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  • OpenGL 3 equivillant of GLUTesselator?

    - by user146780
    I was wondering, since things like display lists are now deprecated, I'm thinking the GLU polygon tesselator is probably also deprecated. What is the new and correct way of creating concave or complex polygons and complying with the new GL 3 standard? Thanks.

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  • OpenGL 3 equivalent of GLUTesselator?

    - by user146780
    I was wondering, since things like display lists are now deprecated, I'm thinking the GLU polygon tesselator is probably also deprecated. What is the new and correct way of creating concave or complex polygons and complying with the new GL 3 standard? Thanks.

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  • Google Maps KML Solution Validation

    - by user728584
    Google Maps newbie (GIS newbie), I'm looking at a solution to map an overlay (number of polygons) on-top of Google maps and wondered if using a KML file was a viable solution? Basically, I have a number of address (address data) that I will pass to our internal GIS system, the GIS system hands me back a KML file (one file with a number of different locations) and then I draw the polygon using the KML Layering options: https://developers.google.com/maps/documentation/javascript/layers Sound like a viable solution? Cheers

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  • GoogleMaps API extracting building shape information.

    - by manionml
    Hi, I'm looking for a way to extract building shape (polygon) information from google maps automatically. It appears that you can only downloaded information relating to shapes you've created yourself. Example here. Information relating to building shape and height is stored by google, so I'm hoping there's a way to extract it.

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  • How do I use ST_Contains in following case?

    - by Z77
    I have two tables. First with points, and second with polygons. I need to find out which points are in required polygon according to the attribute gid. Using query: SELECT table1.* FROM table1, table2 WHERE table2.gid=1 AND ST_Contains(table2.geom2, table1.geom1); What I get is empty table (only columns without data)... Tnx

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  • Scaling vectors from a center point?

    - by user146780
    I'm trying to figure out if I have points that make for example a square: * * * * and let's say I know the center of this square. I want a formula that will make it for eample twice its size but from the center * * * * * * * * Therefore the new shape is twice as large and from the center of the polygon. It has to work for any shape not just squares. I'm looking more for the theory behind it more than the implementation. Thanks

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  • Make openGL lines connected

    - by user146780
    Right now I'v created a polygon, then I do the same thing but with line_loop to draw the outline. My issue right now is if I set the line thickness to high, the lines arn't connected. Their ends would need to be (linewidth) longer... is there a way to fix this? Thanks

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  • 500 Metro Style WP7 Icons

    - by Bil Simser
    I was inspired by The Noun Project, a project that offers up “Metro-style” icons in SVG format. The project is licensed under a public domain license and while it’s a great project, all of the content is in SVG format. Jon Galloway has a great post (from 2007) talking about the differences between SVG and XAML so I highly recommend that for some background. I thought it would be helpful to the WPF/Windows Phone 7/Silverlight community to provide the content in alternative formats for use in your applications. The Goods I’ve put together a package of the 500 icons (502 actually) in PNG, XAML and the original SVG format along with a couple of sample projects so you can see them in action. There’s a WPF desktop app: And a Windows Phone 7 app: Building It To get all the content first I wrote up a quick program to suck the original SVG files. Luckily they’re all in a common path just named 1.SVG, 2.SVG, and so on. Easy sleazy to grab the contents. Once I had 500 SVG files I used the latest copy of XamlTune, an open source CodePlex project that has a command line conversion tool to convert the directory of SVG files into XAML (the tool also created a PNG file of each SVG so that’s just icing on the cake). Conversions The conversion from SVG to XAML isn’t 100%. While you can just drop the content into a WPF app, it doesn’t work that way for WP7. There are just some small adjustments I made to each format so you’ll have to do the same. Follow the information below or refer to the sample applications. As a sample, here’s an icon we want to use: Here’s the original SVG file: <svg version="1.0" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="100px" height="94.616px" viewBox="0 0 100 94.616" enable-background="new 0 0 100 94.616" xml:space="preserve"> <path d="M25.076,15.639c4.324,0.009,7.824-3.488,7.82-7.82C32.9,3.512,29.4,0.012,25.076,0c-4.313,0.012-7.814,3.512-7.821,7.819 C17.262,12.15,20.763,15.648,25.076,15.639L25.076,15.639z"/> <path d="M4.593,43.388h6.861l4.137-15.135h1.716L13.22,43.388h24.318l-4.389-15.135h1.817l2.32,7.415 c1.08,3.131,3.852,3.851,6.003,1.162l8.375-10.142c2.651-3.42-2.104-7.021-4.844-4.035l-4.993,5.952 c0.007,0.095-0.96-3.278-0.96-3.278c-1.135-3.978-4.918-7.903-10.595-7.922H19.576c-5.071,0.019-9.043,4.434-9.888,7.214 L4.593,43.388L4.593,43.388z"/> <polygon points="56.206,22.753 56.206,7.163 49.192,7.163 49.192,22.753 56.206,22.753 "/> <path d="M79.87,15.738c4.332-0.014,7.831-3.516,7.82-7.82c0.011-4.332-3.488-7.833-7.82-7.82c-4.306-0.013-7.806,3.488-7.821,7.82 C72.064,12.222,75.564,15.725,79.87,15.738L79.87,15.738z"/> <path d="M89.759,89.556v-43.19h5.751V22.804c0.007-3.079-2.757-5.448-6.71-5.449H70.436c-3.65,0.001-4.539,1.186-5.551,2.168 L49.597,37.889c-3.098,3.848,2.428,8.333,5.55,4.743L69.88,25.226v64.43c-0.019,6.475,9.06,6.686,9.081,0.201v-36.58h1.765v36.379 C80.748,96.109,89.772,96.13,89.759,89.556L89.759,89.556z"/> <polygon points="100,54.035 100,45.155 0,45.155 0,54.035 100,54.035 "/> </svg> Here’s the XAML that XamlTune created. It can be used in any WPF app without any changes: <Canvas Name="Layer_1" Width="100" Height="94.616" ClipToBounds="True" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M25.076,15.639C29.4,15.648 32.9,12.151 32.896,7.819 32.9,3.512 29.4,0.012 25.076,0 20.763,0.012 17.262,3.512 17.255,7.819 17.262,12.15 20.763,15.648 25.076,15.639L25.076,15.639z" /> </Path.Data> </Path> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M4.593,43.388L11.454,43.388 15.591,28.253 17.307,28.253 13.22,43.388 37.538,43.388 33.149,28.253 34.966,28.253 37.286,35.668C38.366,38.799,41.138,39.519,43.289,36.83L51.664,26.688C54.315,23.268,49.56,19.667,46.82,22.653L41.827,28.605C41.834,28.7 40.867,25.327 40.867,25.327 39.732,21.349 35.949,17.424 30.272,17.405L19.576,17.405C14.505,17.424,10.533,21.839,9.688,24.619L4.593,43.388 4.593,43.388z" /> </Path.Data> </Path> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M56.206,22.753L56.206,7.163 49.192,7.163 49.192,22.753 56.206,22.753z" /> </Path.Data> </Path> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M79.87,15.738C84.202,15.724 87.701,12.222 87.69,7.918 87.701,3.586 84.202,0.0849999999999991 79.87,0.097999999999999 75.564,0.084999999999999 72.064,3.586 72.049,7.918 72.064,12.222 75.564,15.725 79.87,15.738L79.87,15.738z" /> </Path.Data> </Path> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M89.759,89.556L89.759,46.366 95.51,46.366 95.51,22.804C95.517,19.725,92.753,17.356,88.8,17.355L70.436,17.355C66.786,17.356,65.897,18.541,64.885,19.523L49.597,37.889C46.499,41.737,52.025,46.222,55.147,42.632L69.88,25.226 69.88,89.656C69.861,96.131,78.94,96.342,78.961,89.857L78.961,53.277 80.726,53.277 80.726,89.656C80.748,96.109,89.772,96.13,89.759,89.556L89.759,89.556z" /> </Path.Data> </Path> <Path Fill="#FF000000"> <Path.Data> <PathGeometry FillRule="Nonzero" Figures="M100,54.035L100,45.155 0,45.155 0,54.035 100,54.035z" /> </Path.Data> </Path> </Canvas> The XAML works AS-IS in a WPF application but there are some changes I did to get it to work in a WP7 app. Here’s the modified XAML in a WP7 application: <Canvas Grid.Row="0" Grid.Column="0" Name="Icon_1" Width="100" Height="94.616"> <Path Fill="#FF000000" Data="M25.076,15.639C29.4,15.648 32.9,12.151 32.896,7.819 32.9,3.512 29.4,0.012 25.076,0 20.763,0.012 17.262,3.512 17.255,7.819 17.262,12.15 20.763,15.648 25.076,15.639L25.076,15.639z"> </Path> <Path Fill="#FF000000" Data="M4.593,43.388L11.454,43.388 15.591,28.253 17.307,28.253 13.22,43.388 37.538,43.388 33.149,28.253 34.966,28.253 37.286,35.668C38.366,38.799,41.138,39.519,43.289,36.83L51.664,26.688C54.315,23.268,49.56,19.667,46.82,22.653L41.827,28.605C41.834,28.7 40.867,25.327 40.867,25.327 39.732,21.349 35.949,17.424 30.272,17.405L19.576,17.405C14.505,17.424,10.533,21.839,9.688,24.619L4.593,43.388 4.593,43.388z"> </Path> <Path Fill="#FF000000" Data="M56.206,22.753L56.206,7.163 49.192,7.163 49.192,22.753 56.206,22.753z"> </Path> <Path Fill="#FF000000" Data="M79.87,15.738C84.202,15.724 87.701,12.222 87.69,7.918 87.701,3.586 84.202,0.0849999999999991 79.87,0.097999999999999 75.564,0.084999999999999 72.064,3.586 72.049,7.918 72.064,12.222 75.564,15.725 79.87,15.738L79.87,15.738z"> </Path> <Path Fill="#FF000000" Data="M89.759,89.556L89.759,46.366 95.51,46.366 95.51,22.804C95.517,19.725,92.753,17.356,88.8,17.355L70.436,17.355C66.786,17.356,65.897,18.541,64.885,19.523L49.597,37.889C46.499,41.737,52.025,46.222,55.147,42.632L69.88,25.226 69.88,89.656C69.861,96.131,78.94,96.342,78.961,89.857L78.961,53.277 80.726,53.277 80.726,89.656C80.748,96.109,89.772,96.13,89.759,89.556L89.759,89.556z"> </Path> <Path Fill="#FF000000" Data="M100,54.035L100,45.155 0,45.155 0,54.035 100,54.035z"> </Path> </Canvas> All I did was take the data portion and put it directly into a Data attribute on the Path. Note that while it does show up in the app (on the emulator or device) it wouldn’t show up in Visual Studio for me. Maybe some XAML guru out there can tell me why. You can just as easily use the PNG files in WP7 but if you want the crispness of vector graphics, go for the XAML version. Of course with XamlTune being open source you could always modify the output of that program to cater it to your app. If you do make a change that’s worthy please consider submitting a patch to the project so everyone can benefit. Hope this helps and happy programming! Resources and Links Sample Project and Icons XamlTune an open source project to convert SVG to XAML The Noun Project source of the original files Jon Galloways post on SVG and XAML StackOverflow question on converting SVG to XAML

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Deadlock problem

    - by DoomStone
    Hello i'm having a deadlock problem with the following code. It happens when i call the function getMap(). But i can't reealy see what can cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using System.Drawing.Imaging; using System.Threading; using AForge; using AForge.Imaging; using AForge.Imaging.Filters; using AForge.Imaging.Textures; using AForge.Math.Geometry; namespace CDIO.Library { public class Polygon { List<IntPoint> hull; public Polygon(List<IntPoint> hull) { this.hull = hull; } public bool inPoly(int x, int y) { int i, j = hull.Count - 1; bool oddNodes = false; for (i = 0; i < hull.Count; i++) { if (hull[i].Y < y && hull[j].Y >= y || hull[j].Y < y && hull[i].Y >= y) { try { if (hull[i].X + (y - hull[i].X) / (hull[j].X - hull[i].X) * (hull[j].X - hull[i].X) < x) { oddNodes = !oddNodes; } } catch (DivideByZeroException e) { if (0 < x) { oddNodes = !oddNodes; } } } j = i; } return oddNodes; } public Rectangle getRectangle() { int x = -1, y = -1, width = -1, height = -1; foreach (IntPoint item in hull) { if (item.X < x || x == -1) x = item.X; if (item.Y < y || y == -1) y = item.Y; if (item.X > width || width == -1) width = item.X; if (item.Y > height || height == -1) height = item.Y; } return new Rectangle(x, y, width-x, height-y); } public Point[] getMap() { List<Point> points = new List<Point>(); lock (hull) { Rectangle rect = getRectangle(); for (int x = rect.X; x <= rect.X + rect.Width; x++) { for (int y = rect.Y; y <= rect.Y + rect.Height; y++) { if (inPoly(x, y)) points.Add(new Point(x, y)); } } } return points.ToArray(); } public float calculateArea() { List<IntPoint> list = new List<IntPoint>(); list.AddRange(hull); list.Add(hull[0]); float area = 0.0f; for (int i = 0; i < hull.Count; i++) { area += list[i].X * list[i + 1].Y - list[i].Y * list[i + 1].X; } area = area / 2; if (area < 0) area = area * -1; return area; } } }

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Cleaning Up Online Games with Positive Enforcement

    - by Jason Fitzpatrick
    Anyone who has played online multiplayer games, especially those focused on combat, can attest to how caustic other players can be. League of Legends creators are fighting that, rather successfully, with a positive-reinforcement honor system. The Mary Sue reports: Here’s the background: Six months ago, Riot established Team Player Behavior — affectionately called Team PB&J — a group of experts in psychology, neuroscience, and statistics (already, I am impressed). At the helm is Jeffrey Lin, better known as Dr. Lyte, Riot’s lead designer of social systems. As quoted in a recent article at Polygon: We want to show other companies and other games that it is possible to tackle player behavior, and with certain systems and game design tools, we can shape players to be more positive. Which brings us to the Honor system. Honor is a way for players to reward each other for good behavior. This is divvied up into four categories: Friendly, Helpful, Teamwork, and Honorable Opponent. At the end of a match, players can hand out points to those they deem worthy. These points are reflected on players’ profiles, but do not result in any in-game bonuses or rewards (though this may change in the future). All Honor does is show that you played nicely. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Trouble with SAT style vector projection in C#/XNA

    - by ssb
    Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto an arbitrary axis to check if those projections overlap, but the severe lack of XNA-specific help online combined with pseudo code everywhere that omits key parts of the algorithm, googling has left me little help. I'm aware of HOW to project a vector, but the way that I know of doing it involves the two vectors starting from the same point. Particularly here: http://www.metanetsoftware.com/technique/tutorialA.html So let's say I have a simple rectangle, and I store each of its corners in a list of Vector2s. How would I go about projecting that onto an arbitrary axis? The crux of my problem is that taking the dot product of say, a vector2 of (1, 0) and a vector2 of (50, 50) won't get me the dot product I'm looking for.. or will it? Because that (50, 50) won't be the vector of the polygon's vertex but from whatever XNA calculates. It's getting the calculation from the right starting point that's throwing me off. I'm sorry if this is unclear, but my brain is fried from trying to think about this. I need a better understanding of how XNA calculates Vector2s as actual vectors and not just as random points.

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  • CodePlex Daily Summary for Tuesday, March 27, 2012

    CodePlex Daily Summary for Tuesday, March 27, 2012Popular ReleasesHarness: Harness 2.0.2: change to .NET Framework Client Profile bug fix the download dialog auto answer. bug fix setFocus command. add "SendKeys" command. remove "closeAll" command. minor bugs fixed.BugNET Issue Tracker: BugNET 0.9.161: Below is a list of fixes in this release. Bug BGN-2092 - Link in Email "visit your profile" not functional BGN-2083 - Manager of bugnet can not edit project when it is not public BGN-2080 - clicking on a link in the project summary causes error (0.9.152.0) BGN-2070 - Missing Functionality On Feed.aspx BGN-2069 - Calendar View does not work BGN-2068 - Time tracking totals not ok BGN-2067 - Issues List Page Size Bug: Index was out of range. Must be non-negative and less than the si...YAF.NET (aka Yet Another Forum.NET): v1.9.6.1 RTW: v1.9.6.1 FINAL is .NET v4.0 ONLY v1.9.6.1 has: Performance Improvements .NET v4.0 improvements Improved FaceBook Integration More complete change list and discussion here: http://forum.yetanotherforum.net/yaf_postst14201_v1-9-6-1-RTW-Dated--3-26-2012.aspxQuick Performance Monitor: Version 1.8.1: Added option to set main window to be 'Always On Top'. Use context (right-click) menu on graph to toggle.Asp.NET Url Router: v1.0: build for .net 2.0 and .net 4.0SQLinq - use LINQ to generate Ad-Hoc Sql Queries: SQLinq v1.1: Nuget Package:http://nuget.org/packages/sqlinq Install SQLinq via Nuget Change Log:Fixed "SELECT *" bug when no selector is specified Added ".Take(int)" and ".Skip(int)" methods to support paging Added ability to specify "ORDER BY"DbViewSharp: Sql Compact Edition plugins: The SQL CE plugins are new assemblies written to allow DbViewSharp to work with SQL Compact Edition databases. Some features available for Sql Server databases are unavailable because of restrictions in the Compact Edition engine. However there are plans to add different new features as compensation for this. See the Sql CE Plugin page for more details.TileSet Map Editor: Map Creator: can add maps/ layers can use only 1 tileset for now Have Save/Load Logics... added Fill Copy and Paste working towards better code and more optionsBagammon pc player: Baggamon pc player v.1.3: This a source code of a project "tool-game" Bagammon pc player. It has bug. Please do not fix them. Thank you. For your information : "If you want to use it buy it. Send an email."openSourceC.Daylife: Release v1.0a: This is a minor bug fix release with some minor internal refactoring as well. The Documentation page has some code samples that show how to use the library. If you discover any issues with this release, please check the existing Discussions and Issues to see if the issue has already been reported, and if not, create a new discussion with the details of the issue.menu4web: menu4web 0.0.3: menu4web 0.0.3Windawesome: Windawesome v1.4.0 x86: Added a SeparatorWidget. Implemented some xmonad-like functionality for multiple-monitors - see SwapCurrentWorkspaceWith, SwitchToNextMonitor and SwitchToPreviousMonitor. Thanks to mkocubinski for the idea and some of the implementation. Implemented AddBarToWorkspace and RemoveBarFromWorkspace. Small performance improvements. Any issues/recommendations/requests for future versions? This is the 32-bit version of the release. If you use a 32-bit Windows, this is the release you should u...Navigation for ASP.NET Web Forms: Navigation 1.4: Navigation for ASP.NET Web Forms manages movement and data passing between ASPX pages in a unit-testable manner. There is no client-side logic, so it works in all browsers, and no server-side cache, so it works with the browser back button. Comprehensive documentation and sample code can be found under the Documentation tab (Make sure to unblock all zip files prior to extraction) New - Added default State NavigationData. Supports strongly typed values and routing defaults New - Added mobi...Afrihost Usage Monitoring Gadget: Afrihost Gadget 1.2.0: This is the stable current download: Changes: Added support for Uncapped accounts. Added support for IS Uncapped Accounts.ArcGIS Editor for OpenStreetMap: ArcGIS Editor for OSM 2.0 Final: This release installs both the ArcGIS Editor for OSM Server Component and/or ArcGIS Editor for OSM Desktop components. The Desktop tools allow you to download data from the OpenStreetMap servers and store it locally in a geodatabase. You can then use the familiar editing environment of ArcGIS Desktop to create, modify, or delete data. Once you are done editing, you can post back the edit changes to OSM to make them available to all OSM users. The Server Component allows you to quickly create...Craig's Utility Library: Craig's Utility Library 3.1: This update adds about 60 new extension methods, a couple of new classes, and a number of fixes including: Additions Added DateSpan class Added GenericDelimited class Random additions Added static thread friendly version of Random.Next called ThreadSafeNext. AOP Manager additions Added Destroy function to AOPManager (clears out all data so system can be recreated. Really only useful for testing...) ORM additions Added PagedCommand and PageCount functions to ObjectBaseClass (same as M...DotSpatial: DotSpatial 1.1: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components are available as NuGet pa...Microsoft All-In-One Code Framework - a centralized code sample library: C++, .NET Coding Guideline: Microsoft All-In-One Code Framework Coding Guideline This document describes the coding style guideline for native C++ and .NET (C# and VB.NET) programming used by the Microsoft All-In-One Code Framework project team.WebDAV for WHS: Version 1.0.67: - Added: Check whether the Remote Web Access is turned on or not; - Added: Check for Add-In updates;Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (March 2012) for .NET 4.0: March release of Phalanger 3.0 significantly enhances performance, adds new features and fixes many issues. See following for the list of main improvements: New features: Phalanger Tools installable for Visual Studio 2011 Beta "filter" extension with several most used filters implemented DomDocument HTML parser, loadHTML() method mail() PHP compatible function PHP 5.4 T_CALLABLE token PHP 5.4 "callable" type hint PCRE: UTF32 characters in range support configuration supports <c...New Projects(MVC4) Character Creation: A simple web site to manage your Avalon CharactersAmfSample: Sample projectBismillah Quran Reader for Wp7: Bismillah Quran Reader is an application for reading Quran translations in WP7. Translations can be read in various languages. Also recitations can be listened to.BlogEngine Mvc: This is an MVC version of BlogEngine.net. Project Description Our plan is to convert the whole BlogEngine.NET into an MVC application by the end of June 2012. It's developed in C# ASP.NET MVC3.Db7: Db7EF4.3 Code First and Migration Sample: EF4.3 Code First and Migration Sampleemoji for windows phone: This project is a windows phone 7 enmoji libary.Excel Document Merger: Excel Document Merger is a utility for combining multiple Excel workbooks and worksheets into a single workbook.exceladdin: exceladdinfastBinaryJSON: Binary JSON serializer based on fastJSONFontographer: A metro style WPF app to demonstrate the capabilites of the fonts on the users systemGonte Web Desktop: Another web desktop using ExtJs javascript frameworkIndoor Cricket Stats: Indoor Cricket StatsKernel32 C# wrapper: Kernel32.dll C# wrapper. Mostly done for threading, pipes, mutexes and other stuff. Not all methods implemented.Live for Desktop: A simple app that lets you browse you Live accout from a webbrowser integrated in the software. Future version will also include a custom interface and a Metro style look.LogoScriptIDE: IDE for LogoScript, A logo and C like scripting languageMcCloud Service Framework: Monte Carlo Cloud Service Framework (McCloud) provides a generic service implementation of Monte Carlo method, based on Microsoft Windows Azure, to solve a wide range of scientific and engineering problems.NetView Control for Microsoft Access: A native control for Microsoft Access forms to display and interact with non-hierarchical data.Polygon: Polygon is a UI composition framework for ASP.NET Web Forms. It can be used for third-party plugin extensibility of ASP.NET Web Forms applications. Though it's developed in C#, plugins can also done in VB as well.Programmeerproject-LambdaOffice: Architectural project. Takes input from the user and prints it to various fileformats such as .docx and .pdfQuick Job Seeker: Final project of computer scienceSchool Education Management: Project Description School Management System helps schools in managing student's data. It is targeted for colleges in the Philippines. It is developed in ASp.Net MVC3 and uses SQL Server as the database. The system is divided into several modules: 1. Registrar Module - used by the Registrar. 2. Scheduling Module - used by Deans for creating course offerings schedule 3. Cashiering Module - used by the Accounting Department 4. Grading Entry Module - used by teachers for encoding grade...Sharepoint Carousel: Sharepoint Carousel\Slider is a webpart that allows you to have a carousel that contains an image with a link below it. it is fully customisable from styles to the actual javascript that generates the slider data it has currently only been tested with sharepoint 2010 This is carousel\slider for sharepoint is built of the JCarousel http://sorgalla.com/jcarousel/.Sieena Dashboard: Metro UI DashboardSimple Redirect Module for DotNetNuke: This module allows content editors in DotNetNuke to have a simple and easy way to properly redirect incoming URLs that are incorrectly indexed by search engines.software de entrenador 2.0: software de entrenador es un Programa diseñado para entrenadores de musculacion y personas cuyo proposito es mejorar en sus entrenamientos y desean llevar un control del mismo a modo de diario.Sqlite Loader: Tool to Import/Export data to an Sqlite database using CSV, XML with a GUI written in C#TestProject_Mercurial: Test Project with MercuriaTestProject_TFS: the test project with tfsThinkPHP-??、???PHP????: ??WEB??????,?????WEB?????? Twesh Ajax: TweshAjax is clientside javascript library for making asynchronous calls to server.UserProfilePropertiesSync: This utility allows to synchronize User Profile properties between different SharePoint 2010 environments.VRacer: Vektor Car racing on windows phone.Workflow Foundation State Machine Service: This is a sample project for workflow foundation 4 state machine exposed as a WCF serviceWPZilla: Bugzilla client for Windows Phone 7.1 and up.XNA GPU Particles Tool: This is a tool to help create particle effects based on the sample shaders provided in the XNA education catalogue. View the changes to the parameters in real time.Y.Music: Y.Music - ??? ?????? ??? ??????? ??????.?????? ???????? ??????. ?? ????????? ?? ??????? ???-??????? ????????? ??????????. ? ???? ?? ?? ?????????? ??????? ?????? ?????????? ?????? ? ????????????? ??????? ? ????????? ? ?????????. ????????? ?????????? ?? WPF/?#/.NET. ????? ? ??? ???????????? ?????????? NAudio ? Fluent Ribbon.

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  • Delayed "rendering" of WPF/Silverlight Dependency Properties?

    - by Aardvark
    Is there a way to know the first time a Dependency Property is accessed through XAML binding so I can actually "render" the value of the property when needed? I have an object (class derived from Control) that has several PointCollection Dependency Properties that may contain 100's or 1000's of points. Each property may arrange the points differently for use in different types shapes (Polyline, Polygon, etc - its more complicated then this, but you get the idea). Via a Template different XAML objects use TemplateBinding to access these properties. Since my object uses a Template I never know what XAML shapes may be in use for my object - so I never know what Properties they may or may not bind to. I'd like to only fill-in these PointCollections when they are actually needed. Normally in .NET I'd but some logic in the Property's getter, but these are bypassed by XAML data binding. I need a WPF AND Silverlight compatible solution. I'd love a solution that avoids any additional complexities for the users of my object.

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  • How do I prevent jagged edges alongside the surfaces of my 3d model?

    - by badcodenotreat
    Lets say I've implemented in openGL a crude model viewer with shading which renders a series of blocks, such that I have something that looks like this. http://i.imgur.com/TsF7K.jpg Whenever I rotate my model to the side, it causes an unwanted jagged effect along any surface with a steep viewing angle. http://i.imgur.com/Bgl9o.jpg I'm pretty sure this is due to the polygon offset I used to prevent z-fighting between the model and the wireframe, however I'm not able to find the factor/unit parameters in openGL which prevent this unwanted effect. what are the best values of factor and unit for glPolygonOffset to prevent this? would implementing anti-aliasing alleviate the problem? is the trade off in performance trivial/significant? is this perhaps a shading issue? should i try a solution along this line of thought?

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