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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • Silverlight MVVM File Manager

    An implementation of the MVVM pattern to create a simple Silverlight 4 File Manager...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • MVVM Properties with Resharper

    - by George Evjen
    Read this early this morning and it is simple since we have all probably put together a code snippet. With the projects that we do at ArchitectNow we write alot of new custom views and view models, which results in having to write repetitive property code. We changed the context of the code a bit to suit our infrastructure but the idea is to have these properties created quickly. thanks to sparky dasrath for reminding us how easy this is to do sdasrath.blogspot.com/2011/02/20110221-resharper-c-snippet-for-mvvm.html

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  • Simplified MVVM: Silverlight Video Player

    An example of a Silverlight MVVM Video Player that is not just 'skinable' but fully 'designable'...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • ExtJS 5.0 : amélioration de l'aspect tactile et architecture MVVM, Sencha consolide son framework JavaScript

    Sortie de ExtJS 5.0 : amélioration de l'aspect tactile et architecture MVVML'équipe Sencha annonce la sortie de ExtJS 5.0 !Parmi les nouveautés et les améliorations, nous pouvons découvrir :le support des plateformes tactiles ;une architecture MVVM et la liaison des données à deux sens ;la possibilité d'ajouter des composants dans les cellules d'une grille pour la visualisation des données ;un système de mise en page responsive ; Code javasctipt : Sélectionner tout...

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  • Is there an MVVM-friendly way to swap views without value converters firing unnecessarily?

    - by DanM
    I thought what I was doing was right out of the Josh Smith MVVM handbook, but I seem to be having a lot of problems with value converters firing when no data in the view-model has changed. So, I have a ContentControl defined in XAML like this: <ContentControl Grid.Row="0" Content="{Binding CurrentViewModel}" /> The Window containing this ContentControl references a resource dictionary that looks something like this: <ResourceDictionary ...> <DataTemplate DataType="{x:Type lib_vm:SetupPanelViewModel}"> <lib_v:SetupPanel /> </DataTemplate> <DataTemplate DataType="{x:Type lib_vm:InstructionsPanelViewModel}"> <lib_v:InstructionsPanel /> </DataTemplate> </ResourceDictionary> So, basically, the two data templates specify which view to show with which view-model. This switches the views as expected whenever the CurrentViewModel property on my window's view-model changes, but it also seems to cause value converters on the views to fire even when no data has changed. It's a particular problem with IMultiValueConverter classes, because the values in the value array get set to DependencyProperty.UnsetValue, which causes exceptions unless I specifically check for that. But I'm getting other weird side effects too. This has me wondering if I shouldn't just do everything manually, like this: Instantiate each view. Set the DataContext of each view to the appropriate view-model. Give the ContentControl a name and make it public. Handle the PropertyChanged event for the window. In the event handler, manually set the Content property of the ContentControl to the appropriate view, based the CurrentViewModel (using if statements). This seems to work, but it also seems very inelegant. I'm hoping there's a better way. Could you please advise me the best way to handle view switching so that value converters don't fire unnecessarily?

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  • WPF/MVVM - keep ViewModels in application component or separate?

    - by Anders Juul
    Hi all, I have a WPF application where I'm using the MVVM pattern. I get the VM activated for actions that require user input and thus need to activate views from the VM. I've started out separating the VMs into a separate component/assembly, partly because I see them as the unit testable part, partly because views should rely on VM, not the other way round. But when I then need to bring up a window, the window is not known by the VM. All introductions I find place the VM in the WPF/App component, thus eliminating the problem. This article recommends keeping them in separate layers : http://waf.codeplex.com/wikipage?title=Architecture%20-%20Get%20The%20Big%20Picture&referringTitle=Home As I see it, I have the following choices Move VMs to the WPF/App assembly to allow VMs to access the windows directly. Place interfaces of views in VM-assembly, implement views in WPF/App assembly and register the connection through IOC or alternative ways. File a 'request' from the VM into some mechanism/bus that routes the request (but which mechanism!? E.g something in Prism?!) What's the recommendation? Thanks for any comments, Anders, Denmark

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Adventures in MVVM &ndash; ViewModel Location and Creation

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM In this post, I am going to explore how I prefer to attach ViewModels to my Views.  I have published the code to my ViewModelSupport project on CodePlex in case you'd like to see how it works along with some examples.  Some History My approach to View-First ViewModel creation has evolved over time.  I have constructed ViewModels in code-behind.  I have instantiated ViewModels in the resources sectoin of the view. I have used Prism to resolve ViewModels via Dependency Injection. I have created attached properties that use Dependency Injection containers underneath.  Of all these approaches, I continue to find issues either in composability, blendability or maintainability.  Laurent Bugnion came up with a pretty good approach in MVVM Light Toolkit with his ViewModelLocator, but as John Papa points out, it has maintenance issues.  John paired up with Glen Block to make the ViewModelLocator more generic by using MEF to compose ViewModels.  It is a great approach, but I don’t like baking in specific resolution technologies into the ViewModelSupport project. I bring these people up, not to name drop, but to give them credit for the place I finally landed in my journey to resolve ViewModels.  I have come up with my own version of the ViewModelLocator that is both generic and container agnostic.  The solution is blendable, configurable and simple to use.  Use any resolution mechanism you want: MEF, Unity, Ninject, Activator.Create, Lookup Tables, new, whatever. How to use the locator 1. Create a class to contain your resolution configuration: public class YourViewModelResolver: IViewModelResolver { private YourFavoriteContainer container = new YourFavoriteContainer(); public YourViewModelResolver() { // Configure your container } public object Resolve(string viewModelName) { return container.Resolve(viewModelName); } } Examples of doing this are on CodePlex for MEF, Unity and Activator.CreateInstance. 2. Create your ViewModelLocator with your custom resolver in App.xaml: <VMS:ViewModelLocator x:Key="ViewModelLocator"> <VMS:ViewModelLocator.Resolver> <local:YourViewModelResolver /> </VMS:ViewModelLocator.Resolver> </VMS:ViewModelLocator> 3. Hook up your data context whenever you want a ViewModel (WPF): <Border DataContext="{Binding YourViewModelName, Source={StaticResource ViewModelLocator}}"> This example uses dynamic properties on the ViewModelLocator and passes the name to your resolver to figure out how to compose it. 4. What about Silverlight? Good question.  You can't bind to dynamic properties in Silverlight 4 (crossing my fingers for Silverlight 5), but you CAN use string indexing: <Border DataContext="{Binding [YourViewModelName], Source={StaticResource ViewModelLocator}}"> But, as John Papa points out in his article, there is a silly bug in Silverlight 4 (as of this writing) that will call into the indexer 6 times when it binds.  While this is little more than a nuisance when getting most properties, it can be much more of an issue when you are resolving ViewModels six times.  If this gets in your way, the solution (as pointed out by John), is to use an IndexConverter (instantiated in App.xaml and also included in the project): <Border DataContext="{Binding Source={StaticResource ViewModelLocator}, Converter={StaticResource IndexConverter}, ConverterParameter=YourViewModelName}"> It is a bit uglier than the WPF version (this method will also work in WPF if you prefer), but it is still not all that bad.  Conclusion This approach works really well (I suppose I am a bit biased).  It allows for composability from any mechanisim you choose.  It is blendable (consider serving up different objects in Design Mode if you wish... or different constructors… whatever makes sense to you).  It works in Cider.  It is configurable.  It is flexible.  It is the best way I have found to manage View-First ViewModel hookups.  Thanks to the guys mentioned in this article for getting me to something I love using.  Enjoy.

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  • Need suggestion for Mutiple Windows application design

    - by King Chan
    This was previously posted in StackOverflow, I just moved to here... I am using VS2008, MVVM, WPF, Prism to make a mutiple window CRM Application. I am using MidWinow in my MainWindow, I want Any ViewModel would able to make request to MainWindow to create/add/close MidChildWindow, ChildWindow(from WPF Toolkit), Window (the Window type). ViewModel can get the DialogResult from the ChildWindow its excutes. MainWindow have control on all opened window types. Here is my current approach: I made Dictionary of each of the windows type and stores them into MainWindow class. For 1, i.e in a CustomerInformationView, its CustomerInformationViewModel can execute EditCommand and use EventAggregator to tell MainWindow to open a new ChildWindow. CustomerInformationViewModel: CustomerEditView ceView = new CustomerEditView (); CustomerEditViewModel ceViewModel = CustomerEditViewModel (); ceView.DataContext = ceViewModel; ChildWindow cWindow = new ChildWindow(); cWindow.Content = ceView; MainWindow.EvntAggregator.GetEvent<NewWindowEvent>().Publish(new WindowEventArgs(ceViewModel.ViewModeGUID, cWindow )); cWindow.Show(); Notice that all my ViewModel will generates a Guid for help identifies the ChildWindow from MainWindow's dictionary. Since I will only be using 1 View 1 ViewModel for every Window. For 2. In CustomerInformationViewModel I can get DialogResult by OnClosing event from ChildWindow, in CustomerEditViewModel can use Guid to tell MainWindow to close the ChildWindow. Here is little question and problems: Is it good idea to use Guid here? Or should I use HashKey from ChildWindow? My MainWindows contains windows reference collections. So whenever window close, it will get notifies to remove from the collection by OnClosing event. But all the Windows itself doesn't know about its associated Guid, so when I remove it, I have to search for every KeyValuePair to compares... I still kind of feel wrong associate ViewModel's Guid for ChildWindow, it would make more sense if ChildWindow has it own ID then ViewModel associate with it... But most important, is there any better approach on this design? How can I improve this better?

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  • How to set focus for CustCombBox in a CellEditingTemplate when entering page at the first time(MVVM

    - by Shamin
    PreparingCellForEdit="dg_PreparingCellForEdit" BeginningEdit="dg_BeginningEdit" <data:DataGridTemplateColumn MinWidth="300"> <data:DataGridTemplateColumn.HeaderStyle> <Style TargetType="primitives:DataGridColumnHeader" BasedOn="{StaticResource FOTDataGridColumnHeaderStyle}"> <Setter Property="ContentTemplate"> <Setter.Value> <DataTemplate> <TextBlock Text="{Binding CancelReasonText2,Source={StaticResource LabelResource}}" Style="{StaticResource TextBlockLabelStandardStyle}"/> </DataTemplate> </Setter.Value> </Setter> </Style> </data:DataGridTemplateColumn.HeaderStyle> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <TextBlock Text="{Binding CancelReason.CancelCodeDescription}" Style="{StaticResource TextBlockLabelStandardStyle}"/> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> <data:DataGridTemplateColumn.CellEditingTemplate> <DataTemplate> <input:AutoCompleteBox x:Name="cBoxCancelReason" FilterMode="StartsWith" IsDropDownOpen="True" SelectedItem="{Binding CancelReason, Mode=TwoWay}" ItemsSource="{Binding CancelCodes}" ValueMemberPath="CancelCodeDescription" > <input:AutoCompleteBox.ItemTemplate> <DataTemplate> <TextBlock Text="{Binding CancelCodeDescription}" Style="{StaticResource TextBlockLabelStandardStyle}"/> </DataTemplate> </input:AutoCompleteBox.ItemTemplate> </input:AutoCompleteBox> </DataTemplate> </data:DataGridTemplateColumn.CellEditingTemplate> </data:DataGridTemplateColumn> </data:DataGrid.Columns> </data:DataGrid> ---CodeBind public partial class CancelFlightView : UserControl,ICancelFlightView { private data.CancelCode DefaultCancelCode { get { data.CancelCode code = new data.CancelCode(); code.CancelCd = "-1"; code.CancelCodeDescription = "-- Select Cancel Reason --"; return code; } } public CancelFlightView() { InitializeComponent(); this.dg.LoadingRow += new EventHandler<DataGridRowEventArgs>(dg_LoadingRow); //this.Loaded += new RoutedEventHandler(CancelFlightView_Loaded); } void dg_LoadingRow(object sender, DataGridRowEventArgs e) { CheckBox checkBox = (CheckBox)dg.Columns[0].GetCellContent(e.Row); if (checkBox.IsChecked.Value) { FrameworkElement obj = (FrameworkElement)dg.Columns[1].GetCellContent(e.Row); System.Windows.Browser.HtmlPage.Plugin.Focus(); DataGridCell cellEdit = (DataGridCell)obj.Parent; cellEdit.Focus(); dg.BeginEdit(); } } //private void UserControl_Loaded(object sender, RoutedEventArgs e) //{ // if (DataContext != null) // { // CancelFlightViewModel viewModel = (CancelFlightViewModel)DataContext; // viewModel.View = this; // viewModel.Grid = dg; // //viewModel.InitFocus(); // } //} //void CancelFlightView_Loaded(object sender, RoutedEventArgs e) //{ // if (dg.SelectedItem != null) // { // CheckBox checkBox = (CheckBox)dg.Columns[0].GetCellContent(dg.SelectedItem); // if (checkBox.IsChecked.Value) // { // DataGridCell cellEdit = ((DataGridCell)((System.Windows.Controls.Primitives.DataGridCellsPresenter)((DataGridCell)checkBox.Parent).Parent).Children[1]); // dg.CurrentColumn = dg.Columns[1]; // System.Windows.Browser.HtmlPage.Plugin.Focus(); // cellEdit.Focus(); // dg.BeginEdit(); // } // } //} public CancelFlightView(CancelFlightViewModel viewModel):this() { ViewModel = viewModel; } private void dg_PreparingCellForEdit(object sender, DataGridPreparingCellForEditEventArgs e) { object obj = dg.Columns[1].GetCellContent(e.Row); if (obj != null && obj.GetType() == typeof(AutoCompleteBox)) { AutoCompleteBox cBoxCancelReason = (AutoCompleteBox)obj; System.Windows.Browser.HtmlPage.Plugin.Focus(); cBoxCancelReason.Focus(); } } private void CustomComboBox_SelectionChanged(object sender, SelectionChangedEventArgs e) { } private void dg_BeginningEdit(object sender, DataGridBeginningEditEventArgs e) { } private void chkFlight_Click(object sender, RoutedEventArgs e) { CheckBox chkTemp = sender as CheckBox; if (!chkTemp.IsChecked.Value) { } else { DataGridCell cellEdit = ((DataGridCell)((System.Windows.Controls.Primitives.DataGridCellsPresenter)((DataGridCell)chkTemp.Parent).Parent).Children[1]); dg.CurrentColumn = dg.Columns[1]; cellEdit.Focus(); dg.BeginEdit(); } } private void LayoutRoot_KeyUp(object sender, KeyEventArgs e) { //if (e.Key == Key.Enter) //{ //} } #region ICancelFlightView Members public CancelFlightViewModel ViewModel { get { return DataContext as CancelFlightViewModel; } set { DataContext = value; } } #endregion } Now, when user click CheckBox, I can set focus on CustCombBox, but I can't set focus on Whose checkBox.IsChecked.Value = true when page is opened for the first time. is it possible on MVVM pattern? Looking forward your reply, thanks very much.

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  • mvvm-light: Should we merge Cleanup methods in locator?

    - by mark smith
    Hi there, when creating a new ViewModel within the locator class using the snippet it creates a Cleanup Method but there is already one available from the Main so hence an error.... Should we merge them all?? Or should we be renaming the method to Cleanup[Name of viewmodel] for example. I am a little confused here Another question i would like to ask is regards to the naming conventions. I tried to follow the naming convention used with "MAIN"... hence i have CreateLogin, ClearLogin, Login (non static property for binding) etc etc.. Would it not be better to use CreateLoginViewModel, ClearLoginViewModel etc?? Just curious Thanks

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  • MVVM-Light: The target "RunCodeAnalysis" does not exist in the project when i do build??

    - by mark smith
    Hi there, Just built myself a mvvmlight app and if i press f5 TO COMPILE and run all works ok, it displays the wpf window but if i do a BUILD i get an error Error 1 The target "RunCodeAnalysis" does not exist in the project. I am using the visual studio 2010 professional version RTM The only thing i see strange is the target framework which is set to .NET framework 4 client profile Anybody know why this happens??

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Android Development: MVC vs MVVM

    - by Mel
    I've started coding for android and I'm having difficulty trying to properly partition my code. I always end up with a very tight coupling between my UI logic and the actual controls I use to represent them. I have background in both WPF MVVM and ASP.net MVC so I'm familiar with those patterns. After some digging, I found Android Binding. It seems nice and fits nicely with my WPF background. However, it bugs me that its not built in. I'm pretty sure that the android makers have thought of this when designing the android programming interface. So my question is, what is the best practice pattern to use when developing in android, if any. I have looked and looked at their site but didn't find anything...

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  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Microsoft Press Deal of the Day - 13/April/2012 - Building Enterprise Applications with Windows® Presentation Foundation and the MVVM Pattern

    - by TATWORTH
    Today's deal of the day from Microsoft Press at http://shop.oreilly.com/product/0790145309686.do is Building Enterprise Applications with Windows® Presentation Foundation and the MVVM Pattern"Simplify and improve business application development by applying the MVVM pattern to Windows Presentation Foundation (WPF) and Microsoft® Silverlight® 4. With this hands-on guide, you'll use MVVM with data binding, commands, and behaviors to create user interfaces loosely coupled to business logic. MVVM is ideal for .NET developers working with WPF and Silverlight—whether or not you have experience building enterprise applications."

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