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  • CodePlex Daily Summary for Thursday, August 01, 2013

    CodePlex Daily Summary for Thursday, August 01, 2013Popular ReleasesmyCollections: Version 2.7.11.0: New in this version : Added Copy To functionality (useful if you have NAS or media player). You can now use you web cam to scan UPC Code or take picture for cover. Added Persian Language Improved Ukrainian Translation Improved Pdf export Improved Cover Flow Improved TMDB Information. Improved Zappiti and Dune player compatibility Improved GameDB provider. Fix IMDB provider. Fix issue with rating BugFixing and performance improvement.wsubi: wsubi-1.6: Enhancements included in this release: Implement issue #6 - Add a 'query' Command for .sql scripts You can now run T-SQL scripts with the application. Results can be out for review to the console or saved to a file. For more details on running queries, check the updated Documentation page.SuperSocket, an extensible socket application framework: SuperSocket 1.6 beta 2: The changes included in this release: introduced ServerManager improved the code about process level isolation added new configuration attribute "storeLocation" for the certificate node added sendTimeOut support for async sending fixed a bug that when you close a session, the data is being sent won't be sent suppressed the socket error 10060 fixed the default clear idle session parameters in the config model class added configuration section detecting and give proper exception ...GoAgent GUI: GoAgent GUI 1.4.0: ??????????: Windows XP SP3 Windows Vista SP1 Windows 7 Windows 8 Windows 8.1 ??Windows 8.1???????????? ????: .Net Framework 4.0 http://59.111.20.19/download/17718/33240761/4/exe/69/54/177181/dotNetFx40Fullx86x64.exe Microsoft Visual C++ 2010 Redistributable Package http://59.111.20.23/download/4894298/8555584/1/exe/28/176/1348305610524944/vcredistx86.exe ???????????????。 ?????Windows XP?Windows 7????,???????????,?issue??????。uygw@outlook.comMVC Generator: MVC Generator Visual Studio Addin: This is the latest build, this includes the MVCGenerator.dll, and Visual Studio Addin file. See the home page of this project for installation instructions.nopCommerce. Open source shopping cart (ASP.NET MVC): nopCommerce 3.10: Highlight features & improvements: • Performance optimization. • New more user-friendly product/product-variant logic. Now we'll have only products (simple and grouped). • Bundle products support added. • Allow a store owner to associate product image for product variant attribute values. To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).ExtJS based ASP.NET Controls: FineUI v3.3.1: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,???????????ExtJS?: 1. ????? FineUI ? ExtJS ?:http://fineui.com/bbs/fo...AutoNLayered - Domain Oriented N-Layered .NET 4.5: AutoNLayered v1.0.5: - Fix Dtos. Abstract collections replaced by concrete (correct serialization WCF). - OrderBy in navigation properties. - Unit Test with Fakes. - Map of entities/dto moved to application services. - Libraries updated. Warning using Fakes: http://connect.microsoft.com/VisualStudio/feedback/details/782031/visual-studio-2012-add-fakes-assembly-does-not-add-all-needed-referencesPath Copy Copy: 11.1: Minor release with two new features: Submenu's contextual menu item now has an icon next to it Added reference to JavaScript regular expression format in Settings application Since this release does not have any glaring bug fixes, it is more of an optional update for existing users. It depends on whether you want to be able to spot the Path Copy Copy submenu more easily. I recommend you install it to see if the icon makes sense. As always, please don't hesitate to leave feedback via Discus...Lib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.3.0: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Media Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginFIM 2010 GoogleApps MA: GoogleAppsMA1.1.2: Fixed bug during import. - Fixed following bug. - In some condition, 'dn is missing' error occur.Install Verify Tool: Install Verify Tool V 1.0 With Client: Use a windows service to do a remote validation work. QA can use this tool to verify daily build installation.C# Intellisense for Notepad++: 'Namespace resolution' release: Auto-Completion from "empty spot" Add missing "using" statementsOpen Source Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...mojoPortal: 2.3.9.8: see release notes on mojoportal.com https://www.mojoportal.com/mojoportal-2398-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4 with either .NET 4 or ideally .NET 4.5 hosting, we will probably drop support for .NET 3.5 in the near future. The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To downl...New Projects.NET Micro Framework for STM32F4 with GCC support: The project adds GCC compiler support to .NET Micro Framework code for the STM32F4 family of ARM Cortex-based MCUs originally created by Oberon microsystems.AD Group Comparison Tool: This tool scans Active Directory for groups with matching or empty membership lists, identifying redundant groups that can possibly be eliminated.AdvGenWebRSSReader: This project is to build a portal to manage the rss feed.Best Framework: Using This framework most of .net functions that needs a lot of code writing became available almost in 1 line(s) of code. CargoOnLine: ????????cRumble Framework: C# Reporting Framework for support different technologies and a uncoupled reports.DbDataSource: DbDataSource is a ASP.NET WebForms DataSource control for simple use with EntityFramework CodeFirst.Excel Powershell Library: ExcelPSLib is a PowerShell Module that allows easy creation of XLSX file by using the EPPlus 3.1 .Net LibraryGenProj, a tool for automatic maintenance of Visual Studio .csproj files: Creates a .csproj by scanning folders for files and injecting XML into a previously created .csproj template. Uses a configuration file to control behavior.HLSLBuild: fxc integration for MSBuild and Visual Studio.HotelManagerByHuaibao: Here is a hotel management system on developing.ItemMover ..:: I Like SharePoint ::..: The ItemMover offers your users the ability to move list items between any folder from content type “Folder Content Types”. JadeTours: This is the website for JadeToursNaughty Dog Texture Viewer: A simple program that can view textures inside .pak files from games like The Last of Us and Uncharted series.Number Guessing Game: This is my version of the number guessing game. The computer will generate a number between 1-20 and the goal is to guess that number.prakark07312013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07312013Hg01: https://ajaxcontroltoolkit.codeplex.com/workitem/list/basicprakark07312013TFS01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.PythonCode: Some python code.S1ToKindle: send s1 post to kindleSAML2: An implementation of the SAML 2 specification for .NET.SAML2.Logging.CommonLogging: A logging provider for SAML2 based on Common.Logging.SAML2.Logging.Log4Net: A logging provider for SAML2 based on Log4Net.SAML2.Profiles.DKSAML20: Extension profile for SAML2 which provides OASIS SAML 2.0 validation for the DK specification.SharePoint 2010 Export User Information to Text file, SQL server: This project will help you to export general information about uses from sharepoint 2010 to text file, which you can export into any other database like SQLtestdd07312013git: ftestdd07312013tfs: hjVarian Developers Forum: This project supports Varian collaborators and customers in their work with Varian Medical Systems public APIs.vb??????: vb??????Vinyl: Vinyl is a way to electronically keep track of your record collection.Visual Basic Web Browser: Web browser in visual basicWorkerHourManager: hour managment system,ASP,.NET,college

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Postgresql has broken apt-get on Ubuntu

    - by Raphie Palefsky-Smith
    On ubuntu 12.04, whenever I try to install a package using apt-get I'm greeted by: The following packages have unmet dependencies: postgresql-9.1 : Depends: postgresql-client-9.1 but it is not going to be instal led E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a so lution). apt-get install postgresql-client-9.1 generates: The following packages have unmet dependencies: postgresql-client-9.1 : Breaks: postgresql-9.1 (< 9.1.6-0ubuntu12.04.1) but 9.1.3-2 is to be installed apt-get -f install and apt-get remove postgresql-9.1 both give: Removing postgresql-9.1 ... * Stopping PostgreSQL 9.1 database server * Error: /var/lib/postgresql/9.1/main is not accessible or does not exist ...fail! invoke-rc.d: initscript postgresql, action "stop" failed. dpkg: error processing postgresql-9.1 (--remove): subprocess installed pre-removal script returned error exit status 1 Errors were encountered while processing: postgresql-9.1 E: Sub-process /usr/bin/dpkg returned an error code (1) So, apt-get is crippled, and I can't find a way out. Is there any way to resolve this without a re-install? EDIT: apt-cache show postgresql-9.1 returns: Package: postgresql-9.1 Priority: optional Section: database Installed-Size: 11164 Maintainer: Ubuntu Developers <[email protected]> Original-Maintainer: Martin Pitt <[email protected]> Architecture: amd64 Version: 9.1.6-0ubuntu12.04.1 Replaces: postgresql-contrib-9.1 (<< 9.1~beta1-3~), postgresql-plpython-9.1 (<< 9.1.6-0ubuntu12.04.1) Depends: libc6 (>= 2.15), libcomerr2 (>= 1.01), libgssapi-krb5-2 (>= 1.8+dfsg), libkrb5-3 (>= 1.6.dfsg.2), libldap-2.4-2 (>= 2.4.7), libpam0g (>= 0.99.7.1), libpq5 (>= 9.1~), libssl1.0.0 (>= 1.0.0), libxml2 (>= 2.7.4), postgresql-client-9.1, postgresql-common (>= 115~), tzdata, ssl-cert, locales Suggests: oidentd | ident-server, locales-all Conflicts: postgresql (<< 7.5) Breaks: postgresql-plpython-9.1 (<< 9.1.6-0ubuntu12.04.1) Filename: pool/main/p/postgresql-9.1/postgresql-9.1_9.1.6-0ubuntu12.04.1_amd64.deb Size: 4298270 MD5sum: 9ee2ab5f25f949121f736ad80d735d57 SHA1: 5eac1cca8d00c4aec4fb55c46fc2a013bc401642 SHA256: 4e6c24c251a01f1b6a340c96d24fdbb92b5e2f8a2f4a8b6b08a0df0fe4cf62ab Description-en: object-relational SQL database, version 9.1 server PostgreSQL is a fully featured object-relational database management system. It supports a large part of the SQL standard and is designed to be extensible by users in many aspects. Some of the features are: ACID transactions, foreign keys, views, sequences, subqueries, triggers, user-defined types and functions, outer joins, multiversion concurrency control. Graphical user interfaces and bindings for many programming languages are available as well. . This package provides the database server for PostgreSQL 9.1. Servers for other major release versions can be installed simultaneously and are coordinated by the postgresql-common package. A package providing ident-server is needed if you want to authenticate remote connections with identd. Homepage: http://www.postgresql.org/ Description-md5: c487fe4e86f0eac09ed9847282436059 Bugs: https://bugs.launchpad.net/ubuntu/+filebug Origin: Ubuntu Supported: 5y Task: postgresql-server Package: postgresql-9.1 Priority: optional Section: database Installed-Size: 11164 Maintainer: Ubuntu Developers <[email protected]> Original-Maintainer: Martin Pitt <[email protected]> Architecture: amd64 Version: 9.1.5-0ubuntu12.04 Replaces: postgresql-contrib-9.1 (<< 9.1~beta1-3~), postgresql-plpython-9.1 (<< 9.1.5-0ubuntu12.04) Depends: libc6 (>= 2.15), libcomerr2 (>= 1.01), libgssapi-krb5-2 (>= 1.8+dfsg), libkrb5-3 (>= 1.6.dfsg.2), libldap-2.4-2 (>= 2.4.7), libpam0g (>= 0.99.7.1), libpq5 (>= 9.1~), libssl1.0.0 (>= 1.0.0), libxml2 (>= 2.7.4), postgresql-client-9.1, postgresql-common (>= 115~), tzdata, ssl-cert, locales Suggests: oidentd | ident-server, locales-all Conflicts: postgresql (<< 7.5) Breaks: postgresql-plpython-9.1 (<< 9.1.5-0ubuntu12.04) Filename: pool/main/p/postgresql-9.1/postgresql-9.1_9.1.5-0ubuntu12.04_amd64.deb Size: 4298028 MD5sum: 3797b030ca8558a67b58e62cc0a22646 SHA1: ad340a9693341621b82b7f91725fda781781c0fb SHA256: 99aa892971976b85bcf6fb2e1bb8bf3e3fb860190679a225e7ceeb8f33f0e84b Description-en: object-relational SQL database, version 9.1 server PostgreSQL is a fully featured object-relational database management system. It supports a large part of the SQL standard and is designed to be extensible by users in many aspects. Some of the features are: ACID transactions, foreign keys, views, sequences, subqueries, triggers, user-defined types and functions, outer joins, multiversion concurrency control. Graphical user interfaces and bindings for many programming languages are available as well. . This package provides the database server for PostgreSQL 9.1. Servers for other major release versions can be installed simultaneously and are coordinated by the postgresql-common package. A package providing ident-server is needed if you want to authenticate remote connections with identd. Homepage: http://www.postgresql.org/ Description-md5: c487fe4e86f0eac09ed9847282436059 Bugs: https://bugs.launchpad.net/ubuntu/+filebug Origin: Ubuntu Supported: 5y Task: postgresql-server Package: postgresql-9.1 Priority: optional Section: database Installed-Size: 11220 Maintainer: Martin Pitt <[email protected]> Original-Maintainer: Martin Pitt <[email protected]> Architecture: amd64 Version: 9.1.3-2 Replaces: postgresql-contrib-9.1 (<< 9.1~beta1-3~), postgresql-plpython-9.1 (<< 9.1.3-2) Depends: libc6 (>= 2.15), libcomerr2 (>= 1.01), libgssapi-krb5-2 (>= 1.8+dfsg), libkrb5-3 (>= 1.6.dfsg.2), libldap-2.4-2 (>= 2.4.7), libpam0g (>= 0.99.7.1), libpq5 (>= 9.1~), libssl1.0.0 (>= 1.0.0), libxml2 (>= 2.7.4), postgresql-client-9.1, postgresql-common (>= 115~), tzdata, ssl-cert, locales Suggests: oidentd | ident-server, locales-all Conflicts: postgresql (<< 7.5) Breaks: postgresql-plpython-9.1 (<< 9.1.3-2) Filename: pool/main/p/postgresql-9.1/postgresql-9.1_9.1.3-2_amd64.deb Size: 4284744 MD5sum: bad9aac349051fe86fd1c1f628797122 SHA1: a3f5d6583cc6e2372a077d7c2fc7adfcfa0d504d SHA256: e885c32950f09db7498c90e12c4d1df0525038d6feb2f83e2e50f563fdde404a Description-en: object-relational SQL database, version 9.1 server PostgreSQL is a fully featured object-relational database management system. 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  • Mac Text Editor (with function list)

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  • Output Audio via HDMI and Analog Out Simultaneously

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  • Win7 - DVD drive spins up but fails to read, fails write

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  • Do vim has these features?

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  • Standard F* keys need holding Fn key on Compaq CQ62

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