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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Graphics Artifacts/ Texture Flickering

    - by Cerin
    Hey I been having some problems with artifacts in games. Sometimes textures flicker. Artifacts of various shapes and sizes show up usually after a couple games of dota 2. I built my computer almost exactly one month ago and it has been doing this pretty much from the start except before the artifacts I believe just flashed on screen fast enough to where I couldn't tell what it was but I still noticed. In dota I've seen green triangular artifacts among other things. I've tried running Furmark for a while but even though it pushes the gpu much harder than dota 2, there are still no artifacts. It maxes in furmark at about 60C and running every game I've tried on it at 40C. CPU and system temp don't usually get higher than 40C either. These are my system specs: Gigabyte Z68 Intel Motherboard 16 GB Gskill Ripjaws SDRAM DDR3 Sapphire Radeon HD 7770 GHz edition Intel Core i5-2500k (with built in gpu) Corsair 750 Watt PSU windows 7-64 bit I have the latest drivers for everything. What should I do about this? Try to RMA my graphics card? Are there other things that could be causing this?

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  • Graphics artifacts/distortion with Win7 and nVidia

    - by Gepard
    Problem I encounter is rather hard to describe, so I provide a screenshot: http://dl.dropbox.com/u/1732760/video-distortion.png As you can see there are some horizontal stripes in random colors. These stripes appear sometimes in all windowed apps, games and on the desktop too. They tend to stay in place until I refresh window (or force it to to redraw by for example minimizing and maximizing again). They also tend to appear in the same place and shape multiple times, even if they disappear, it's very likely they will be again in the same place after a while. These artifacts do not blink or change if computer is idling. If I don't touch anything, do not use mouse, they will stay in place forever (unless some app redraws its window on its own). I first encountered this problem some weeks ago. Back then I thought it might be cooling problem, so I took out the graphics card, removed dust from the radiator and fan and put it into PC back. I also ran some stress test using Furmark (peak tempearature was ~65C) to see if the problem becomes more intense if the card gets hotter, but suprisingly no artifacts whatsoever appear during the stress test. Graphic card is Galaxy GeForce 7300 GT with DDR3 memory, was never overclocked. Drivers are the latest, from Nvidia site. OS is Windows 7 64-bit, updated. AMD64 3000+, 2GB RAM. I'm running a dual monitor setup with 2 19'' Samsung LCDs and problem is on both, so I assume it's not a monitor or cable issue.

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  • iTunes UI artifacts

    - by beefon
    Hello! 2 days ago I found out that iTunes interface become buggy. Here are some screenshots: UI bugs in listview headers: iTunes doesn't download app icons in App Store: CoverFlow doesn't show album arts: Finder and other apps are working well, without any artifacts. Macbook 062 (Intel C2D 2.13, GMA950), Mac OS X 10.6.2, iTunes 9.0.2. I have reinstalled iTunes via Apple's site - nothing. What do you advice to do?

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  • Switched from DVI to HDMI, possible audio artifacts?

    - by I take Drukqs
    I'm using an ASUS VH236H monitor and an EVGA GeForce 570 GTX both of which are brand new. My monitor has an audio out port for speakers/headphones so I plugged in my headphones and made a random selection from my library when I noticed two things: There are static-like artifacts during "louder" parts of songs. There's what seems to be a volume cap in place. When I crank the volume past 100% in VLC the decibel level does not truly increase but the amount of static does. The cable is not new; I yanked it off of my PS3 when my DVI cable broke. It has been used a good amount on my HDTV and PS3 so I doubt it's a matter of burn-in. I like the way the setup works with an HDMI cable as opposed to DVI because my headphones barely reach my rig whereas I have plenty of slack when they're plugged into my monitor. Thanks in advance for any support. Note: I'm using a high quality HDMI cable from monoprice, AKG K702 headphones, and VLC media player.

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  • Jenkins Build fails when artifacts are not there

    - by leifg
    I use Jenkins to run some integration tests on a web appilcation (using cucumber, capybara and selenium) Everytime a test fails, a screenshot, the HTML source and a video of the process is saved. the path structure looks like this: results/output/<test_name>/<files> I use the archive artifacts feature of Jenkins to provide the files (pattern: results/output/*/*). It works great. However as soon as a build succeeds, there are no screenshots/videos etc... and the build fails because Jenkins cannot find the files for the pattern. Is there a way to tell Jenkins to succeed without having the files present? I don't want to do a dirty hack which involves creating an empty folder structure like result/output/success/hooray.txt.

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • In which cases build artifacts will be different in different environments

    - by Sundeep
    We are working on automation of deployment using Jenkins. We have different environments - DEV, UAT, PROD. In SVN, we are tagging each release and placing same binaries in DEV, UAT, PROD. The artifacts already contains config files w.r.t each environment but I am not understanding why we are storing binaries in environment folder again. Are there any scenarios where deployment might be different for different environments.

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • 12.04 "Try Ubuntu without installing" results in graphical artifacts on MacBook

    - by ubuntukeks
    I am trying to bless my MacBookPro 5,3 (Unibody/Core2Duo/Nvidia 9400M+Nvidia 9600M GT) with Ubuntu 12.04 (already got rEFIt running), but every time I select Try Ubuntu without installing, it will lock up and always give me the same coloured graphical artifacts all over the screen. Whether I use a CD-ROM or a USB Stick, it does not change a thing. Is there anything else that can be done or am I stuck for now?

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  • Display artifacts under Ubuntu 12.10

    - by James McMahon
    I am getting some display artifacts under a fresh install of 12.10. (Open image in an another tab to get the full effect) Anyone have any idea what might be going on here or a possible solution? My first assumption was display driver, but I've been have some difficulties getting the Nvidia binary driver to work. So I wanted to check for other possible solutions before I spend a lot of time messing with getting that to work.

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  • "Try Ubuntu without installing" results in graphical artifacts on MacBook

    - by ubuntukeks
    I am trying to bless my MacBookPro 5,3 (Unibody/Core2Duo/Nvidia 9400M+Nvidia 9600M GT) with Ubuntu 12.04 (already got rEFIt running), but every time I select Try Ubuntu without installing, it will lock up and always give me the same coloured graphical artifacts all over the screen. Whether I use a CD-ROM or a USB Stick, it does not change a thing. Is there anything else that can be done or am I stuck for now?

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  • How to avoid visual artifacts when hosting WPF user controls within a WinForms MDI app?

    - by jpierson
    When hosting WPF user controls within a WinForms MDI app there is a drawing issue when you have multiple forms that overlap each other that causes very distinct visual artifacts. These artifacts are mostly visible after dragging one child form over another one that also hosts WPF content or by allowing the edges of the child form to be clipped by the main MDI parent when dragging it around. After the drag and drop of the child form is completed the artifacts stay around gernally but I've found that setting focus to a different application's window and then refocusing back on to my application window that it is redrawn and all is good again until the child forms are moved once again. Please see the image below which demonstrates the problem. Since many at Microsoft insist that the WinForms MDI is already a complete solution for MDI even when dealing with WPF I find it hard to believe any of them have ever actually tried creating a mostly WPF app that utilizes WinForms MDI otherwise it would be hard to recommend while keeping a straignt face. I'm hoping to either come up with proof that this solution truly is not acceptable or possibly find a way to overcome this and a few other specific issues.

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  • Update Nexus repository with local artifacts

    - by mamuesstack
    Hi, i recently downloaded some maven artifacts directly to my local repository (.m2/repository). Now i installed the Nexus Repository Manager and need to fill its storage without to download all the artifacts again. Is there a way to update the Nexus repository with the local one. I don't want to simply copy them because Nexus separate artifacts concerning their public servers (central, codehaus, etc.) and the local repository structure doesn't. Update: Meanwhile i copied the the artifacts from the local repository to the Nexus storage (public repository). I can browse to the artifacts via the Nexus webapp, but Maven somehow can't resolve the artifacts from Nexus. Do i need to register them particularly? I re-indexed the public repository and restarted Nexus multiple times - no changes.

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  • Cleaning up a folder structure from Visual Studio artifacts from the shell

    A few years ago I wrote a post that showed how to write a NAnt script to clean a folder structure from the artifacts folders used by Visual Studio. Today what I wanted to show you is a way that doesnt require NAnt installed on your computer, but that uses just a very simple command for Windows shell. Actually, its just a very tiny variation of the same command that Jon Galloway wrote to clean a folder structure from SVN files. But without further ado, here it is: Windows Registry Editor...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • No Launcher, Messed Resolution and Artifacts!

    - by Felipe Ribeiro R. Magalhaes
    I installed Ubuntu 12.10 on my desktop, and it boot up ok, but I was having some artifacts, so I read somewhere that I needed nvidia drivers, I downloaded them, along with compiz (I enjoy the nice effects), but after that, when I rebooted the computer, the resolution was all messes up, and now I can't access anything because there is no launcher! I inserted Ubuntu CD, booted from the CD, the resolution was fine and eerything was OK, so I repaired the installation, but after restarting the computer it was all messed up again! Please help me! I'm running Ubuntu 12.10 on a Core i7 and a GTX 460 + GTX 280! How Ubuntu looks as soon as I turn on my computer on:

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  • Ubuntu 12.04 LTS x86_64 sound artifacts when scrolling with firefox

    - by Nh3xus
    I've been using Ubuntu since the 10.04 LTS version and i have a sound problem that still remain in my fresh install of the 12.04 LTS AMD64 version. This install has been performed by formatting the / partition and my documents were kept safe in the separated /home partition. The problem : When i listen to a audio or video source while browsing the web with Firefox, I have some sound artifacts when i'm scrolling and stops when i'm not doing it. This happens when i'm doing X11 related actions too, such as switching between virtuals desktops. Computer configuration of my laptop : - Ubuntu 12.04 LTS AMD64 - Plantronic USB Headphones - Intel HDA Audio sound card (laptop) with SigmaTel STAC9200 chip - AlsaMixer v 1.0.25 - Nvidia GeForce 7950 GTX with Nvidia 295.40 driver Any advices are welcome here :) Note : This is my first post on AskUbuntu.

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • BSOD Code 16, artifacts all over the place (gtx 260)

    - by belinea
    I have a following, quite dated rig E8400 Core 2 Duo cpu Intel Dragontail Peak DP35DP motherboard on Intel Bearlake P35 chipset 4GB ram Geforce 260gtx Corsair 650W PSU Windows 7 64 bit The following things has happened in the last few days. I first decided to update my Nvidia drivers to the latest version. That was 4 days ago. PC worked fine for 2 days and I was able to play few games as well without any problems. Then 2 days ago a first crash happened while playing the new XCOM game. BSOD code 16. Just the blue screen, no artifacts. PC rebooted and worked well again, I continued playing this game for another 2 hours and went to sleep. Next evening I tried to play some BF3 multiplayer (use to play on LOW settings). Approx. 10 minutes into the game red/pink-ish artifacts appeared on the screen and game quit to desktop. Restarted the game and another 3-4 minutes afterwards another crash to desktop but this time followed shortly by BSOD Code 16. From that moment I started to seeing artifacts on random startups, including Windows loading screen and the BIOS itself. Windows would still load but soon enough it would BSOD on a simple task like opening a Internet browser. Today I get tons of artifacts (little small red dashes all over the screen) on BIOS, loading screen, normal Windows mode as well as safe mode. I suspect it wouldn't be drivers but I tried removing and sweeping them entirely in the safe mode. PC would still start with artifacts all over the place but would load the normal mode, just without the driver, in the default lowest resolution. As soon as proper Nvidia drivers are installed though and PC rebooted, Windows doesn't load at all as BSOD now appears on loading screen. However, again, if I go to safe mode and remove drivers, normal mode launches fine. So obviously crash happens only on high resolution. I opened my machine this morning and gave it a proper cleaning even though it wasn't heavily dusted. It didn't help and number of artifacts seems to increase with every PC restart. I write these words in safe mode, which works, but I have to look through all the red dots and dashes. I don't have built in GPU chipset so I can't try removing my Geforce card nor can I borrow A GPU from anyone else. What are my options? I was looking into getting a completely new rig around Christmas so I'm not freaking out about this. If everything points to hardware issue I may simply decide to get the new machine earlier and don't bother with fixing this one. However it would be great to learn more if this is indeed situation that has slim chances of getting sorted. I realize BSOD Code 16 is rather popular topic online but every story seems a bit different and there can be number of issues with it. Hence a new thread.

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Computer has video artifacts after been exposed to rain

    - by Sadie
    My desktop now displays video artifacts after been exposed to rain. Only a very small amount of moisture went inside the case. The only place I noticed any water was on the CPU socket. I used a hair dryer and paper towels to wick any remaining moisture. When I boot the PC it loads it the OS, but there are large numbers of video artifacts. The artifacts appear symmetric if that helps. I am wondering what components I need to replace. I'd like to salvage what I can. My setup: AMD Athlon x3, Asus main board (AM2 socket), nVidia GT 430 PCIe, 8gb (4gb x2) DDR3

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  • Maven: How to create assembly with snapshot artifacts without timestamps file name?

    - by marabol
    I've a repository containing snapshot artifacts with timestamps. I want to create an assembly, that contains the dependencies. This works fine. But the artifact names contains the timestamp. So i wonder how to remove the timestamp from filename for the assembly only. I've used this dependencySet: <outputFileNameMapping>${artifact.artifactId}-${artifact.version}.${artifact.extension}</outputFileNameMapping> But version seams to contain already the timestamp. So is there any chance to get a 1.1.1-SNAPSHOT instead of 1.1.1-20100323.071348-182?

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