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  • The Dreaded Startup Repair Loop on Win 7

    - by HighAltitudeCoder
    For most people, upgrading to Windows 7 has been a relatively painless process.  Not me.  I am in the unlucky 1% or less who had a somewhat less pleasant experience.  First, I cloned my entire onto a larger (and much faster) solid state hard drive, only experiencing minimal problems. Then, I bought the Retail version of Windows 7 Ultimate, took a deep breath and... oh yeah, I almost forgot - BACK UP THE COMPUTER.  The next morning I upgraded to Win 7 and everything seemed fine, until... I rebooted the system, the nice Windows 7 launch graphics come up, it's about to launch and AWWW, are you kidding me?!?!  Back to the BIOS splash screen?  Next comes the sequence of failure - attempt repair - unable to repair - do you want to wipe your hard drive decisions. Because I purchased the retail version, a number is provided where I could call Microsoft Tech support.  When I did, they instructed me to click "Install" from my installation CD, which did not work.  When I tried the "Upgrade" option, it reaches an impasse, telling you that yoiu have a newer version of Win 7, and thus cannot Upgrade.  If you choose "Install" you willl lose everything... files, programs, EVERYTHING.  Or at least this is what it tells you.  I was not willing to take the risk. To make things worse, I had installed a new antivirus software application before I realized my system was unstable (Trend Micro Titanium Internet Security), and this was causing additional problems. One interesting thing, and the only saving grace as it turns out, was that my system WOULD successfully reboot into the OS if I chose to restart it, rather than shut it down.  If I chose to shut down, I would have to go through the loop again until I was given the option to restart. As it turned out, I needed to update my BIOS.  I assumed that since I had updated my BIOS a long time ago to settings that were stable under Windows Vista Ultimate x64, I incorrectly expected Win 7 to adopt the same settings and didn't expect there to be any problems.  WRONG. My BIOS had a setting to halt the boot cycle if various kinds of errors were detected.  Windows Vista didn't care about this, but forget it under Windows 7.  I turned immediately corrected that BIOS setting.  Next, there were the two separate BIOS settings: enable USB mouse and enable USB keyboard.  The only sequence of events that would work were to start my reboot process over from stratch with a hard-wired non-usb keyboard and mouse.  Whent the system booted under these settings, it doesn't detect any errors due to either the mouse or keyboard, and actually booted for the first time in a long while (let me tell ya, that's an amazing experience after fiddling with settings for two entire weekends!) Next step: leave your old mouse and keyboard connected, but also connect your other two devices (mouse, keyboard) that use USB connections.  During the boot cycle, the operating system will not fail due to missing requirements during startup, and it will then pick up the new drivers necessary to use your new hardware. If you think you are in the clear here, you are wrong.  The next VERY IMPORTANT step is to remember to change your settings in the BIOS upon next startup.  Specifically, yoiu will need ot change your BIOS to enable USB mouse and enable USB keyboard input.  If you don't, Windows will detect an incompatibility upon the next startup, and you will be stuck once again in the endless cycle of reboot/Startup Repair/reboot/Startup Repair, without ever reaching a successful boot. Here's the thing - the BIOS and the drivers registered in Win 7 need to match.  If they don't, you're going to lose another weekend worrying and fiddling, all the while wondering if you've permanently damaged your hard drive beyond repair. (Sigh).  In the end, things worked out.  I must note that it is saddening to see how many posts there are out there that recommend just doing a clean install, as if it's the only option.  How many countless poor souls have lost their data, their backups, their pictures and videos, all for nothing other than the fact that the person giving advice just didn't know what to do at that point? My advice to you, try having a look at your BIOS settings first and making sure Win 7 can find your BIOS settings, and also disabling in your BIOS anything that might halt your system boot-up process if it encounters errors.

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  • I enabled and setup glBlendFunc, but my texture has a white outline. What am I doing wrong?

    - by vinzBad
    You can see most of my source code in this question: Instead of the specified Texture, black circles on a green background are getting rendered. Why? Now I have the problem, that my texture has a white outline on its transparent parts. After googling and setting up glBlendFunc, the outline just got "softer". This is how it looks like: This is how I now setup OpenGL: public static void SetupGL() { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); }

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  • looking for advice regarding a free shopping cart solution [on hold]

    - by thirdCharm
    I am building a very small e-commerce site, and I need a free and simple to use/deploy/integrate shopping cart that I can add into my website in order to be able to sell a FEW items. I want the shopping cart to be an add-on in my website, nothing fancy.Ideally when a person clicks on the "Add to cart" button, they will be redirected to the shopping cart, which will then handle different types of payment methods, and everything else you would expect from a fully working shopping cart. I am currently developing my website using the following tools/frameworks: SQL Server 2008 R2 Visual Studio 2010 (ASP.NET 4.5 - C#) HTML5,CSS3, and JS. I am interested in also using PayPal alongside my shopping cart. Help of any kind is appreciated!!

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  • Error when trying to install Menulibre in Lubuntu 12.10 [closed]

    - by cipricus
    Possible Duplicate: How can I fix a 404 Error using a PPA? When trying to add a PPA (to install menulibre) I get these errors: Err http://ppa.launchpad.net quantal/main Sources 404 Not Found Err http://ppa.launchpad.net quantal/main i386 Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/menulibre-dev/devel/ubuntu/dists/quantal/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/menulibre-dev/devel/ubuntu/dists/quantal/main/binary-i386/Packages 404 Not Found Why is that and how to solve it? As the question was flagged as duplicate: I should clarify that I want to know why i cannot add a source that seems active in launchpad, and how could i add it and install the program, not just how to remove the error by removing the source in the software sources list Menulibre seems available in software sources. Why can't I install it? I'm in Lubuntu 12.10

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  • How do I get the Java plugin in Firefox 3.6 working?

    - by interstar
    I have Ubuntu 10.10. I needed the Sun Java so I added Sun Oracle as supplier of packages and installed java-6. However, I haven't been able to persuade Firefox to use this Java for the browser. In fact I managed to turn off the original Java plugin (I can't remember exactly how) and I can't see any way to re-enable it. Ie. it doesn't appear in the "plugins" page of the Add-ons option. (I'm in Firefox 3.6.13) Any suggestions for how to re-enable Java in FF 3.6, and make sure it's using the Sun version? thanks phil

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  • "Adding Printer" dialog asks for root password?

    - by NES
    I try to setup my printer under Ubuntu. So far it worked that i succeed to install the drivers. But Ubuntu says: No driver available for this model. This is the problem that Ubuntu doesn't recognize the right model, so i have to add and the choose the right driver manually. No problem i thought. But when i try to add a printer, i'm prompted to provide a root password althought i didn't setup one? So i'mnot able to confirm the dialog and add my printer, what's the reason?

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  • Adding a 'network' USB printer

    - by AndrewK
    I have a HP Deskjet 1050a printer, hence the 'network' in the title. Its a bog standard USB home printer. I have it attached to my router (has a USB port in it). I have got it connected and working to with Win8 PC and also a MacBook Air. Can't seem to get it to add as a printer to my Xubuntu laptop(s). It doesn't get detected automatically (not an actual network printer) and i've tried multiple options to get it working. It seems to add it but when printing a test page its saying the printer isn't connected. Ping works fine so it can see it, just can't add it as a printer. With Win8 I had to create a port with the IP of the printer (192.168.1.253 in this case), is there an Ubuntu alternative to do this?

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  • ASP.NET: Including JavaScript libraries conditionally from CDN

    - by DigiMortal
    When developing cloud applications it is still useful to build them so they can run also on local machine without network connection. One thing you use from CDN when in cloud and from app folder when not connected are common JavaScript libraries. In this posting I will show you how to add support for local and CDN script stores to your ASP.NET MVC web application. Our solution is simple. We will add new configuration setting to our web.config file (including cloud transform file of it) and new property to our web application. In master page where scripts are included we will include scripts from CDN conditionally. There is nothing complex, all changes we make are simple ones. 1. Adding new property to web application Although I am using ASP.NET MVC web application these modifications work also very well with ASP.NET Forms. Open Global.asax and add new static property to your application class. public static bool UseCdn {     get     {         var valueString = ConfigurationManager.AppSettings["useCdn"];         bool useCdn;           bool.TryParse(valueString, out useCdn);         return useCdn;     } } If you want less round-trips to configuration data you can keep some nullable boolean in your application class scope and load CDN setting first time it is asked. 2. Adding new configuration setting to web.config By default my application uses local scripts. Although my application runs on cloud I can do a lot of stuff without staging environment in cloud. So by default I don’t have costs on traffic when including scripts from application folders. <appSettings>   <add key="UseCdn" value="false" /> </appSettings> You can also set UseCdn value to true and change it to false when you are not connected to network. 3. Modifying web.config cloud transform I have special configuration for my solution that I use when deploying my web application to cloud. This configuration is called Cloud and transform for this configuration is located in web.cloud.config. To make application using CDN when deployed to cloud we need the following transform. <appSettings>   <add key="UseCdn"        value="true"        xdt:Transform="SetAttributes"        xdt:Locator="Match(key)" /> </appSettings> Now when you publish your application to cloud it uses CDN by default. 4. Including scripts in master pages The last thing we need to change is our master page. My solution is simple. I check if I have to include scripts from CDN and if it is true then I include scripts from there. Otherwise my scripts will be included from application folder. @if (MyWeb.MvcApplication.UseCdn) {     <script src="http://ajax.microsoft.com/ajax/jquery/jquery-1.4.4.min.js" type="text/javascript"></script> } else {     <script src="@Url.Content("~/Scripts/jquery-1.4.4.min.js")" type="text/javascript"></script> } Although here is only one script shown you can add all your scripts that are also available in some CDN in this if-else block. You are free to include scripts from different CDN services if you need. Conclusion As we saw it was very easy to modify our application to make it use CDN for JavaScript libraries in cloud and local scripts when run on local machine. We made only small changes to our application code, configuration and master pages to get different script sources supported. Our application is now more independent from external sources when we are working on it.

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  • Customizing Gnome Shell in 11.10

    - by gentmatt
    Since Unity on my old MBP is not that snappy, I really want to change my GUI to Gnome Shell. However, I've really been struggeling with the customization of Gnome Shell. Can you help me with the following: Is is possible to have the dock on the screen all the time? Can I enable 'hot corners' for features like 'scaling' in compiz? Is there a ccsm-like GUI configuration tool? Can I enable wobbly windows in Gnome Shell? How do I change the shortcut for the WIN-KEY to start this 'Gnome-Mission-Control' (by that I mean this thing u see when going to the top left corner). Thank you.

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  • Switching from Debug into Release Mode with VS2010 as IDE and Intel C++ Compiler 13

    - by Drazick
    I have a code of a Plug In from an SDK. The code is in Debug Mode. I use Intel Compiler which only applies optimizations in Release Mode. Under configuration manager of the project only "Debug" mode is defined. How could I switch to "Release" mode and enable all Intel Compiler's optimizations? If I enable them on debug mode nothing is applied (Empty Report). I couldn't find the trick to do so. Thank You.

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  • Problems using PHP on a Plesk Windows dedicated server

    - by wpsmdouble
    I'm having a few issues with my dedicated Windows server that has a Plesk panel: 1.) I can't send e-mail via PHP's mail() function, it always returns the following error: SMTP server response: 550 Requested action not taken: mailbox unavailable or not local Which setting should I alter in order to enable sending mail? 2.) The exec() and passthru() PHP functions don't work; their outputs are blank even when I try to run simple commands such as dir. Is there an option that I can toggle in the control panel to enable this functionality?

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  • Best way to trigger editing and dynamically show editing features? [on hold]

    - by Tim Marshall
    Page In Question: http://rafflebananza.com/admin/StatisticalData/expenses/expenses.html Hiya Everyone, On my page, I have an 'Actions' drop down to the top-right hand side of the page. This actions drop down I would like to have an action to 'Enable Editing'. Upon clicking to enable editing, I would like a PHP variable modified from 'EnableEditing = false' to 'EnableEditing = true'. Why I would like to use PHP maybe questionable, here is why I would like to use PHP under my understanding to clarify; Sections on my page will show to different administrators depending on their level. Upon enabling editing mode, certain contents will then dynamically. <?php if ($_SESSION['user_level_status'] < 2) { if ($editing = enabled) { show this } else { show this } } ?> Something similar to this, I'm new at PHP so this may look incorrect. The question really is, is PHP the correct language to use to trigger editing and how can I do this please? Best Regards, Tim

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  • Checking All Checkboxes in a GridView Using jQuery

    In May 2006 I wrote two articles that showed how to add a column of checkboxes to a GridView and offer the ability for users to check (or uncheck) all checkboxes in the column with a single click of the mouse. The first article, Checking All CheckBoxes in a GridView, showed how to add "Check All" and "Uncheck All" buttons to the page above the GridView that, when clicked, checked or unchecked all of the checkboxes. The second article, Checking All CheckBoxes in a GridView Using Client-Side Script and a Check All CheckBox, detailed how to add a checkbox to the checkbox column in the grid's header row that would check or uncheck all checkboxes in the column.

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  • GamingUnity Organizes Your Game Collections

    - by Jason Fitzpatrick
    If you’re having trouble keeping track of your game collection GamingUnity will help you get things on organizational lock down–add games from any console, view them with a nice bookshelf interface, and quickly sort them. Sign up for a free account, start searching, and click “Add to collection” until you’ve worked your way through your games. In addition to just cataloging your existing games you can mark games as completed or add future games to your wish list. Hit up the link below to browse the archives and sign up for a free account. GamingUnity Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Adding users to multiple/all sites in Google Webmaster Tools?

    - by Christian
    I didn't find an answer to this, but maybe I didn't use the right terms for my search. So I'm sorry if this is a duplicate. Anyway, my situation is this: the company I work at manages a lot of sites (100+), and we've recently put them all into Google Webmaster Tools under my Google account, which was tedious enough. Now two coworkers are supposed to be added as users for each site, so they can see the data and manage stuff there as well. But I can only find an option to add users for a single site, not for all sites that are currently associated with my account. Do I really have to go through more than a hundred sites one by one and add the two users to each of them, or is there some way to add both users to all/multiple sites at once?

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  • How to Remove Soft Blocks Permanently in Ubuntu 12.04 LTS?

    - by BBN
    I am using Ubuntu 12.04 LTS on an Asus Eee PC 1000HA. Since I upgraded to 12.04, I have had problems connecting to wifi. When I fly, I need to disable wifi. When I try to reconnect, the "enable networking" option is no longer available. If I type in the terminal "rfkill list", the following shows up: 0: eeepc-wlan: Wireless LAN Soft blocked: yes Hard blocked: no If I type "rfkill unblock all", "enable networking" will become available and I am able to connect to wifi. How can I permanently remove this annoying Soft Block? I don't want to be typing up two lines of code. Any help would be greatly appreciated.

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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  • Simple BizTalk Orchestration & Port Tutorial

    - by bosuch
    (This is a reference for a lunch & learn I'm giving at my company) This demo will create a BizTalk process that monitors a directory for an XML file, loads it into an orchestration, and drops it into a different directory. There’s no real processing going on (other than moving the file from one location to another), but this will introduce you to Messages, Orchestrations and Ports. To begin, create a new BizTalk Project names OrchestrationPortDemo: When the solution has been created, right-click the OrchestrationPortDemo solution name and select Add -> New Item. Add a BizTalk Orchestration named DemoOrchestration: Click Add and the orchestration will be created and displayed in the BizTalk Orchestration Designer. The designer allows you to visually create your business processes: Next, you will add a message (the basic unit of communication) to the orchestration. In the Orchestration View, right-click Messages and select New Message. In the message properties window, enter DemoMessage as the Identifier (the name), and select .NET Classes -> System.Xml.XmlDocument for Message Type. This indicates that we’ll be passing a standard Xml document in and out of the orchestration. Next, you will add Send and Receive shapes to the orchestration. From the toolbox, drag a Receive shape onto the orchestration (where it says “Drop a shape from the toolbox here”). Next, drag a Send shape directly below the Receive shape. For the properties of both shapes, select DemoMessage for Message – this indicates we’ll be passing around the message we created earlier. The Operation box will have a red exclamation mark next to it because no port has been specified. We will do this in a minute. On the Receive shape properties, you must be sure to select True for Activate. This indicates that the orchestration will be started upon receipt of a message, rather than being called by another orchestration. If you leave it set to false, when you try to build the application you’ll receive the error “You must specify at least one already-initialized correlation set for a non-activation receive that is on a non self-correlating port.” Now you’ll add ports to the orchestration. Ports specify how your orchestration will send and receive messages. Drag a port from the toolbox to the left-hand Port Surface, and the Port Configuration Wizard launches. For the first port (the receive port), enter the following information: Name: ReceivePort Select the port type to be used for this port: Create a new Port Type Port Type Name: ReceivePortType Port direction of communication: I’ll always be receiving <…> Port binding: Specify later By choosing “Specify later” you are choosing to bind the port (choose where and how it will send or receive its messages) at deployment time via the BizTalk Server Administration console. This allows you to change locations later without building and re-deploying the application. Next, drag a port to the right-hand Port Surface; this will be your send port. Configure it as follows: Name: SendPort Select the port type to be used for this port: Create a new Port Type Port Type Name: SendPortType Port direction of communication: I’ll always be sending <…> Port binding: Specify later Finally, drag the green arrow on the ReceivePort to the Receive_1 shape, and the green arrow on the SendPort to the Send_1 shape. Your orchestration should look like this: Now you have a couple final steps before building and deploying the application. In the Solution Explorer, right-click on OrchestrationPortDemo and select Properties. On the Signing tab, click “Sign the assembly”, and choose <New…> from the drop-down. Enter DemoKey as the Key file name, and deselect “Protect my key file with a password”. This will create the file DemoKey.snk in your solution. Signing the assembly gives it a strong name so that it can be deployed into the global assembly cache (GAC). Next, click the Deployment tab, and enter OrchestrationPortDemo as the Application Name. Save your solution. Click “Build OrchestrationPortDemo”. Your solution should (hopefully!) build with no errors. Click “Deploy OrchestrationPortDemo”. (Note – If you’re running Server 2008, Vista or Win7, you may get an error message. If so, close Visual Studio and run it as an administrator) That’s it! Your application is ready to be configured and fired up in the BizTalk Server Administration console, so stay tuned!

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  • Editing assemblies using ReflexIL

    - by nmarun
    I have known ReflexIL for quite some time, so I thought I’ll write a line or two about this simple and yet power tool. This tool runs as a plug-in for Red Gate’s Reflector . I’m not sure if I can cover all the features of this tool, but there are a couple that I really liked that we’ll just see those. In order to get it working, you unzip the contents of the file to some folder. In Reflector, under Tools->Add-Ins add the path to the Reflexil.Reflector.dll. And, you’re set. To bring up the add...(read more)

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  • Nvidia x server setting no specific option

    - by WiiTold
    I just freshly installed Ubuntu 14.04 and did only 4 things: 1) $ sudo add-apt-repository ppa:xorg-edgers/ppa $ sudo apt-get update $ sudo apt-get install nvidia-340 2) sudo apt-get install nvidia-current-updates nvidia-settings-updates 3) Went to Software & Updates/Additional drivers and chosen Using NVIDIA binary driver - version 340.32 from nvidia-340 (open source) I had to do part 3 because after part 1 I had driver version 304 Now to the main part. I cant set up custom resolution. When I had Ubuntu 12.04 year ago there was option in Nvidia x server setting called "Add custom resolution" or something like that and it was alright. Now this option is gone. How can I change/add custom resolution?

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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