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  • ZFS: Mirror vs. RAID-Z

    - by John Clayton
    I'm planning on building a file server using OpenSolaris and ZFS that will provide two primary services - be an iSCSI target for XenServer virtual machines & be a general home file server. The hardware I'm looking at includes 2x 4-port SATA controllers, 2x small boot drives (one on each controller), and 4x big drives for storage. This allows one free port per controller for upgrading the array down the road. Where I'm a little confused is how to setup the storage drives. For performance, mirroring appears to be king. I'm having a hard time seeing what the benefit would be of using RAIDZ over mirroring would be. With this setup I can see two options - two mirrored pools in one stripe, or RAIDZ2. Both should protect against 2 drive failures, and/or one controller failure...the only benefit of RAIDZ2 would be that any 2 drives could fail. The storage should be 50% of capacity in both cases, but the first should have much better performance, right? The other thing I'm trying to wrap my mind around is the benefit of mirrored arrays with more than two devices. For data integrity what, if any, would be the benefit of a RAIDZ over a three-way mirror? Since ZFS maintains file integrity what does RAIDZ bring to the table...doesn't ZFS's integrity checks negate the value of RAIDZ's parity?

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  • Invalid Opcode 0000

    - by Mr47
    At random times (usually when watching a movie in XBMC), the computer locks up. I can still sometimes SSH in and get the 'dmesg' output before that locks up too. A hard reboot is usually required to get things going again. I have cut out the date/time/server columns for easier reading, please do ask if these seem relevant omissions... System: Ubuntu 11.04 (2.6.38-8-server) x64 X11 installed with IceWm (and XBMC) Core 2 Duo E8400 @ 3.00GHz 8 GB RAM Asus P5Q premium motherboard Primary harddrive: OCZ Vertex 2 60 GB (SSD) Other harddrives: various 750GB, 1TB, 1.5TB & 2TB (WD & samsung) Any important information I am not supplying is purely a sign of my incompetence in these matters, so please do ask and excuse me for my inabilities... invalid opcode: 0000 [#1] SMP last sysfs file: /sys/devices/system/cpu/cpu1/cache/index2/shared_cpu_map CPU 0 Modules linked in: parport_pc ppdev vesafb snd_hda_codec_analog tuner_simple tuner_types wm8775 tda9887 tda8290 tea5767 tuner cx25840 ir_lirc_codec lirc_dev snd_hda_intel snd_hda_codec snd_hwdep snd_pcm ir_sony_decoder snd_seq_midi snd_rawmidi snd_seq_midi_event snd_seq rc_rc6_mce ivtv ir_jvc_decoder cx2341x i2c_algo_bit v4l2_common mceusb videodev ir_rc6_decoder ir_rc5_decoder snd_timer ir_nec_decoder nvidia(P) btusb bluetooth rc_core v4l2_compat_ioctl32 tveeprom snd_seq_device pata_marvell psmouse shpchp serio_raw snd asus_atk0110 soundcore snd_page_alloc lp parport firewire_ohci firewire_core crc_itu_t r8169 sky2 ahci libahci Pid: 4597, comm: xbmc.bin Tainted: P 2.6.38-8-server #42-Ubuntu System manufacturer P5Q Premium/P5Q Premium RIP: 0010:[<ffffffff8119bc4a>] [<ffffffff8119bc4a>] do_mpage_readpage+0x9a/0x510 RSP: 0018:ffff88021f5a59d8 EFLAGS: 00210246 RAX: 0000000000000020 RBX: ffff88021f5a5ac8 RCX: 0000000000000000 RDX: 0000000000000001 RSI: 0000000015e36fe0 RDI: 0000000000000000 RBP: ffff88021f5a5a98 R08: ffff88021f5a5ac8 R09: ffff88021f5a5b38 R10: 0000000000000000 R11: 0000000000000000 R12: 0000000000000000 R13: 000000000000b148 R14: 0000000000000001 R15: ffff8802067034b8 FS: 00007f3f34eb1700(0000) GS:ffff8800cfc00000(0000) knlGS:0000000000000000 CS: 0010 DS: 0000 ES: 0000 CR0: 0000000080050033 CR2: 00007feb8d515000 CR3: 000000021d744000 CR4: 00000000000406f0 DR0: 0000000000000000 DR1: 0000000000000000 DR2: 0000000000000000 DR3: 0000000000000000 DR6: 00000000ffff0ff0 DR7: 0000000000000400 Process xbmc.bin (pid: 4597, threadinfo ffff88021f5a4000, task ffff88021f63db80) Stack: ffff88021f5a5a28 ffffffff8116019d ffff88021f5a5b40 0000002000000003 ffff88021f5a5b38 ffff880206703370 ffffea0006d800f8 0000000000000000 ffffea0006d800f8 0000000c811270b5 ffff88021f5a5a68 ffffffff8110bdba Call Trace: [<ffffffff8116019d>] ? mem_cgroup_cache_charge+0xed/0x130 [<ffffffff8110bdba>] ? add_to_page_cache_locked+0xea/0x160 [<ffffffff8119c232>] mpage_readpages+0x102/0x150 [<ffffffff812063e0>] ? ext4_get_block+0x0/0x20 [<ffffffff812063e0>] ? ext4_get_block+0x0/0x20 [<ffffffff81149475>] ? alloc_pages_current+0xa5/0x110 [<ffffffff8120157d>] ext4_readpages+0x1d/0x20 [<ffffffff81116a9b>] __do_page_cache_readahead+0x14b/0x220 [<ffffffff81116ed1>] ra_submit+0x21/0x30 [<ffffffff81116ff5>] ondemand_readahead+0x115/0x230 [<ffffffff811171a0>] page_cache_async_readahead+0x90/0xc0 [<ffffffff8110b184>] ? file_read_actor+0xd4/0x170 [<ffffffff812de72e>] ? radix_tree_lookup_slot+0xe/0x10 [<ffffffff8110c521>] do_generic_file_read.clone.23+0x271/0x450 [<ffffffff8110d1ba>] generic_file_aio_read+0x1ca/0x240 [<ffffffff8100a82e>] ? __switch_to+0x20e/0x2f0 [<ffffffff81164c82>] do_sync_read+0xd2/0x110 [<ffffffff8108b61c>] ? hrtimer_try_to_cancel+0x4c/0xe0 [<ffffffff81279083>] ? security_file_permission+0x93/0xb0 [<ffffffff81164fa1>] ? rw_verify_area+0x61/0xf0 [<ffffffff81165463>] vfs_read+0xc3/0x180 [<ffffffff81165571>] sys_read+0x51/0x90 [<ffffffff8100bfc2>] system_call_fastpath+0x16/0x1b Code: ff ff 48 c7 85 78 ff ff ff 00 00 00 00 49 d3 ee b9 0c 00 00 00 2b 4d 8c 48 8b b2 c8 00 00 00 ba 01 00 00 00 41 0f af c6 49 d3 e5 <0f> 36 4d 8c 4c 01 e8 d3 e2 4c 8d 44 16 ff 48 8b 53 20 49 d3 f8 RIP [<ffffffff8119bc4a>] do_mpage_readpage+0x9a/0x510 RSP <ffff88021f5a59d8> ---[ end trace ac6cd2f4692205a3 ]--- Please note that the error is ALWAYS occuring at do_mpage_readpage+0x9a/0x510 with the same numbers after it. I've tried to come up with the possible meaning of these, but couldn't get any further. I've also noticed that the top block from the call trace is always the following with the exact same numbers: [<ffffffff8116019d>] ? mem_cgroup_cache_charge+0xed/0x130 [<ffffffff8110bdba>] ? add_to_page_cache_locked+0xea/0x160 [<ffffffff8119c232>] mpage_readpages+0x102/0x150 [<ffffffff812063e0>] ? ext4_get_block+0x0/0x20 [<ffffffff812063e0>] ? ext4_get_block+0x0/0x20 Could this indicate a hard drive issue, a RAM issue or something else entirely?

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  • Using mixed disks and OpenFiler to create RAID storage

    - by Cylindric
    I need to improve my home storage to add some resilience. I currently have four disks, as follows: D0: 500Gb (System, Boot) D1: 1Tb D2: 500Gb D3: 250Gb There's a mix of partitions on there, so it's not JBOD, but data is pretty spread out and not redundant. As this is my primary PC and I don't want to give up the entire OS to storage, my plan is to use OpenFiler in a VM to create a virtual SAN. I will also use Windows Software RAID to mirror the OS. Partitions will be created as follows: D0 P1: 100Mb: System-Reserved Boot D0 P2: 50Gb: Virtual Machine VMDKs for OS D0 P3: 350Gb: Data D1 P1: 100Mb: System-Reserved Boot D1 P2: 50Gb: Virtual Machine VMDKs for OS D1 P3: 800Gb: Data D2 P1: 450Gb: Data D3 P1: 200Gb: Data This will result in: Mirrored boot partition Mirrored Operating system Mirrored Virtual machine O/S disks Four partitions for data In the four data partitions I will create several large VMDK files, which I will "mount" into OpenFiler as block-storage devices, combined into three RAID arrays (due to the differing disk sizes) In effect, I'll end up with the following usable partitions SYSTEM 100Mb the small boot partition created by the Windows 7 installer (RAID-1) HOST 50Gb the Windows 7 partition (RAID-1) GUESTS 50Gb Virtual machine Guest VMDK's (RAID-1) VG1 900Gb Volume group consisting of a RAID-5 and two RAID-1 VG2 300Gb Volume group consisting of a single disk On VG1 I can dynamically assign storage for my media, photographs, documents, whatever, and it will be safe. On VG2 I can dynamically assign storage for my data that is not critical, and easily recoverable, as it is not safe. Are there any particular 'gotchas' when implementing a virtual OpenFiler like this? Is the recovery process for a failing disk going to be very problematic? Thanks.

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  • Ubuntu 10.04 - Add RAID 1 Array?

    - by N Rahl
    I have an existing Ubuntu 10.04 desktop system setup and running on a hard drive (Drive A). I'd like to add 2 more hard drives (Drives B & C, same size) to the system and mount them as a RAID 1 array. How do I do that? I know how to create RAID arrays during the installation, but I don't want to reinstall my system, and I shouldn't have to since my system files will stay on their own drive separate from the RAID array. I've physically added both drives to the system, and formatted them as EXT3 with gparted. Ubuntu's disk utility has a "create raid" option, but it won't let me select any of my drives (it thinks they're all full). I don't mind using mdadm, but I've found several guides that are old, and give conflicting advice. Some say I have to edit an /etc/raidtab file, some say this is done automatically. So what's the current (Ubuntu 10.04) preferred way of adding a RAID 1 to an existing system? It should turn into a raid at boot, and mount itself in /home/myname/files/. Thanks!

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  • 24TB RAID 6 configuration

    - by Phil
    I am in charge of a new website in a niche industry that stores lots of data (10+ TB per client, growing to 2 or 3 clients soon). We are considering ordering about $5000 worth of 3TB drives (10 in a RAID 6 configuration and 10 for backup), which will give us approximately 24 TB of production storage. The data will be written once and remain unmodified for the lifetime of the website, so we only need to do a backup one time. I understand basic RAID theory, however I am not experienced with it. My question is, does this sound like a good configuration? What potential problems could this setup cause? Also, what is the best way to do a one-time backup? Have two RAID 6 arrays, one for offsite backup and one for production? Or should I backup the RAID 6 production array to a JBOD? EDIT: The data server is running Windows 2008 Server x64. EDIT 2: To reduce rebuild time, what would you think about using two RAID 5's instead of one RAID 6?

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  • Is basing storage requirements based on IOPS sufficient?

    - by Boden
    The current system in question is running SBS 2003, and is going to be migrated on new hardware to SBS 2008. Currently I'm seeing on average 200-300 disk transfers per second total across all the arrays in the system. The array seeing the bulk of activity is a 6 disk 7200RPM RAID 6 and it struggles to keep up during high traffic times (idle time often only 10-20%; response times peaking 20-50+ ms). Based on some rough calculations this makes sense (avg ~245 IOPS on this array at 70/30 read to write ratio). I'm considering using a much simpler disk configuration using a single RAID 10 array of 10K disks. Using the same parameters for my calculations above, I'm getting 583 average random IOPS / sec. Granted SBS 2008 is not the same beast as 2003, but I'd like to make the assumption that it'll be similar in terms of disk performance, if not better (Exchange 2007 is easier on the disk and there's no ISA server). Am I correct in believing that the proposed system will be sufficient in terms of performance, or am I missing something? I've read so much about recommended disk configurations for various products like Exchange, and they often mention things like dedicating spindles to logs, etc. I understand the reasoning behind this, but if I've got more than enough random I/O overhead, does it really matter? I've always at the very least had separate spindles for the OS, but I could really reduce cost and complexity if I just had a single, good performing array. So as not to make you guys do my job for me, the generic version of this question is: if I have a projected IOPS figure for a new system, is it sufficient to use this value alone to spec the storage, ignoring "best practice" configurations? (given similar technology, not going from DAS to SAN or anything)

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Recovering Data from a Linkstation LS-WXL/R1

    - by kingkool68
    I've been running a Buffalo Linkstation LS-WXL/R1 in RAID1 for a few weeks. Two nights ago we had a brief power outage. Yesterday when I tried to mount the disk it couldn't be found. I logged in to the web admin and it couldn't see any storage attached and no arrays available. Well this sucks. I ended up taking the disks out and mounting them to an Ubuntu virtual machine. They how up as an Array but I can't start the Array to the best of my limited knowledge. I could still see the 6 partitions, so I'm confident the data is there. I can use Photorec (http://www.cgsecurity.org/wiki/PhotoRec) to recover most of the files I want, it just takes some time. Could I make an image of the data partition and mount that in Ubuntu so I can get at the data I want through the file system? 95% of the data on my Linkstation LS-WXL/R1 is backup. I just put a few folders of images on there that I need to get back. I'm already preparing to format the disks when I'm done and re-building the RAID1 array from scratch. Any advice would be appreciated.

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Dell PERC 5 - RAID-10 keeps rebuilding drive 2 every day

    - by raid question
    I have a Dell PowerEdge 2950 with this card: RAID bus controller [0104]: Dell PowerEdge Expandable RAID controller 5 [1028:0015] and six disks in a RAID-10. I replaced drive 2, because it didn't show up, and then it started to rebuild itself: root@backup01:~# megaraidsas-status -- Arrays informations -- -- ID | Type | Size | Status a0d0 | RAID 10 | 5587GiB | DEGRADED -- Disks informations -- ID | Model | Status | Warnings a0e8s0 | ATA ST2000DM001-9YN1 1863GiB | online | errs: media:0 other:5393 a0e8s1 | ATA ST2000DM001-9YN1 1863GiB | online | errs: media:0 other:5394 a0e8s2 | ATA ST2000DM001-1E61 1863GiB | rebuild | errs: media:0 other:99 a0e8s3 | ATA ST2000DM001-9YN1 1863GiB | online | errs: media:0 other:5393 a0e8s4 | ATA ST2000DM001-9YN1 1863GiB | online | errs: media:0 other:5393 a0e8s5 | ATA ST2000DM001-9YN1 1863GiB | online | errs: media:0 other:5393 The rebuild finishes, then the virtual drive becomes optimal, and drive 2 goes online. Then once a day, drive 2 acts like it's been removed, and the rebuild starts all over again. How do I make this once a day rebuild stop? Event Description: Removed: PD 02(e1/s2) Event Description: Removed: PD 02(e1/s2) Info: enclPd=08, scsiType=0, portMap=04, sasAddr=1221000002000000,0000000000000000 Event Description: State change on VD 00/0 from OPTIMAL(3) to DEGRADED(2) Event Description: VD 00/0 is now DEGRADED1 Event Description: State change on PD 02(e1/s2) from ONLINE(18) to FAILED(11) Event Description: State change on PD 02(e1/s2) from FAILED(11) to UNCONFIGURED_BAD(1) Event Description: Background Initialization failed on VD 00/0 Event Description: Inserted: PD 02(e1/s2) Event Description: Inserted: PD 02(e1/s2) Info: enclPd=08, scsiType=0, portMap=04, sasAddr=1221000002000000,0000000000000000 Event Description: PD 02(e1/s2) is not a certified drive Event Description: State change on PD 02(e1/s2) Event Description: State change on PD 02(e1/s2) from UNCONFIGURED_GOOD(0) to OFFLINE(10) from UNCONFIGURED_BAD(1) to UNCONFIGURED_GOOD(0) Event Description: Rebuild automatically started on PD 02(e1/s2) Event Description: State change on PD 02(e1/s2) from OFFLINE(10) to REBUILD(14)

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  • Win 2008 R2 - copying TO disk is very slow, copying FROM is more or less okay

    - by avs099
    I have Windows 2008 R2 SP1 with 4 identical SATA disks (Seagate Barracude 7200) in RAID 5 array. It has 4Gb of memory; all recent updates are installed. Problem: when I copy large file from one folder to another, I get about 10MB/s average speed. When I read this file from network share via 1Gbps connection - I get about 25-30 MB/s. Both numbers seems to be low for me - but specifically I'm very frustrated with low write speed. there is no antivirus, no hyper-v, it's just a fileserver - i when i do my tests nobody else reads/write from it (we have only 4 people in a team, so I'm sure). Not sure if that matters, but there is only 1 logic disk "C" with all available space (1400 GB). I'm not an admin at all, so I have no idea where to look and what other information to provide. I did run performance monitor with "% idle time", "avg bytes read", "avg byte write" - here is the screenshot: I'm not sure why there are such obvious spikes. Any idea? Please let me know if you need me to provide more information - what counters should I check, etc. I'm very eager to get this solved. Thank you. UPDATE: we have another Windows 2008 R2 SP1 server with 2 RAID1 arrays - one is disk C (where windows is installed, another one is disk E). It is running Hyper-V and does not have antivirus. I noticed the following behavior when I copy large file (few GBs): C - C: about 50MB/sec C - E: about 55MB/sec E - E: 8MB/sec!!! E - C: 8MB/sec!!! what could cause this?? E drive is RAID1 array from same Seagate Barracuda 1TB drives..

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  • Surprising corruption and never-ending fsck after resizing a filesystem.

    - by Steve Kemp
    System in question has Debian Lenny installed, running a 2.65.27.38 kernel. System has 16Gb memory, and 8x1Tb drives running behind a 3Ware RAID card. The storage is managed via LVM. Short version: Running a KVM guest which had 1.7Tb storage allocated to it. The guest was reaching a full-disk. So we decided to resize the disk that it was running upon We're pretty familiar with LVM, and KVM, so we figured this would be a painless operation: Stop the KVM guest. Extend the size of the LVM partition: "lvextend -L+500Gb ..." Check the filesystem : "e2fsck -f /dev/mapper/..." Resize the filesystem: "resize2fs /dev/mapper/" Start the guest. The guest booted successfully, and running "df" showed the extra space, however a short time later the system decided to remount the filesystem read-only, without any explicit indication of error. Being paranoid we shut the guest down and ran the filesystem check again, given the new size of the filesystem we expected this to take a while, however it has now been running for 24 hours and there is no indication of how long it will take. Using strace I can see the fsck is "doing stuff", similarly running "vmstat 1" I can see that there are a lot of block input/output operations occurring. So now my question is threefold: Has anybody come across a similar situation? Generally we've done this kind of resize in the past with zero issues. What is the most likely cause? (3Ware card shows the RAID arrays of the backing stores as being A-OK, the host system hasn't rebooted and nothing in dmesg looks important/unusual) Ignoring brtfs + ext3 (not mature enough to trust) should we make our larger partitions in a different filesystem in the future to avoid either this corruption (whatever the cause) or reduce the fsck time? xfs seems like the obvious candidate?

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  • Loop through several servers, find specific dlls , get the dll version, internal filename and path?

    - by Graham
    I am a newby to Powershell, and using PS v2. I can see the massive potential it has, but I just can't get the following code to work fully. I am trying to end up with a csv file that contains the wild carded required dlls in the GAC_MSIL or sub-directory, get the dll version, internal filename and path, and the server IP address. The code is below, and it is in single line format because it appears easier to remote onto one of the servers in the server farm and run the single line from that console, ue to security log-ins etc. The code has produced a set of results, but only for the last server, it probably does the first server, then overwrites it but I am not sure about that. I have done a lot of reading about using arrays, and custom objects, and had a go at doing that, but my scripting skills in PS are not yet up to it. Code: $out = "Ouput_dll_ver_results.csv";foreach ($server in '11.222.33.123', '11.222.33.124') {$VersionInfo = (Get-ChildItem \$server\C$\windows\assembly\GAC_MSIL -recurse -Include abc*.dll,def*.dll,ghi*.dll,jkl*.dll | Where-Object { $.FullName -notmatch "\windows\assembly\temp\" })}; $VersionInfo | %{Get-Command $.FullName} | select -expand File* |Export-Csv $out Can you please advise if/how the above code can be corrected, and if not, what alternatives do I have to get the information I need. Many thanks in advance. Graham

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  • Booting Debian5 (Lenny) on 2.6.16 Kernel

    - by bk
    Due to a proprietary kernel module that I don't have the source to and is very picky about what kernel versions it will load into (even with modprobe --f), I find myself in need of running a 2.6.16.XX kernel on my Debian5 machine. The machine boots fine with the 2.6.26-2 stock kernel, and I have successfully build and booted 2.6.26 and 2.6.31 based kernels by making a .deb and the ndoing dpkg -i. However, when I do the same approach for 2.6.16, the kernel hangs at boot. I'm testing this in a VMWare image, so I don't think its an issue of newer hardware not supported by the older kernel. For a working kernel, at boot I get: Uncompressing Linux.. OK booting the kernel Loading, please wait... mdadm: No devices listed in the conf file were found kinit name_to_dev_t /dev/hda5 (dev5,3) ... With 2.6.16.60, I never get the kinit message. It hangs after the mdadm line. There are no mdadm arrays on this machine, so I doubt its an issue inside the mdadm stuff, which is supposed to just error out as it does in the 2.6.26 case above, but for some reason I'm getting stuck getting into kinit. I've been banging my head against this wall so I'm very open to suggestions on how to go about troubleshooting this.

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  • RAID administration in Debian Lenny

    - by Siim K
    I've got an old box that I don't want to scrap yet because it's got a nice working 5-disk RAID assembly. I want to create 2 arrays: RAID 1 with 2 disks and RAID 5 with the other 3 disks. The RAID card is Intel SRCU31L. I can create the RAID 1 volume in the console that you access with Ctrl+C at startup. But it only allows for creation of one volume so I can't do anything with the 3 remaining disks. I installed Debian Lenny on the RAID 1 volume and it worked out nicely. What utilites could I now use to create/manage the RAID volumes in Debian Linux? I installed the raidutils package but get an error when trying to fetch a list: #raidutil -L controller or #raidutil -L physical # raidutil -L controller osdOpenEngine : 11/08/110-18:16:08 Fatal error, no active controller device files found. Engine connect failed: Open What could I try to get this thing working? Can you suggest any other tools? Command #lspci -vv gives me this about the controller: 00:06.1 I2O: Intel Corporation Integrated RAID (rev 02) (prog-if 01) Subsystem: Intel Corporation Device 0001 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV+ VGASnoop- ParErr- Step ping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort - <MAbort- >SERR- <PERR- INTx- Latency: 64, Cache Line Size: 32 bytes Interrupt: pin A routed to IRQ 26 Region 0: Memory at f9800000 (32-bit, prefetchable) [size=8M] [virtual] Expansion ROM at 30020000 [disabled] [size=64K] Capabilities: <access denied> Kernel driver in use: PCI_I2O Kernel modules: i2o_core

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  • Raid1 with active and spare partition

    - by Daniel Baron
    I am having the following problem with a RAID1 software raid partition on my Ubuntu system (10.04 LTS, 2.6.32-24-server in case it matters). One of my disks (sdb5) reported I/O errors and was therefore marked faulty in the array. The array was then degraded with one active device. Hence, I replaced the harddisk, cloned the partition table and added all new partitions to my raid arrays. After syncing all partitions ended up fine, having 2 active devices - except one of them. The partition which reported the faulty disk before, however, did not include the new partition as an active device but as a spare disk: md3 : active raid1 sdb5[2] sda5[1] 4881344 blocks [2/1] [_U] A detailed look reveals: root@server:~# mdadm --detail /dev/md3 [...] Number Major Minor RaidDevice State 2 8 21 0 spare rebuilding /dev/sdb5 1 8 5 1 active sync /dev/sda5 So here is the question: How do I tell my raid to turn the spare disk into an active one? And why has it been added as a spare device? Recreating or reassembling the array is not an option, because it is my root partition. And I can not find any hints to that subject in the Software Raid HOWTO. Any help would be appreciated.

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Dell OpenManage On Ubuntu Server 12.04 Cannot Log In

    - by Austin
    I have a Dell Poweredge 2950 with 2X130GB and 2X2TB drives. I need to set them up in a RAID 1 array so that the 130GB Drives are mirrored and host the OS, while the 2TB drives are mirrored and are the content drives. So I go from 4 disks, down to two, one 130GB and one 2TB. I can do that in the BIOS RAID utility no problem. But I need to be able to manage the RAID arrays and be able to expand them WITHOUT shutting down the server. Now, to my understanding, openmanage will allow me to do that AND it runs on ubuntu. So I go and set it up and try to log into the web interface at and it will not let me log in. I have followed dell's guide to set up openmanage, even added the usernames to the files and permissions and such, however, cannot get it to let me log in or anything. I have reinstalled Openmanage several times, even reinstalled the OS three times, and nothing works. Google does not help either. It simply says login failed after hitting submit. Please Help

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Thecus N5200, disk has dropped out of RAID5

    - by Anders Ekdahl
    We have a Thecus 5200 NAS here at work with five WD Caviar Black 2TB disks in a RADI5 array. Yesterday, disk 4 dropped out of the array, and in the NAS web interface there's a warning about the RAID array being "degraded". When I go into Storage - Disks, disk 1 and 4 has a warning next to them. When I click on the warnings, this information about the disks are displayed: Tray Number 4 Model WD2001FASS-00W2B Power On Hours 2403 Hours Temperature Celsius 34 Reallocated Sector Count 66 Current Pending Sector 1447 Raw Read Error Rate 61 Seek Error Rate 0 Hardware ECC Recovered N/A Tray Number 1 Model WD2001FASS-00W2B Power On Hours 2403 Hours Temperature Celsius 32 Reallocated Sector Count 0 Current Pending Sector 1465 Raw Read Error Rate 0 Seek Error Rate 0 Hardware ECC Recovered N/A I'm not really an expert on either disks or RAID arrays. Does this indicate that the fourth disk is damaged, and needs to be replaced? And what about disk number one? It has a warning, but it's still in the array. Is it safe to add the fourth disk back into the array as a spare? I can't find any way to add it back as a it were before.

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  • Proxmox drbd configuration split brain [on hold]

    - by AudioDan
    I am planning a proxmox HA configuration with two Dell R710 machines (dual 6 core processors in each) with enterprise level drive raid arrays. I would be using DRBD with a quorum disk on a third machine. I would dedicate two 1GB nics on each server to the DRBD communications. We would have approximately 12 to 14 Virtual Machines running on this pair of servers. The proxmox manual recommends creating two DRBD resources - one for the Virtual Machines that normally run on ServerA and one for the Virtual Machines that normally run on ServerB. This is because of the Primary/Primary state in which this configuration runs. If both servers have VMs talking to the same DRBD resource and a split brain situation occurs, there is potential for data corruption that must be resolved. While I understand it would take more effort to create new virtual machines, can anybody foresee any potential problems with running a separate DRBD resource for each VM instead? Does anyone have experience running a setup that way and has it worked well? It seems to me that would allow more flexibility in moving machines back and forth.

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  • Raid 5 with hot spare or RAID 10 with no hot spare?

    - by Boden
    Yes, this is on of those "do my job for me" questions, have some pity:) I'm at the limit for what I can do with the number of hard drives in a server without spending a substantial amount of money. I have four drives left to configure, and I can either set them up as a RAID 5 and dedicate a hot spare, or a RAID 10 with no hot spare. The size of each will be the same, and the RAID 5 will offer enough performance. I'm RAID 5 shy, but I also don't like the idea of running without a hot spare. I'm not so interested in degraded performance, but the amount of time the system is without adequate redundancy. The server and drives are under a 13x5 4 hour response contract (although I happen to know that the nearest service provider is at least 2-3 hours away by car in the winter). I should note that the server also has two RAID 1 arrays which would also be protected by the hot spare. Why don't they make drive cages with 9 bays! Heh.

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  • Generalized strategy for file server virtualization in Xenserver

    - by Jamie
    I'm not shopping as much as I'm looking for some guidance on good idea / bad idea strategies. I'm sure I'm not in the "best practices" budget range. Currently, I have 3 dell poweredges running xenserver in a pool. Each node has a ubuntu file server, serving about 6TB. One is the primary, the other two are rsync targets for backup. The 6TB is stored on their respective local storage disks as an LVM of 3x2tb virtual disks. The fileserver VM disks are also stored on the node local disks. Each node also runs a smattering of light-weight VMs for web, development, windows VMs, and stuff like that. Several of those VM's disks reside on a QNAP NAS to play with live migration. These VM's are often clients of the primary file server (like all the mail, web content, user files are stored on the file server, not on the mail, web, and samba VMs). This all works fine, and is a major step up for us. The downside is that the QNAP is a single point of failure. And the only thing the QNAP is doing is serving migratable VM images, not client data. Someday the poweredge local arrays will be full, and we will have to reinvent ourselves again. Is it wise to have heavywieght vms (like the fileserver, with its 6+ TB disks) on a SAN or NAS? Would it be better to keep the VMs lightweight, have the VM images on a SAN or NAS, and use 2 or more NAS act as NFS-serving file appliances? A hybrid SAN/NAS that can serve iscsi for images and NFS for the client vms? It seems like live-magration would be a misnomer if you have to migrate a fileserver with its entire 6+ TB disk. I recognize there are plenty of ways to skin the cat. We've already skinned it a few ways. What makes sense?

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