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  • Formula to format a cell to subtract one decimal place from another cell and have the calculated results displayed

    - by user242618
    I have a value in one cell that has four decimal places, in the cell below, I have the metric conversion formula. I want the cell below, with the metric conversion formula to display one less decimal place than the cell above. For example, if the English measurement is .#### (4 decimal places), I need the conversion cell to display .### (3 decimal places) and if the English measurement is .### (3 decimal places), I need the conversion cell to display .### ( decimal places), and so on. How can I do this?

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  • a moderator closed my question is any one watching. [closed]

    - by Registered User
    I do not have requisite previlieges to post many links to my questions my genuine question was blocked be this sites moderator is any one watching. The internal IPs of apache vhost configuration file which I was posting were treaated as links using apache as a front end to Tomcat application Moderators should behave more sensibly.I am new to this forum.How do you say the question is not real when your forum is not allowing me to post links to snapshots so that some one can understand what I asked.

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • How can I convert Perl one-liners into complete scripts?

    - by Stefan Lasiewski
    I find a lot of Perl one-liners online. Sometimes I want to convert these one-liners into a script, because otherwise I'll forget the syntax of the one-liner. For example, I'm using the following command (from nagios.com): tail -f /var/log/nagios/nagios.log | perl -pe 's/(\d+)/localtime($1)/e' I'd to replace it with something like this: tail -f /var/log/nagios/nagios.log | ~/bin/nagiostime.pl However, I can't figure out the best way to quickly throw this stuff into a script. Does anyone have a quick way to throw these one-liners into a Bash or Perl script?

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  • Can I change the user id of a user on one Linux server to match another server in /etc/passwd?

    - by user76177
    I have a Rails application that is on a virtual machine (RHEL 6) and it's database is on dedicated hardware (also RHEL 6). The app server has an NFS directory from the db server mounted and accessible. It needs to write images to that server that are uploaded via the app. Background processes on the db server need to read and write to the same directory, as they perform resizing operations on the uploaded files. Right now none of this is working, because the user ids are different between the two systems. I only need this to work for this one application, so it is way too much overhead to put an LDAP system in place. Can I simply change the user id of this one user in one of the systems, or will that cause mass chaos? UPDATE: The fix worked, at least on local devices. Unfortunately the device I have mounted to the main db server still thinks my user id is 502 instead of 506. Do I need to remount that device, or is there an NFS daemon I can stop and restart to refresh it?

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  • How Does One Make a Sitemap for a Flex Website?

    - by Laxmidi
    Hi, I've got a Flex website and I'm not sure how to make a sitemap for it. For a standard HTML page, sitemaps are straight forward. As Flex sites use a "pageless" architecture, I'm not sure what I should do. If anyone has any suggestions, please let me know. UPDATE: As I understand it, Google doesn't look at anything after the # in a URL. So in a deeplinked Flex site, Google wouldn't see the second page-- where it reads view=12 in the sample sitemap below. Or does Google handle sitemaps differently? Should I go ahead and make a sitemap with all of the deeplinked URLS: http://brainpinata.com/#view=12, http://brainpinata.com/#view=4, etc.           http://www.brainpinata.com/       2010-12-01       weekly       1.0           http://brainpinata.com/#view=12       2010-12-01       weekly       1.0     Thank you. -Laxmidi

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  • How do I copy packages within a PPA from one release to another? (nonsensical "same version already has published binaries" error)

    - by Scott Ritchie
    I keep getting weird errors from launchpad when I try and copy the Maverick packages to Natty for the PPA. I select the wine1.3 package (not in Ubuntu), select "copy to this PPA", and then select "rebuild the resulting binaries". This error emerges: The following source cannot be copied: wine1.3 1.3.11-0ubuntu1 in maverick (same version already has published binaries in the destination archive) I have no idea what this error means but apparently it doesn't mean there are binaries in the destination archive.

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  • How might one teach OO without referencing physical real-world objects?

    - by hal10001
    I remember reading somewhere that the original concepts behind OO were to find a better architecture for handling the messaging of data between multiple systems in a way that protected the state of that data. Now that is probably a poor paraphrase, but it made me wonder if there is a way of teaching OO without the (Bike, Car, Person, etc.) object analogies, and that instead focuses on the messaging aspects. If you have articles, links, books, etc., that would be helpful.

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  • DNS: forward part of a managed domain to one host, but sub domain services to another (Google Apps)

    - by Paul Zee
    I was going to post this as a comment against DNS: Forward domain to another host, but I don't seem able to do that. I'm in a similar situation. I have a DNS registered/managed by enom, except with the slight twist that the domain was originally registered with enom through a Google Apps account creation. The domain currently supports a Google Apps site/account. I now want to direct the bare primary domain and www entries to a hosting provider for the website component, but leave the Google Apps setup intact for its services such as calendar, mail etc. For now, I'm leaving the domain managed by enom. Also note that when I registered my account with the hosting provider, I gave the same domain name as the existing domain (e.g. example.com), so at their end I'm working with the same domain name in cpanel, etc. In my case, the existing enom DNS entries don't have an A record for the www.example.com, or the bare example.com domain. Instead, there are 4 x @ records with the Google Apps IP Address, 2 x TXT records with what I assume are Google Apps site verification strings/tokens, and a bunch of CNAME records for the various features of Google Apps (mail, calendar, docs, sites, etc). So, my questions: How do I point the www.example.com and example.com DNS entries at enom to my web site hosting provider, while leaving the domain managed by enom, and the Google Apps services working as they are now (with the obvious exception of Google Sites)? How do I setup the example.com mail-related DNS records (MX, etc) at the web site hosting provider, so that outbound email to [email protected] gets correctly sent to the google apps mail account, and doesn't get trapped inside the pseudo domain within the hosting providers servers?

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • CPanel - Wild card SSL - How to point *.domain.com to one root and sub.domain.com to another root

    - by Harry Muscle
    I have a wildcard (*.domain.com) SSL certificate installed on my CPanel server. I have domain.com configured to point to /domain.com as its document root and use this wildcard SSL certificate. I also have sub.domain.com configured to point to /sub.domain.com as its document root. Btw, I have not explicitly configured configured sub.domain.com to use the wildcard SSL certificate. When I go to "http://sub.domain.com" it goes to the correct document root, however my problem is that when I go to "https://sub.domain.com" it goes to the incorrect root, it goes to the root configured for the wildcard SSL. I've been trying to find information on how to go about configuring sub.domain.com to use the SSL certificate and go to the correct document root, however, so far I haven't found anything concrete. Do I use the same steps that I used for configuring the certificate for domain.com, but use the same certificate again and specify dev.domain.com as the domain that this certificate is for (instead of *.domain.com)? Or is there something else I should be doing? This is a production server, so I don't want to play around too much. I'm hoping to find the correct information before proceeding.

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  • How does one use the built in IIS URL Rewrite SEO rule that adds trailing slash only to files that exist?

    - by Sn3akyP3t3
    The default rule template is AddTrailingSlash. I've added another condition that allows the rule to apply to directories and not files, but I'm not sure if this is industry standard. Added: The rule allows for filename that are not standard such as .mobileconfig The web.config contains this rule when the template is applied: <rule name="AddTrailingSlashRule1" enabled="true" stopProcessing="true"> <match url="(.*[^/])$" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{REQUEST_FILENAME}" matchType="IsDirectory" negate="true" /> <add input="{REQUEST_FILENAME}" matchType="IsFile" negate="true" /> <add input="{REQUEST_FILENAME}" pattern="^.*\.[a-z]{1,12}" negate="true" /> </conditions> <action type="Redirect" url="{R:1}/" /> </rule>

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  • if_attribute on declarative authorization. STUCK FOR DAYS!!!

    - by Victor Martins
    I can't seem to find a solution for this problem :s I have a many to many relationship like this: A user has_many organizations through affiliations and vice versa. I'm using declarative organizations and I only want a user to edit a particular organization if he is affiliated and the affiliationtype attribute of affiliation is a particular value. So affiliations has 3 columns , user_id, organization_id and affiliationtype_id I can do: o = Organization.find(:first) o.affiliatons[0].user and get the user now I wish to do this: has_permission_on [:organizations], :to => :edit do if_attribute (...) end That if_attribute should see if the current user is the organization.affiliation[?].user and if the organization.affiliation[?].affiliationtype_id = "3" I hope this is syntax issue ... I really need to get this working. Thanks in advance.

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  • Passing VB Callback function to C dll - noob is stuck.

    - by WaveyDavey
    Callbacks in VB (from C dll). I need to pass a vb function as a callback to a c function in a dll. I know I need to use addressof for the function but I'm getting more and more confused as to how to do it. Details: The function in the dll that I'm passing the address of a callback to is defined in C as : PaError Pa_OpenStream( PaStream** stream, const PaStreamParameters *inputParameters, const PaStreamParameters *outputParameters, double sampleRate, unsigned long framesPerBuffer, PaStreamFlags streamFlags, PaStreamCallback *streamCallback, void *userData ); where the function is parameter 7, *streamCallback. The type PaStreamCallback is defines thusly: typedef int PaStreamCallback( const void *input, void *output, unsigned long frameCount, const PaStreamCallbackTimeInfo* timeInfo, PaStreamCallbackFlags statusFlags, void *userData ); In my vb project I have: Private Declare Function Pa_OpenStream Lib "portaudio_x86.dll" _ ( ByVal stream As IntPtr _ , ByVal inputParameters As IntPtr _ , ByVal outputParameters As PaStreamParameters _ , ByVal samprate As Double _ , ByVal fpb As Double _ , ByVal paClipoff As Long _ , ByVal patestCallBack As IntPtr _ , ByVal data As IntPtr) As Integer (don't worry if I've mistyped some of the other parameters, I'll get to them later! Let's concentrate on the callback for now.) In module1.vb I have defined the callback function: Function MyCallback( ByVal inp As Byte, _ ByVal outp As Byte, _ ByVal framecount As Long, _ ByVal pastreamcallbacktimeinfo As Byte, _ ByVal pastreamcallbackflags As Byte, _ ByVal userdata As Byte) As Integer ' do clever things here End Function The external function in the dll is called with err = Pa_OpenStream( ptr, _ nulthing, _ outputParameters, _ SAMPLE_RATE, _ FRAMES_PER_BUFFER, _ clipoff, _ AddressOf MyCallback, _ dataptr) This is broken in the declaration of the external function - it doesn't like the type IntPtr as a function pointer for AddressOf. Can anyone show me how to implement passing this callback function please ? Many thanks David

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  • Is having several desktop environments on one account bad?

    - by Joseph_carp
    I have gnome classic, cinnamon, unity, gnome 3, and KDE installed on my only user account because I enjoy a little change from time to time (although my favorite is gnome classic) so I installed all of these desktop environments. I heard from a friend that it could potentially cause some problems. I was also told that it would be okay if I created a separate account for each environment, but I don't want to if I don't have to. Any help is much appreciated, thank you.

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  • How can one unlock a fully encrypted Ubuntu 11.10 system over SSH at boot?

    - by Jeff
    In previous versions of Ubuntu, and current versions of Debian, you can unlock a fully encrypted system (using dmcrypt and LUKS) at boot time over SSH. It was as easy as: Installing the encrypted system using the Ubuntu alternate installer disk or normal Debian installer disk and choosing to encrypt the system. After the system is installed, adding the dropbear and busybox packages. Updating the initram-fs to authorize your ssh key. At boot time, you'd just ssh to the machine, and do: echo -ne "keyphrase" > /lib/cryptsetup/passfifo The machine would then unlock and boot the encrypted system. Using the exact same steps on Ubuntu 11.10, I can ssh to the machine, but /lib/cryptsetup/passfifo doesn't exist. There appears to be no way to unlock the system over ssh. I'm not sure where to look to see if this functionality changed or if it was removed.

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  • Want an iPad? How-To Geek is Giving One Away!

    - by The Geek
    That’s right. All you have to do to enter is become a fan of our Facebook page, and we’ll pick a random fan to win the prize. Once we’ve got 10,000 fans, we’ll change the prize from an iPod Touch to an iPad 16GB (typo in the image above). Everybody who is already a fan is already automatically entered in the contest!  (there’s no country restriction). So to make sure we upgrade the prize, make sure to share the How-To Geek Facebook Fan page with your friends that might be interested (don’t mindlessly spam everybody, of course). We’ve already got the iPad sitting here. Win an iPad on the How-To Geek Facebook Fan Page Similar Articles Productive Geek Tips Why Wait? Amazing New Add-on Turns Your iPhone into an iPad! [Comic]Win a Free iPod Touch in the How-To Geek Facebook Giveaway!Geek Software: Use DeliCount to Get Site-wide del.icio.us Bookmark CountsFix for Problems with How-To Geek Sidebar GadgetSet Gmail as Default Mail Client in Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Will it Blend? iPad Edition Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster When You Need to Hail a Taxi in NYC Live Map of Marine Traffic

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  • Multiple Facebook Like buttons (different activities) on one page?

    - by Larry K
    Hello, My one web page uses Ajax to display information about multiple activities. I'd like to have one Like button per activity. This would mean multiple Like buttons on the page, one per activity. Can this be done? Can the Like button's url include #!state1 ? Eg, a web page is located at www.example.com/index.html It has multiple FB Like buttons on it, one for url www.example.com/index.html#!activity1 another for www.example.com/index.html#!activity2 Will the two Like buttons work independently?

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  • Ask the Readers: Browser Wars – Which One will be Victorious in 2011?

    - by Asian Angel
    With each passing week it seems like the browser wars are becoming more fierce as all of the participants add new features and release versions more often. This week we would like to know which browser or browsers you think will be victorious in 2011 Latest Features How-To Geek ETC How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally Now Together and Complete – McBain: The Movie [Simpsons Video] Be Creative by Using Hex and RGB Codes for Crayola Crayon Colors on Your Next Web or Art Project [Geek Fun] Flash Updates; Finally Supports Full Screen Video on Multiple Monitors 22 Ways to Recycle an Altoids Mint Tin Make Your Desktop Go Native with the Tribal Arts Theme for Windows 7 A History of Vintage Transformers: Decepticons Edition [Infographic]

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