag drop API, but am open to using any API, script or whatever.

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  • Artichow PlotGroup: Legends not showing

    - by Hameed
    I am working on a little project on OpenCATS, developing some charts. In one of the charts, I need to add multiple plots to a PlotGroup and add Legends as well. I have written a small function that creates the chart, however I have difficulty displaying the legends when I add them to a PlotGroup object. Here is the code: public function draw($format = false) { /* Make sure we have GD support. */ if (!function_exists('imagecreatefromjpeg')) { die(); } if ($format === false) { $format = IMG_PNG; } $group = new PlotGroup(); $graph = new Graph($this->width, $this->height, NULL, 0, $this->width-135); $graph->setFormat($format); $graph->setBackgroundColor(new Color(0xF4, 0xF4, 0xF4)); $graph->shadow->setSize(3); $graph->title->set($this->title); $graph->title->setFont(new Tuffy(10)); $graph->title->setColor(new Color(0x00, 0x00, 0x8B)); $graph->border->setColor(new Color(187, 187, 187, 15)); $group->axis->bottom->setLabelText($this->xLabels); $group->axis->bottom->label->setFont(new Tuffy(8)); $group->setPadding(25, 145, 10, 22); $plotcount = 0; $plot = array(); foreach ($this->xValues as $xVal) { $plotcount++; $plot[$plotcount-1] = new LinePlot($xVal, LinePlot::LINE); $plot[$plotcount-1]->setPadding(25, 145, 10, 22); if ($plotcount % 5 ==0 ) $plot[$plotcount-1]->setColor(new Blue); else if ($plotcount % 4 ==0 ) $plot[$plotcount-1]->setColor(new DarkGreen); else if ($plotcount % 3 ==0 ) $plot[$plotcount-1]->setColor(new Red); else if ($plotcount % 2 ==0 ) $plot[$plotcount-1]->setColor(new Orange); $plot[$plotcount-1]->setThickness(2); $plot[$plotcount-1]->legend->add($plot[$plotcount-1], $this->legends[$plotcount-1]); $plot[$plotcount-1]->legend->setTextFont(new Tuffy(8)); $plot[$plotcount-1]->legend->setPadding(3, 3, 3, 3, 3); $plot[$plotcount-1]->legend->setPosition(1, 0.825); $plot[$plotcount-1]->legend->setBackgroundColor(new Color(0xFF, 0xFF, 0xFF)); $plot[$plotcount-1]->legend->border->setColor(new Color(0xD0, 0xD0, 0xD0)); $plot[$plotcount-1]->legend->shadow->setSize(0); $group->add($plot[$plotcount-1]); } $graph->add($group); $graph->draw(); } } If I draw only one LinePlot it works: So for instance if I change $graph->add($group); to $graph->add($plot[0]); then only one of the lines will show up with the legend next to it.

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  • How to align this div contents properly?

    - by Pandiya Chendur
    Here is my layout, I am using one div and many spans for getting the above view... Look at all the rows ther are not properly aligned... <div class="resultsdiv"><br /> <span style="width:200px;" class="resultName">' + employee.Emp_Name + '</span> <span class="resultfields" style="padding-left:100px;">Category&nbsp;:</span>&nbsp; <span class="resultfieldvalues">' + employee.Desig_Name + '</span><br /><br /> <span id="SalaryBasis" class="resultfields">Salary Basis&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.SalaryBasis + '</span> <span class="resultfields" style="padding-left:25px;">Salary&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.FixedSalary + '</span> <span style="font-size:110%;font-weight:bolder;padding-left:25px;">Address&nbsp;:</span>&nbsp; <span class="resultfieldvalues">' + employee.Address + '</span> </div> and my css are .resultsdiv { background-color: #FFF;border-top:solid 1px #ddd; height:50px; border-bottom:solid 1px #ddd; padding-bottom:15px; width:450px; } .resultseven { background-color: #EFF1f1; } .resultshover { background-color: #F4F2F2; cursor:pointer; } .resultName { font-size:125%;font-weight:bolder;color:#476275;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } .resultfields { font-size:110%;font-weight:bolder;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } .resultfieldvalues { color:#476275;font-size:110%;font-weight:bold;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } Any suggestion to get it aligned properly.... Should i use divs insted of spans to get this properly aligned...

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  • Jquery image preview thumbnail doesn't seem to work....

    - by Pandiya Chendur
    I just tried the tooltip like this Easy image preview... But i cant get it to work.... I used this, <style> body { margin:0; padding:40px; background:#fff; font:80% Arial, Helvetica, sans-serif; color:#555; line-height:180%; } h1{ font-size:180%; font-weight:normal; color:#555; } h2{ clear:both; font-size:160%; font-weight:normal; color:#555; margin:0; padding:.5em 0; } a{ text-decoration:none; color:#f30; } p{ clear:both; margin:0; padding:.5em 0; } pre{ display:block; font:100% "Courier New", Courier, monospace; padding:10px; border:1px solid #bae2f0; background:#e3f4f9; margin:.5em 0; overflow:auto; width:800px; } img{border:none;} ul,li{ margin:0; padding:0; } li{ list-style:none; float:left; display:inline; margin-right:10px; } /* */ #preview{ position:absolute; border:1px solid #ccc; background:#333; padding:5px; display:none; color:#fff; } /* */ </style> <script type="text/javascript" src="jquery.js"></script> <ul> <li> <a href="Images/4.jpg" class="preview" title="Lake and a mountain"> <img src="Images/4s.jpg" alt="gallery thumbnail" /> </a> </li> </ul> and included style... Nothing happens when i hover over the anchor tag....

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  • Make Div overlay ENTIRE page (not just viewport)??

    - by Polaris878
    Hello, So I have a problem that I think is quite common but I have yet to find a good solution for. I want to make an overlay div cover the ENTIRE page... NOT just the viewport. I don't understand why this is so hard to do... I've tried setting body, html heights to 100% etc but that isn't working. Here is what I have so far: <html> <head> <style type="text/css"> .OverLay { position: absolute; z-index: 3; opacity: 0.5; filter: alpha(opacity = 50); top: 0; bottom: 0; left: 0; right: 0; width: 100%; height: 100%; background-color: Black; color: White;} body { height: 100%; } html { height: 100%; } </style> </head> <body> <div style="height: 100%; width: 100%; position: relative;"> <div style="height: 100px; width: 300px; background-color: Red;"> </div> <div style="height: 230px; width: 9000px; background-color: Green;"> </div> <div style="height: 900px; width: 200px; background-color: Blue;"></div> <div class="OverLay">TestTest!</div> </div> </body> </html> I'd also be open to a solution in JavaScript if one exists, but I'd much rather just be using some simple CSS.

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  • Scrolling RelativeLayout- white border over part of the content

    - by Tanis.7x
    I have a fairly simply Fragment that adds a handful of colored ImageViews to a RelativeLayout. There are more images than can fit on screen, so I implemented some custom scrolling. However, When I scroll around, I see that there is an approximately 90dp white border overlapping part of the content right where the edges of the screen are before I scroll. It is obvious that the ImageViews are still being created and drawn properly, but they are being covered up. How do I get rid of this? I have tried: Changing both the RelativeLayout and FrameLayout to WRAP_CONTENT, FILL_PARENT, MATCH_PARENT, and a few combinations of those. Setting the padding and margins of both layouts to 0dp. Example: Fragment: public class MyFrag extends Fragment implements OnTouchListener { int currentX; int currentY; RelativeLayout container; final int[] colors = {Color.BLACK, Color.RED, Color.BLUE}; @Override public View onCreateView(LayoutInflater inflater, ViewGroup fragContainer, Bundle savedInstanceState) { return inflater.inflate(R.layout.fragment_myfrag, null); } @Override public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); container = (RelativeLayout) getView().findViewById(R.id.container); container.setOnTouchListener(this); // Temp- Add a bunch of images to test scrolling for(int i=0; i<1500; i+=100) { for (int j=0; j<1500; j+=100) { int color = colors[(i+j)%3]; ImageView image = new ImageView(getActivity()); image.setScaleType(ImageView.ScaleType.CENTER); image.setBackgroundColor(color); LayoutParams lp = new RelativeLayout.LayoutParams(100, 100); lp.setMargins(i, j, 0, 0); image.setLayoutParams(lp); container.addView(image); } } } @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: { currentX = (int) event.getRawX(); currentY = (int) event.getRawY(); break; } case MotionEvent.ACTION_MOVE: { int x2 = (int) event.getRawX(); int y2 = (int) event.getRawY(); container.scrollBy(currentX - x2 , currentY - y2); currentX = x2; currentY = y2; break; } case MotionEvent.ACTION_UP: { break; } } return true; } } XML: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="fill_parent" android:layout_height="fill_parent" tools:context=".FloorPlanFrag"> <RelativeLayout android:id="@+id/container" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </FrameLayout>

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  • HTML: order of divs and a tags for href

    - by user2962389
    I'm busy with HTML and CSS and got stuck with this. I have created a button with :hover and :active options, which is centered on the page. Clicking on this button needs to lead to a website. My HTML is: <div> <a href="website"><div id="button">Text</div></a> </div> The CSS is: body, html { height: 100%; } a { text-decoration: none; } #button { text-transform: uppercase; font-size: 18px; text-align: center; padding: 1em 0.5em 0.8em; background-color: white; font-family: Myriad Pro, Source Sans Pro, Helvetica, Arial, sans-serif; color: #ff4700; cursor: pointer; width: 150px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; border: 1px solid #ff4700; margin-left: auto; margin-right: auto; margin-bottom: 50px; -webkit-transition: all .1s ease; -moz-transition: all .1s ease; -ms-transition: all .1s ease; -o-transition: all .1s ease; transition: all .1s ease; } #button:hover { background-color: #ff4700; color: white; border: 1px solid white; } #button:active { background-color: #cc3900; } The problem lies in the fact that the whole width of the page is clickable at the height of the button and not only the button itself that is 150px wide and is centered on the page. I think I have my divs mixed up and it needs other formatting and precedence, but I'm not sure. Thanks for your help! P.S. First time on StackOverflow, sorry if I formatted something wrong.

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  • extra white line under li items that have no border

    - by isabel018
    I have a problem with extra white lines showing up under my list items. It's not a border as I haven't set any borders, except the one under My Account, it's just to show that the white line is not a border. The one under it is -- a 4px border the same color as the background. This problem occurred after I had resolved a conflict between my Nivo Slider and the Woocommerce plugin on my WP site. I got both of them to work together, but then this other issue with the list cropped up. Any ideas as to what caused this and how to fix it? Here's my CSS if that helps: #header #navigation ul.nav > li.current_page_item > a { color: #D4145A;} #header #navigation ul.nav > li:hover a { border-width: 0px 0px 4px; border-style: none none solid; border-color: -moz-use-text-color -moz-use-text-color rgb(212, 20, 90); -moz-border-top-colors: none; -moz-border-right-colors: none; -moz-border-bottom-colors: none; -moz-border-left-colors: none; border-image: none; background: none repeat scroll 0% 0% rgb(212, 20, 90);} and the HTML for it too: <nav id="navigation" class="col-full parent" role="navigation"> <ul id="main-nav" class="nav fl parent"> <li class="page_item"></li> <li class="page_item page-item-11"></li> <li class="page_item page-item-12"></li> <li class="page_item page-item-13 parent"></li> <li class="page_item page-item-15 current_page_item parent"> <a href=""></a> <ul class="children"></ul></li> </ul> </nav> Help please! I'm at my wits' end! Thanks!

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  • hi this is my css horizontal menu i need the submeus for this?

    - by kalaivani
    /* CSS Document */ . rhm1{ width:780px; height:64px; margin:0 auto; background:url(images/rhm1_bg.g if) repeat-x; } .rhm1-left{ background:url(images/rhm1_l.gi f) no-repeat; width:15px; height:64px; float:left; } .rhm1-right{ background:url(images/rhm1_r.gi f) no-repeat; width:15px; height:64px; float:right; } .rhm1-bg{ background:url(images/rhm1_bg.g if) repeat-x; height:64px; } .rhm1-bg ul{ list-style:none; margin:0 auto; } .rhm1-bg li{ float:left; list-style:none; } .rhm1-bg li a{ float:left; display:block; color:#ffe8cc; text-decoration:none; font:12px 'Lucida Sans', sans-serif; font-weight:bold; padding:0 0 0 18px; height:64px; line-height:40px; text-align:center; cursor:pointer; } .rhm1-bg li a span{ float:left; display:block; padding:0 32px 0 18px; } .rhm1-bg li.current a{ color:#fff; background:url(images/rhm1_hove r_l.gif) no-repeat left 5px; } .rhm1-bg li.current a span{ color:#fff; background:url(images/rhm1_hove r_r.gif) no-repeat right 5px; } .rhm1-bg li a:hover{ color:#fff; background:url(images/rhm1_hove r_l.gif) no-repeat left 5px; } .rhm1-bg li a:hover span{ color:#fff; background:url(images/rhm1_hove r_r.gif) no-repeat right 5px; }

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  • Calculate minimum moves to solve a puzzle

    - by Luke
    I'm in the process of creating a game where the user will be presented with 2 sets of colored tiles. In order to ensure that the puzzle is solvable, I start with one set, copy it to a second set, then swap tiles from one set to another. Currently, (and this is where my issue lies) the number of swaps is determined by the level the user is playing - 1 swap for level 1, 2 swaps for level 2, etc. This same number of swaps is used as a goal in the game. The user must complete the puzzle by swapping a tile from one set to the other to make the 2 sets match (by color). The order of the tiles in the (user) solved puzzle doesn't matter as long as the 2 sets match. The problem I have is that as the number of swaps I used to generate the puzzle approaches the number of tiles in each set, the puzzle becomes easier to solve. Basically, you can just drag from one set in whatever order you need for the second set and solve the puzzle with plenty of moves left. What I am looking to do is after I finish building the puzzle, calculate the minimum number of moves required to solve the puzzle. Again, this is almost always less than the number of swaps used to create the puzzle, especially as the number of swaps approaches the number of tiles in each set. My goal is to calculate the best case scenario and then give the user a "fudge factor" (i.e. 1.2 times the minimum number of moves). Solving the puzzle in under this number of moves will result in passing the level. A little background as to how I currently have the game configured: Levels 1 to 10: 9 tiles in each set. 5 different color tiles. Levels 11 to 20: 12 tiles in each set. 7 different color tiles. Levels 21 to 25: 15 tiles in each set. 10 different color tiles. Swapping within a set is not allowed. For each level, there will be at least 2 tiles of a given color (one for each set in the solved puzzle). Is there any type of algorithm anyone could recommend to calculate the minimum number of moves to solve a given puzzle?

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  • Special parameters for texture binding?

    - by user146780
    Do I have to set up my gl context in a certain way to bind textures. I'm following a tutorial. I start by doing: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } void initt(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); engineGL.current.tex = texName; } In my rendering I do: PolygonTesselator.Begin_Contour(); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, current.tex); if(layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size() > 0) { glColor4f( layer[currentlayer].Shapes[i].Color.r, layer[currentlayer].Shapes[i].Color.g, layer[currentlayer].Shapes[i].Color.b, layer[currentlayer].Shapes[i].Color.a); } for(unsigned int j = 0; j < layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size(); ++j) { gluTessVertex(PolygonTesselator.tobj,&layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0], &layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0]); } PolygonTesselator.End_Contour(); } glDisable(GL_TEXTURE_2D); } However it still renders the color and not the texture at all. I'd atleast expect to see black or something but its as if the bind fails. Am I missing something? Thanks

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  • Java - StackOverflow Error on recursive 2D boolean array method that shouldn't happen.

    - by David W.
    Hey everyone, I'm working on a runnable java applet that has a fill feature much like the fill method in drawing programs such as Microsoft Paint. This is how my filling method works: 1.) The applet gets the color that the user clicked on using .getRGB 2.) The applet creates a 2D boolean array of all the pixels in the window, with the value "true" if that pixel is the same color as the color clicked on or "false" if not. The point of this step is to keep the .getRGB method out of the recursive method to hopefully prevent this error. 3.) The applet recursively searches the 2D array of booleans where the user clicked, recording each adjacent point that is "true" in an ArrayList. The method then changes each point it records to false and continues. 4.) The applet paints every point stored in the ArrayList to a user selected color. All of the above steps work PERFECTLY if the user clicks within a small area, where only a few thousand pixels or so have their color changed. If the user selects a large area however (such as about 360,000 / the size of the applet window), the applet gets to the recursive stage and then outputs this error: Exception in thread "AWT-EventQueue-1" java.lang.StackOverflowError at java.util.ArrayList.add(ArrayList.java:351) at paint.recursiveSearch(paint.java:185) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) (continues for a few pages) Here is my recursive code: public void recursiveSearch(boolean [][] list, Point p){ if(isValid(p)){ if(list[(int)p.y][(int)p.x]){ fillPoints.add(p); list[(int)p.y][(int)p.x] = false; recursiveSearch(list, new Point(p.x-1,p.y));//Checks to the left recursiveSearch(list, new Point(p.x,p.y-1));//Checks above recursiveSearch(list, new Point(p.x+1,p.y));//Checks to the right recursiveSearch(list, new Point(p.x,p.y+1));//Checks below } } } Is there any way I can work around an error like this? I know that the loop will never go on forever, it just could take a lot of time. Thanks in advance.

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  • CSS submenus for a horizontal menu

    - by kalaivani
    This is the CSS I'm currently using to produce a horizontal menu. Does anyone have any suggestions on how to go about extending it to allow for submenus? /* CSS Document */ .rhm1{ width:780px; height:64px; margin:0 auto; background:url(images/rhm1_bg.gif) repeat-x; } .rhm1-left{ background:url(images/rhm1_l.gif) no-repeat; width:15px; height:64px; float:left; } .rhm1-right{ background:url(images/rhm1_r.gif) no-repeat; width:15px; height:64px; float:right; } .rhm1-bg{ background:url(images/rhm1_bg.gif) repeat-x; height:64px; } .rhm1-bg ul{ list-style:none; margin:0 auto; } .rhm1-bg li{ float:left; list-style:none; } .rhm1-bg li a{ float:left; display:block; color:#ffe8cc; text-decoration:none; font:12px 'Lucida Sans', sans-serif; font-weight:bold; padding:0 0 0 18px; height:64px; line-height:40px; text-align:center; cursor:pointer; } .rhm1-bg li a span{ float:left; display:block; padding:0 32px 0 18px; } .rhm1-bg li.current a{ color:#fff; background:url(images/rhm1_hover_l.gif) no-repeat left 5px; } .rhm1-bg li.current a span{ color:#fff; background:url(images/rhm1_hover_r.gif) no-repeat right 5px; } .rhm1-bg li a:hover{ color:#fff; background:url(images/rhm1_hover_l.gif) no-repeat left 5px; } .rhm1-bg li a:hover span{ color:#fff; background:url(images/rhm1_hover_r.gif) no-repeat right 5px; }

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  • My horizontal drop down with CSS, sub navigation menu items are being displayed on top of each other

    - by Rigo Collazo
    my sub navigation menu items are being displayed on top of each other here is the code: /* NAVIGATION */ .nav-bar {width: 100%; height: 80px; background-image:url(../images/bg-menu80.jpg);} .nav-hold {overflow: hidden;} .nav-list {float: right;} .nav-list li {float: left; width: auto; position: relative;} .nav-list li a {text-decoration: none; display:block; padding: 30px 7px 20px 7px; color: #f9f9f9; font-size: .9em; font-weight: bold;} .nav-list li ul {display: none;} .nav-list li a:hover {text-decoration: none; display: block; padding: 30px 7px 20px 7px; color: #000; font-size: .9em; font-weight: bold; background-color: #e7e4e4;} .nav-list li a:hover li{display: block; position: absolute; margin: 0; padding: 0;} .nav-list li a:hover li{float: left;} .nav-list li:hover li a{ background-color: #333; border-bottom: 1px solid #fff; color: #FFF;} <ul class="nav-list" id="navigation"><!--Menu list--> <li><a href="index.html">Home</a></li> <li><a href="about.html">About Us</a></li> <li> <ul><a href="members.html">Members</a> <li><a href="board.html">Board of Directors</a></li> <li><a href="committee.html">Committee</a></li> </ul></li> <li><a href="join.html">Join Us</a></li> <li><a href="events.html">Events</a></li> <li><a href="rules.html">Rules &amp; Guidelines</a></li> <li><a href="archive.html">Archive</a></li> <li><a href="contact.html">Contact Us</a></li> <li><a href="#">Login</a></li> </ul><!--ENDS Menu list-->

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  • ls hangs for a certain directory

    - by Jakobud
    There is a particular directory (/var/www), that when I run ls (with or without some options), the command hangs and never completes. There is only about 10-15 files and directories in /var/www. Mostly just text files. Here is some investigative info: [me@server www]$ df . Filesystem Size Used Avail Use% Mounted on /dev/mapper/vg_dev-lv_root 50G 19G 29G 40% / [me@server www]$ df -i . Filesystem Inodes IUsed IFree IUse% Mounted on /dev/mapper/vg_dev-lv_root 3.2M 435K 2.8M 14% / find works fine. Also I can type in cd /var/www/ and press TAB before pressing enter and it will successfully tab-completion list of all files/directories in there: [me@server www]$ cd /var/www/ cgi-bin/ create_vhost.sh html/ manual/ phpMyAdmin/ scripts/ usage/ conf/ error/ icons/ mediawiki/ rackspace sqlbuddy/ vhosts/ [me@server www]$ cd /var/www/ I have had to kill my terminal sessions several times because of the ls hanging: [me@server ~]$ ps | grep ls gdm 6215 0.0 0.0 488152 2488 ? S<sl Jan18 0:00 /usr/bin/pulseaudio --start --log-target=syslog root 23269 0.0 0.0 117724 1088 ? D 18:24 0:00 ls -Fh --color=always -l root 23477 0.0 0.0 117724 1088 ? D 18:34 0:00 ls -Fh --color=always -l root 23579 0.0 0.0 115592 820 ? D 18:36 0:00 ls -Fh --color=always root 23634 0.0 0.0 115592 816 ? D 18:38 0:00 ls -Fh --color=always root 23740 0.0 0.0 117724 1088 ? D 18:40 0:00 ls -Fh --color=always -l me 23770 0.0 0.0 103156 816 pts/6 S+ 18:41 0:00 grep ls kill doesn't seem to have any affect on the processes, even as sudo. What else should I do to investigate this problem? It just randomly started happening today. UPDATE dmesg is a big list of things, mostly related to an external USB HDD that I've mounted too many times and the max mount count has been reached, but that is an un-related problem I think. Near the bottom of dmesg I'm seeing this: INFO: task ls:23579 blocked for more than 120 seconds. "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. ls D ffff88041fc230c0 0 23579 23505 0x00000080 ffff8801688a1bb8 0000000000000086 0000000000000000 ffffffff8119d279 ffff880406d0ea20 ffff88007e2c2268 ffff880071fe80c8 00000003ae82967a ffff880407169ad8 ffff8801688a1fd8 0000000000010518 ffff880407169ad8 Call Trace: [<ffffffff8119d279>] ? __find_get_block+0xa9/0x200 [<ffffffff814c97ae>] __mutex_lock_slowpath+0x13e/0x180 [<ffffffff814c964b>] mutex_lock+0x2b/0x50 [<ffffffff8117a4d3>] do_lookup+0xd3/0x220 [<ffffffff8117b145>] __link_path_walk+0x6f5/0x1040 [<ffffffff8117a47d>] ? do_lookup+0x7d/0x220 [<ffffffff8117bd1a>] path_walk+0x6a/0xe0 [<ffffffff8117beeb>] do_path_lookup+0x5b/0xa0 [<ffffffff8117cb57>] user_path_at+0x57/0xa0 [<ffffffff81178986>] ? generic_readlink+0x76/0xc0 [<ffffffff8117cb62>] ? user_path_at+0x62/0xa0 [<ffffffff81171d3c>] vfs_fstatat+0x3c/0x80 [<ffffffff81258ae5>] ? _atomic_dec_and_lock+0x55/0x80 [<ffffffff81171eab>] vfs_stat+0x1b/0x20 [<ffffffff81171ed4>] sys_newstat+0x24/0x50 [<ffffffff810d40a2>] ? audit_syscall_entry+0x272/0x2a0 [<ffffffff81013172>] system_call_fastpath+0x16/0x1b And also, strace ls /var/www/ spits out a whole BUNCH of information. I don't know what is useful here... The last handful of lines: ioctl(1, SNDCTL_TMR_TIMEBASE or TCGETS, {B38400 opost isig icanon echo ...}) = 0 ioctl(1, TIOCGWINSZ, {ws_row=68, ws_col=145, ws_xpixel=0, ws_ypixel=0}) = 0 stat("/var/www/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 open("/var/www/", O_RDONLY|O_NONBLOCK|O_DIRECTORY|O_CLOEXEC) = 3 fcntl(3, F_GETFD) = 0x1 (flags FD_CLOEXEC) getdents(3, /* 16 entries */, 32768) = 488 getdents(3, /* 0 entries */, 32768) = 0 close(3) = 0 fstat(1, {st_mode=S_IFCHR|0620, st_rdev=makedev(136, 9), ...}) = 0 mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f3093b18000 write(1, "cgi-bin conf create_vhost.sh\te"..., 125cgi-bin conf create_vhost.sh error html icons manual mediawiki phpMyAdmin rackspace scripts sqlbuddy usage vhosts ) = 125 close(1) = 0 munmap(0x7f3093b18000, 4096) = 0 close(2) = 0 exit_group(0) = ?

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • What's new in ASP.Net 4.5 and VS 2012 - part 2

    - by nikolaosk
    This is the second post in a series of posts titled "What's new in ASP.Net 4.5 and VS 2012".You can have a look at the first post in this series, here. Please find all my posts regarding VS 2012, here. In this post I will be looking into the various new features available in ASP.Net 4.5 and VS 2012.I will be looking into the enhancements in the HTML Editor,CSS Editor and Javascript Editor.In order to follow along this post you must have Visual Studio 2012 and .Net Framework 4.5 installed in your machine.Download and install VS 2012 using this link.My machine runs on Windows 8 and Visual Studio 2012 works just fine.I will work fine in Windows 7 as well so do not worry if you do not have the latest Microsoft operating system.1) Launch VS 2012 and create a new Web Forms application by going to File - >New Web Site - > ASP.Net Web Forms Site.2) Choose an appropriate name for your web site.3) I would like to point out the new enhancements in the CSS editor in VS 2012. In the Solution Explorer in the Content folder and open the Site.cssThen when I try to change the background-color property of the html element, I get a brand new handy color-picker. Have a look at the picture below  Please note that the color-picker shows all the colors that have been used in this website. Then you can expand the color-picker by clicking on the arrows. Opacity is also supported. Have a look at the picture below4) There are also mobile styles in the Site.css .These are based on media queries.Please have a look at another post of mine on CSS3 media queries. Have a look at the picture below In this case when the maximum width of the screen is less than 850px there will be a new layout that will be dictated by these new rules. Also CSS snippets are supported. Have a look at the picture below I am writing a new CSS rule for an image element. I write the property transform and hit tab and then I have cross-browser CSS handling all of the major vendors.Then I simply add the value rotate and it is applied to all the cross browser options.Have a look at the picture below.  I am sure you realise how productive you can become with all these CSS snippets. 5) Now let's have a look at the new HTML editor enhancements in VS 2012You can drag and drop a GridView web server control from the Toolbox in the Site.master file.You will see a smart tag (that was only available in the Design View) that you can expand and add fields, format the web server control.Have a look at the picture below 6) We also have available code snippets. I type <video and then press tab twice.By doing that I have the rest of the HTML 5 markup completed.Have a look at the picture below 7) I have new support for the input tag including all the HTML 5 types and all the new accessibility features.Have a look at the picture below   8) Another interesting feature is the new Intellisense capabilities. When I change the DocType to 4.01 and the type <audio>,<video> HTML 5 tags, Intellisense does not recognise them and add squiggly lines.Have a look at the picture below All these features support ASP.Net Web forms, ASP.Net MVC applications and Web Pages. 9) Finally I would like to show you the enhanced support that we have for Javascript in VS 2012. I have full Intellisense support and code snippets support.I create a sample javascript file. I type If and press tab. I type while and press tab.I type for and press tab.In all three cases code snippet support kicks in and completes the code stack. Have a look at the picture below We also have full Intellisense support.Have a look at the picture below I am creating a simple function and then type some sort of XML like comments for the input parameters. Have a look at the picture below. Then when I call this function, Intellisense has picked up the XML comments and shows the variables data types.Have a look at the picture below Hope it helps!!!

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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