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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Setting up Ubuntu on my mother's computer

    - by idealmachine
    Intended use My mother had an old Compaq desktop computer running Windows 98, which she used for occasional Web browsing and playing cards. The name of her card game is Hoyle Card Games 3. Although I had to repair it several times over the last 10 years, it worked fine until it finally died at the end of last year. Hardware specifications A relative brought up a newer computer soon afterward: Operating system: Windows XP Asus K8N motherboard (with broken on-board sound; getting a sound card) Athlon 64? processor (don't remember the clock speed) 512 MB RAM Hope the graphics card works... Replacement sound card will be one of: Ensoniq ES1370 AudioPCI Diamond Monster Sound MX300 (Aureal chipset) Sound Blaster Audigy 2 SE Peripherals HP Scanjet 3400c scanner (USB connected) HP LaserJet multi-function printer (parallel port connected, and printing works with a PCL driver) Same serial mouse as old computer Question I had set up an SSH/VNC connection to allow for remotely working out problems. Or so I thought. A month later, the computer would not boot, rendering the SSH connection useless and an OS reinstall necessary. Unfortunately, I have neither the original Windows disc nor the product key. Unless I were to pay $200 for a full Windows 7 Home Premium license for my computer, I would not be able to re-install Windows XP on hers. I consider myself an advanced Linux user, having used Debian for years. So here are my questions. I have only one day to decide whether to use Ubuntu or buy Windows: A quick search leads me to believe all the hardware listed above is supposed to work with Linux, but am I mistaken? Would Ubuntu/Xubuntu suffice (specify which one if it matters), or would I be better off paying the $200 necessary for Windows XP? Is the card game likely to run on Wine? I believe the minimum system requirement is Windows 95. Failing Wine compatibility, will VirtualBox run fast enough on such a computer (Windows 98 as the guest OS)? Are there any free card games just as good? She plays mainly Bridge, Poker, and Solitaire. Is there any "Large Fonts" option for those with poor vision? The lack of it would be a big disadvantage. BONUS: Although I would probably replace the old mouse upon a move to Ubuntu, is it even possible to get a serial mouse working?

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • Where can I find comprehensive documentation on the various aspects of Linux?

    - by Fsando
    Whenever a problem pops up in my use of Linux (full time user for 6 years) I start by googling. The simplest (or most common) issues will usually be cleared right away. If it's not in one of those two categories the advise I find tend to be wrong, misguided, obsolete, and if you ask a question here on "ask" you risk being "duplicated" to some superficially similar question. Some issues have haunted me for years until I suddenly hit on the actual developer's documentation (or equivalent) which in a few lines explains how to solve my issue, the correct and consistent way. Whenever that happens I'm always kicking myself: why didn't I just go here to begin with? And the obvious answer is: "I had no idea this was what I was looking for". And for the issues that this hasn't yet happened I'm banging my head: "This ought to be either straight forward or someone tell me it's not doable" So my question is: Are there projects out there trying to collect or list this documentation in a searchable/browseable way. I know there are many very good "if you want this do that" tutorials on Ubuntu but I'm looking for actual documentation. That either are or could be collected in one place (at least conceptually) so that search for information could start in one place. I'm fully aware this is a broad question but if you approach it as: Does gnome have a comprehensive documentation project - where do I find it? Does Ubuntu have a comprehensive documentation project - where do i find it? For example: how exactly does the mime-type association work in Ubuntu and in xubuntu? How exactly are menus created (in Ubuntu: quicklists, xubuntu/gnome: the main menu) How exactly does the rendering process work for compiz/x? (I'm having this issue where windows randomly stops updating until somehow forced to resume (I guess). So for instance where do I look for logs that may indicate the problem. How may I change randr or other settings that may influence this issue. So my point is to organize exact documentation or preferably to find projects that do this already. Thanks! If answers to this question get me started I'm hoping to collect such a list.

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  • Bitnami redmine error SVN

    - by Evgeniy
    I'm installing the Bitnami Redmine stack (redmine + subversion). Firstly I install configure and test it locally (Ubuntu 14.04 LTS). And everything is OK. I install Bitnami stack on server (Red Hat 4.4.7-4) and configure SVN. I commit files into SVN and connect project into Redmine with SVN repository, but when I try see it Rredmine displays 404 error. In the Redmine log file I see the following errors: Started GET "/redmine/projects/web-user-panel/repository" for 127.0.0.1 at 2014-04-24 11:34:20 +0300 Processing by RepositoriesController#show as HTML Parameters: {"id"=>"web-user-panel"} Current user: user (id=13) Error parsing svn output: #<REXML::ParseException: No close tag for /lists/list> /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:28:in `parse' /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/document.rb:245:in `build' /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/document.rb:43:in `initialize' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini/rexml.rb:30:in `new' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini/rexml.rb:30:in `parse' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini.rb:80:in `parse' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:313:in `parse_xml' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/subversion_adapter.rb:106:in `block in entries' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:258:in `call' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:258:in `block in shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:255:in `popen' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:255:in `shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:212:in `shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/subversion_adapter.rb:100:in `entries' /var/www/html/redmine/apps/redmine/htdocs/app/models/repository.rb:198:in `scm_entries' /var/www/html/redmine/apps/redmine/htdocs/app/models/repository.rb:203:in `entries' /var/www/html/redmine/apps/redmine/htdocs/app/controllers/repositories_controller.rb:116:in `show' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/implicit_render.rb:4:in `send_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/base.rb:167:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rendering.rb:10:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/callbacks.rb:18:in `block in process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:491:in `_run__2883861927089110970__process_action__2542827355008294621__callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `__run_callback' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:385:in `_run_process_action_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:81:in `run_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/callbacks.rb:17:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rescue.rb:29:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/instrumentation.rb:30:in `block in process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications.rb:123:in `block in instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications/instrumenter.rb:20:in `instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications.rb:123:in `instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/instrumentation.rb:29:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/params_wrapper.rb:207:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/railties/controller_runtime.rb:18:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/base.rb:121:in `process' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/rendering.rb:45:in `process' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal.rb:203:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rack_delegation.rb:14:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal.rb:246:in `block in action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:73:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:73:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:36:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:68:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:56:in `each' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:56:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:608:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-openid-1.3.1/lib/rack/openid.rb:98:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/best_standards_support.rb:17:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/etag.rb:23:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/conditionalget.rb:25:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/head.rb:14:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/params_parser.rb:21:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/flash.rb:242:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/session/abstract/id.rb:210:in `context' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/session/abstract/id.rb:205:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/cookies.rb:341:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/query_cache.rb:64:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/connection_adapters/abstract/connection_pool.rb:479:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/callbacks.rb:28:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `_run__1805290955544829105__call__1486932417638469082__callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `__run_callback' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:385:in `_run_call_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:81:in `run_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/callbacks.rb:27:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/remote_ip.rb:31:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/debug_exceptions.rb:16:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/show_exceptions.rb:56:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:32:in `call_app' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:16:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/tagged_logging.rb:22:in `tagged' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:16:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/request_id.rb:22:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/methodoverride.rb:21:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/runtime.rb:17:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/cache/strategy/local_cache.rb:72:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/lock.rb:15:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/static.rb:63:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:136:in `forward' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:245:in `fetch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:185:in `lookup' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:66:in `call!' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:51:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/engine.rb:484:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/application.rb:231:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/railtie/configurable.rb:30:in `method_missing' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/builder.rb:134:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:64:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:49:in `each' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:49:in `call' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/rack/thread_handler_extension.rb:74:in `process_request' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler/thread_handler.rb:141:in `accept_and_process_next_request' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler/thread_handler.rb:109:in `main_loop' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler.rb:448:in `block (3 levels) in start_threads' ... No close tag for /lists/list Line: 4 Position: 93 Last 80 unconsumed characters: Output was: <?xml version="1.0" encoding="UTF-8"?> <lists> <list path="svn://127.0.0.1/voxysuser"> Rendered common/error.html.erb within layouts/base (0.1ms) Completed 404 Not Found in 69.1ms (Views: 15.1ms | ActiveRecord: 3.0ms) How can I resolve this problem? I googled it, but similar problem fixed should be fixed 3 years ago. I'm installing the latest Bitnami Redmine 2.5.1-1 stack. UPDATE Well, I found next way. If I use the http protocol it works fine, but I should remove access for svn by web. That's why I create virtual host on localhost and get info from svn use 127.0.0.1 IP. <VirtualHost 127.0.0.1:8000> <Location /repo> DAV svn SVNPath "PATH_TO_MY_REPOSITORY" </Location> And this it work good.

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  • Query Execution Failed in Reporting Services reports

    - by Chris Herring
    I have some reporting services reports that talk to Analysis Services and at times they fail with the following error: An error occurred during client rendering. An error has occurred during report processing. Query execution failed for dataset 'AccountManagerAccountManager'. The connection cannot be used while an XmlReader object is open. This occurs sometimes when I change selections in the filter. It also occurs when the machine has been under heavy load and then will consistently error until SSAS is restarted. The log file contains the following error: processing!ReportServer_0-18!738!04/06/2010-11:01:14:: e ERROR: Throwing Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'., ; Info: Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'. ---> System.InvalidOperationException: The connection cannot be used while an XmlReader object is open. at Microsoft.AnalysisServices.AdomdClient.XmlaClient.CheckConnection() at Microsoft.AnalysisServices.AdomdClient.XmlaClient.ExecuteStatement(String statement, IDictionary connectionProperties, IDictionary commandProperties, IDataParameterCollection parameters, Boolean isMdx) at Microsoft.AnalysisServices.AdomdClient.AdomdConnection.XmlaClientProvider.Microsoft.AnalysisServices.AdomdClient.IExecuteProvider.ExecuteTabular(CommandBehavior behavior, ICommandContentProvider contentProvider, AdomdPropertyCollection commandProperties, IDataParameterCollection parameters) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.System.Data.IDbCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.DataExtensions.AdoMdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.OnDemandProcessing.RuntimeDataSet.RunDataSetQuery() Can anyone shed light on this issue?

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • SSH garbling characters in vim/nano on remote server

    - by geerlingguy
    ... and it's driving me insane. Basically (this has been happening over the past couple months), I log into a few different CentOS servers (one Linode, another VPS, and a shared host to which I have shell access), running 5.5, 5.7, and 6, from my Mac running OS X Lion, using Terminal. Basically: $ ssh [email protected] [remote-host] $ nano somefile.txt Once I start editing the file, if I use the arrow keys to move around the cursor, or start deleting, then typing again, the cursor jumps around a bit, and if I save the file and reopen it, it's obvious that the cursor was, in fact, jumping all over the place on a line for no apparent reason. I end up getting things like "This is a neof text." When I had typed in (to the cursor-crazy editor) "This is a line of text." It's a big problem when it comes to editing configuration files, because I often have to edit one line, save and close, then reopen just to make sure that line is right... then edit another line... and it's getting quite annoying. I found Linode Lish Shell Vim and Nano rendering troubles: lines not appearing / cursor positions wrong, but I don't know if that relates much, since that's specifically referring to lish.

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  • All browsers refusing to load a specific image on a webpage?

    - by Johnson
    Out of nowhere today, all 3 of my browsers (FF/Chrome/IE, OS = Win7 x64) are refusing to load the homepage of interfacelift.com correctly. It works fine on other PC's in the house (on the same network), so it is definitely related to this one PC. The browser won't load the main image on the page correctly (even though the source code looks good), however if I direct the browser to the exact location of that image, then it displays fine. So obviously I can get the HTML index (which locates the resource) and I can get to the resource. So why heck isn't it displaying properly on the index page? It's almost as if the HTML rendering engine has gone bad, on all 3 browsers at once. I've browsed to a bunch of other sites (including sites very heavy on JS, with HTML much more complex than the one in question here) and am seeing nothing funny. Only thing wonky I've done with my PC in the past several hours was replacing the system file Magnifier.exe with a copy of cmd.exe while playing around with some of the ideas mentioned in this guide. However, I've since then restored the files to their previous state, and I don't know how Magnifier would be related to this even if I hadn't restored it. Any ideas? I'm stumped! EDIT: Here is what the broken page looks like in Chrome. And here is the image loaded correctly by itself.

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  • Query Execution Failed in Reporting Services reports

    - by Chris Herring
    I have some reporting services reports that talk to Analysis Services and at times they fail with the following error: An error occurred during client rendering. An error has occurred during report processing. Query execution failed for dataset 'AccountManagerAccountManager'. The connection cannot be used while an XmlReader object is open. This occurs sometimes when I change selections in the filter. It also occurs when the machine has been under heavy load and then will consistently error until SSAS is restarted. The log file contains the following error: processing!ReportServer_0-18!738!04/06/2010-11:01:14:: e ERROR: Throwing Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'., ; Info: Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'. ---> System.InvalidOperationException: The connection cannot be used while an XmlReader object is open. at Microsoft.AnalysisServices.AdomdClient.XmlaClient.CheckConnection() at Microsoft.AnalysisServices.AdomdClient.XmlaClient.ExecuteStatement(String statement, IDictionary connectionProperties, IDictionary commandProperties, IDataParameterCollection parameters, Boolean isMdx) at Microsoft.AnalysisServices.AdomdClient.AdomdConnection.XmlaClientProvider.Microsoft.AnalysisServices.AdomdClient.IExecuteProvider.ExecuteTabular(CommandBehavior behavior, ICommandContentProvider contentProvider, AdomdPropertyCollection commandProperties, IDataParameterCollection parameters) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.System.Data.IDbCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.DataExtensions.AdoMdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.OnDemandProcessing.RuntimeDataSet.RunDataSetQuery() Can anyone shed light on this issue?

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  • Share Point ACL on OSX Lion Server - Posix group always takes over ACLs

    - by Ben
    Trying to configure a share point on a Lion Server machine. The directory is created by the local server admin (serveradmin) and has rwxr-x--- given to it. The serveradmin user belongs to the local staff group so serveradmin readwrite staff group read Others none We have an OD group for all the employees (Workers) . Using the Server tool we've given Full Control to the share point: Workers Full Control serveradmin readwrite staff group read Others none We would assume that Workers could then do what they want on the share but that doesn't seem to be the case. It appears the POSIX permissions take over the ACL permissions for Worker. If I change the staff permission to readwrite then the Workers can create a file or folder in the share point. I would think the ACL should take over but it doesn't, posix always win, rendering ACL useless. Furthermore if I leave the readwrite permission for staff and take Write permission away for the Workers group then the posix group still wins. Essentially the Workers ACL does absolutely nothing. There are reports of similar problems in this Apple forum thread: https://discussions.apple.com/thread/3722901 The directory nesting fix suggested there doesn't work for us. Has anyone had similar issues and know how to fix this? Edit: in Workgroup Manager the employees user are set to primary group staff and given the additional OD group Workers. Changing their primary group doesn't help, it only shifts the problem onto Others taking over rights (logically) Edit 2: Ok, this is interesting, adding OD Users to the share's ACL works totally fine

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  • The best LCD monitors for reading text?

    - by Xeoncross
    I have been using an 19" Acer AL1916A B for several years now. While possibly failing in other areas - the text was incredibly sharp. Which is very important for someone like me that spends all day writing code. My eyes are very finely tuned and I can see refresh rates and even the smallest pixel overflows from anti-aliasing. Unfortunately it finally died. I then tried a 19" widescreen Acer X193w+ and found that the text was much less sharp. I also tried a 19" widescreen Samsung 920nw and was also disappointed. (by the way, widescreen is a great invention for companies - the same price for less screen!). I am looking for a couple of options of LCD's that hands-down render text ultra sharp and clear. This isn't subjective - an LCD either has sharp text or it doesn't. Anyone with delicate eyes can see the difference and knows what I'm talking about. Please also bare in mind that you're vision can adjust to a given screen; rendering your judgment biased if you do not constantly use other monitors also. If you use windows with ClearType enabled please do not reply.

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • Amazon CloudFront and EC2: Global Load Balancing

    - by Matt Rogish
    We have an app that is going to store and serve up a decent amount of data in S3 to a global audience where latency should be minimized. So, we've been doing tests with Amazon CloudFront and have seen favorable results. However, we need a thin middleware layer (to do security etc.) and we'd like to put that in EC2. Due to security restrictions, this middleware layer will do the file streaming from S3/CloudFront: S3/CloudFront - EC2 - Clients We can geographically distribute the EC2 nodes (US East/West, and Ireland) but the problem is that a client in the EU would hit our US server and be fed data from there, thus rendering much of the performance benefit of CloudFront moot. I've been digging through the EC2 docs but I can't find a built-in way to get a geographically distributed version of EC2 a la CloudFront. Elastic Load Balancing sounds like the way to go, but I can't seem to find a way with that to direct based on routing... Preferably, we'd like to keep the amount of stuff outside of EC2/S3/etc. to a minimum (for obvious reasons). Any ideas how to do that within the EC2/S3 framework? DNS/routing tricks? Thanks!

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  • Reasonable automatic HTML to PDF conversion (in UNIX/Linux environment)

    - by Alex Balashov
    Is there a way to generate PDF documents from HTML files automatically in Linux where the PDF offers some kind of reasonable level of resemblance to the input file? A command-line tool - as opposed to an interactive GUI of some kind - is key. I have tried htmldoc and some related cousins, of course. But these tools are hopelessly stone-age; htmldoc doesn't support CSS at all. You won't find a lot of HTML documents these days that don't have at least some CSS styling. I don't really care about stupid effects or minor embellishments, but the issue is that CSS is at the core of most layouts these days; not many folks are using 6 layers of nested tables anymore. So, if the conversion tool has no grasp of CSS whatsoever, it's not just a matter of "the document doesn't look quite right"; it is likely to not meet the minimum standard of usability at all. It has been suggested to me by some folks to try to use the Gecko rendering engine to generate images that can be converted to PDFs, but I have no idea how one would go about doing this, let alone easily. I have no trouble believing that there are good commercial tools that do this, but I'm really looking for an open-source package if possible, as the endeavour itself is an open-source one and doesn't pay. Thanks in advance!

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  • Enabling hardware acceleration and Xinerama for multi-monitor/multi-GPU in Linux

    - by mynameiscoffey
    My current setup is three monitors connected as follows (monitors listed from left to right): GPU0 (nVidia GTX 280): - Dell 2405FPW (1920x1200) - Dell U2410 (1920x1200) GPU1 (nVidia 210): - Dell 2405FPW (1920x1200) Works like a charm in Windows 7, not so much in Linux. I seem to only have three real options: Run all three monitors as a seperate X screen, I get hardware acceleration but as they are all independent X sessions I cannot move windows between them and can only have firefox open on one at any given time. Run the two on GPU0 in TwinView mode and have GPU1 as a seperate X screen. Same limitation as 1 but at least two monitors work together ok. I did have an issue where occasionally Linux saw both monitors on GPU0 as a single large monitor however. Enable Xinerama and have everything work as I want it to but hardware acceleration is gone and the display is Windows 95 style choppy. My ideal solution would be to have all screens working as they do under Xinerama without the limitation of having hardware acceleration disabled. I don't even care if that means rendering all three on GPU0 and somehow farming out the display of the third monitor to GPU1, whatever works. My question is this: is there any way to accomplish this? I don't feel like my use case is so out there that there shouldn't be at least some form of support (beyond the three limited options presented above), or is my best option going to be to just suck it up and pick up a better card to replace both that can handle three outputs by itself?

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