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  • Setting up apache rewrite rule to only forward if in a directory

    - by wooowoopo
    Hi, I currently have a site setup with the following in httpd.conf: <VirtualHost x.x.x.x:80> ServerName testsite ExpiresActive On ExpiresByType image/gif A2592000 ExpiresByType image/png A2592000 ExpiresByType image/jpg A2592000 ExpiresByType image/jpeg A2592000 ExpiresByType text/css A2592000 ExpiresByType application/x-javascript A1 ExpiresByType text/javascript A1 AddOutputFilterByType DEFLATE text/html text/plain text/xml text/css application/x-javascript text/javascript DocumentRoot /usr/local/www/apache22/data/thesite/trunk RewriteEngine On RewriteRule !\.(htc|js|tiff|gif|css|jpg|png|swf|ico|jar|html|doc|pdf|htm|xml)$ %{DOCUMENT_ROOT}/../platform.php [L] </VirtualHost> Where x.x.x.x is my IP. At the moment it forwards anything which is not in the set (htc|js|tiff|gif|css|jpg|png|swf|ico|jar|html|doc|pdf|htm|xml) to platform.php How htp://x.x.x.x/phpmyadmin to also forward. Would it be possible to only perform this rewrite conidtion if I am in a subdirectory. Eg. http://x.x.x.x/projectone So htp://x.x.x.x/projectone/login would direct to the platform.php Thanks

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  • 404 with serving static files in a custom nginx configuration

    - by code90
    In my nginx configuration, I have the following: location /admin/ { alias /usr/share/php/wtlib_4/apps/admin/; location ~* .*\.php$ { try_files $uri $uri/ @php_admin; } location ~* \.(js|css|png|jpg|jpeg|gif|ico|pdf|zip|rar|air)$ { expires 7d; access_log off; } } location ~ ^/admin/modules/([^/]+)(.*\.(html|js|json|css|png|jpg|jpeg|gif|ico|pdf|zip|rar|air))$ { alias /usr/share/php/wtlib_4/modules/$1/admin/$2; } location ~ ^/admin/modules/([^/]+)(.*)$ { try_files $uri @php_admin_modules; } location @php_admin { if ($fastcgi_script_name ~ /admin(/.*\.php)$) { set $valid_fastcgi_script_name $1; } fastcgi_pass $byr_pass; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /usr/share/php/wtlib_4/apps/admin$valid_fastcgi_script_name; fastcgi_param REDIRECT_STATUS 200; include /etc/nginx/fastcgi_params; } location @php_admin_modules { if ($fastcgi_script_name ~ /admin/modules/([^/]+)(.*)$) { set $byr_module $1; set $byr_rest $2; } fastcgi_pass $byr_pass; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /usr/share/php/wtlib_4/modules/$byr_module/admin$byr_rest; fastcgi_param REDIRECT_STATUS 200; include /etc/nginx/fastcgi_params; } Following is the requested url which ends up with "404": http://www.{domainname}.com/admin/modules/cms/styles/cms.css Following is the error log: [error] 19551#0: *28 open() "/usr/share/php/wtlib_4/apps/admin/modules/cms/styles/cms.css" failed (2: No such file or directory), client: xxx.xxx.xxx.xxx, server: {domainname}.com, request: "GET /admin/modules/cms/styles/cms.css HTTP/1.1", host: "www.{domainname}.com" Following urls works fine: http://www.{domainname}.com/admin/modules/store/?a=manage http://www.{domainname}.com/admin/modules/cms/?a=cms.load Can anyone see what the problem could be? Thanks. PS. I am trying to migrate existing sites from apache to nginx.

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  • Apache file appearing in directory list, but giving 404 when attempting access?

    - by aayush
    Please forgive my lack of knowledge, this is more of a learning project than anything else. I have a linux box, and it works pretty much fine. When i go to example.com/css it says theres one file in there, bootstrap.min.css When i go to example.com/css/bootstrap.min.css, it gives me a 404 error. I have only one htaccess file to remove the index.php from the url, which also i renamed to htaccess (Instead of .htaccess, so apache wont find it) and i restarted the server, yet no help. I also tried to chmod the css file 755 but no help. Contents of the htaccess file: RewriteEngine On RewriteBase / # Allow any files or directories that exist to be displayed directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ index.php?/$1 [L,QSA] Please help, i am very confused about this. I tried to google excessively but i came up with nothing. Edit: I found the solution to be renamed the htaccess file to something entirely different and restarting. Is there any way i can still implement the losing of the .php?

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  • Module configuration and layout configuration in zend framework.

    - by Prasanth P
    Hi all, I got some codes from other articles for configuring module and layout in zend framework. I tried with in my local. i didn't get different layout for default and admin module. Here is my code for configuring module and layout for zend framework. configs/application.ini [production] # Debug output phpSettings.display_startup_errors = 0 phpSettings.display_errors = 0 # Include path includePaths.library = APPLICATION_PATH "/../library" # Bootstrap bootstrap.path = APPLICATION_PATH "/Bootstrap.php" bootstrap.class = "Bootstrap" admin.bootstrap.path = APPLICATION_PATH "/modules/admin/Bootstrap.php" admin.bootstrap.class = "admin_Bootstrap" # Front Controller resources.frontController.controllerDirectory = APPLICATION_PATH "/controllers" resources.frontController.env = APPLICATION_ENV # Session resources.session.name = "ZendSession" resources.session.save_path = APPLICATION_PATH "/../data/session" resources.session.remember_me_seconds = 86400 # Layout resources.layout.layout = "layout" resources.layout.layoutPath = APPLICATION_PATH "/layouts" admin.resources.layout.layout = "admin" admin.resources.layout.layoutPath = APPLICATION_PATH "/modules/admin/layouts" # Views resources.view.encoding = "UTF-8" resources.view.basePath = APPLICATION_PATH "/views/" resources.view[] = resources.frontController.moduleDirectory = APPLICATION_PATH "/modules" resources.modules[] = resources.view[] = admin.resources.view[] = [staging : production] [testing : production] phpSettings.display_startup_errors = 1 phpSettings.display_errors = 1 [development : production] phpSettings.display_startup_errors = 1 phpSettings.display_errors = 1 application/Bootstrap.php <?php /** * Ensure all communications are managed by sessions. */ require_once ('Zend/Session.php'); Zend_Session::start(); class Bootstrap extends Zend_Application_Bootstrap_Bootstrap { protected function _initDoctype() { $this->bootstrap( 'view' ); $view = $this->getResource( 'view' ); $view->navigation = array(); $view->subnavigation = array(); $view->headTitle( 'Module One' ); $view->headLink()->appendStylesheet('/css/clear.css'); $view->headLink()->appendStylesheet('/css/main.css'); $view->headScript()->appendFile('/js/jquery.js'); $view->doctype( 'XHTML1_STRICT' ); //$view->navigation = $this->buildMenu(); } /*protected function _initAppAutoLoad() { $autoloader = new Zend_Application_Module_Autoloader(array( 'namespace' => 'default', 'basePath' => APPLICATION_PATH )); return $autoloader; }*/ protected function _initLayoutHelper() { $this->bootstrap('frontController'); $layout = Zend_Controller_Action_HelperBroker::addHelper( new ModuleLayoutLoader()); } public function _initControllers() { $front = Zend_Controller_Front::getInstance(); $front->addModuleDirectory(APPLICATION_PATH . '/modules/admin/', 'admin'); } protected function _initAutoLoadModuleAdmin() { $autoloader = new Zend_Application_module_Autoloader(array( 'namespace' => 'Admin', 'basePath' => APPLICATION_PATH . '/modules/admin' )); return $autoloader; } protected function _initModuleutoload() { $autoloader = new Zend_Application_Module_Autoloader ( array ('namespace' => '', 'basePath' => APPLICATION_PATH ) ); return $autoloader; } } class ModuleLayoutLoader extends Zend_Controller_Action_Helper_Abstract // looks up layout by module in application.ini { public function preDispatch() { $bootstrap = $this->getActionController() ->getInvokeArg('bootstrap'); $config = $bootstrap->getOptions(); echo $module = $this->getRequest()->getModuleName(); /*echo "Configs : <pre>"; print_r($config[$module]);*/ if (isset($config[$module]['resources']['layout']['layout'])) { $layoutScript = $config[$module]['resources']['layout']['layout']; $this->getActionController() ->getHelper('layout') ->setLayout($layoutScript); } } } application/modules/admin/Bootstrap.php <?php class Admin_Bootstrap extends Zend_Application_Module_Bootstrap { /*protected function _initAppAutoload() { $autoloader = new Zend_Application_Module_Autoloader(array( 'namespace' => 'admin', 'basePath' => APPLICATION_PATH . '/modules/admin/' )); return $autoloader; }*/ protected function _initDoctype() { $this->bootstrap( 'view' ); $view = $this->getResource( 'view' ); $view->navigation = array(); $view->subnavigation = array(); $view->headTitle( 'Module One' ); $view->headLink()->appendStylesheet('/css/clear.css'); $view->headLink()->appendStylesheet('/css/main.css'); $view->headScript()->appendFile('/js/jquery.js'); $view->doctype( 'XHTML1_STRICT' ); //$view->navigation = $this->buildMenu(); } } Please go through it and let me know any knows how do configure module and layout in right way.. Thanks and regards, Prasanth P

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  • can't implement jquery jScrollPane to replace browser's scrollbars

    - by Zack
    I am trying to replace browser's scrollbars with jScrollPane (jQuery), it won't work. Here are two attempts to implement it: a basic attempt, and an attempt to imitate the full page demo for jScrollPane. I've been trying everything I could think of to figure out what didn't work, but couldn't. here is my code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title></title> <!-- styles needed by jScrollPane --> <link type="text/css" href="style/jquery.jscrollpane.css" rel="stylesheet" media="all" /> <style type="text/css" id="page-css"> /* Styles specific to this particular page */ html { overflow: auto; } #full-page-container { overflow: auto; } .scroll-pane { width: 100%; height: 200px; overflow: auto; } .horizontal-only { height: auto; max-height: 200px; } </style> <!-- latest jQuery direct from google's CDN --> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <!-- the mousewheel plugin --> <script type="text/javascript" src="script/jquery.mousewheel.js"></script> <!-- the jScrollPane script --> <script type="text/javascript" src="script/jquery.jscrollpane.min.js"></script> <script type="text/javascript" id="sourcecode"> $(function () { var win = $(window); // Full body scroll var isResizing = false; win.bind( 'resize', function () { if (!isResizing) { isResizing = true; var container = $('#full-page-container'); // Temporarily make the container tiny so it doesn't influence the // calculation of the size of the document container.css( { 'width': 1, 'height': 1 } ); // Now make it the size of the window... container.css( { 'width': win.width(), 'height': win.height() } ); isResizing = false; container.jScrollPane( { 'showArrows': true } ); } } ).trigger('resize'); // Workaround for known Opera issue which breaks demo (see // http://jscrollpane.kelvinluck.com/known_issues.html#opera-scrollbar ) $('body').css('overflow', 'hidden'); // IE calculates the width incorrectly first time round (it // doesn't count the space used by the native scrollbar) so // we re-trigger if necessary. if ($('#full-page-container').width() != win.width()) { win.trigger('resize'); } }); </script> </head> <body> <div id="full-page-container"> This is the most basic implementation of jScrollPane I could create, if I am not wrong this has all it should take, yet it doesn't work. a little lorem ipsum to make the scrollbars show up: [here come's lot's of lorem ipsum text in the actual page...] </div> </body> </html> The other option is the same, with a link to demo.css and demo.js.

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  • What's wrong with this jQuery? It isn't working as intended

    - by Doug Smith
    Using cookies, I want it to remember the colour layout of the page. (So, if they set the gallery one color and the body background another color, it will save that on refresh. But it doesn't seem to be working. jQuery: $(document).ready(function() { if (verifier == 1) { $('body').css('background', $.cookie('test_cookie')); } if (verifier == 2) { $('#gallery').css('background', $.cookie('test_cookie')); } if (verifier == 3) { $('body').css('background', $.cookie('test_cookie')); $('#gallery').css('background', $.cookie('test_cookie')); } $('#set_cookie').click(function() { var color = $('#set_cookie').val(); $.cookie('test_cookie', color); }); $('#set_page').click(function() { $('body').css('background', $.cookie('test_cookie')); var verifier = 1; }); $('#set_gallery').click(function() { $('#gallery').css('background', $.cookie('test_cookie')); var verifier = 2; }); $('#set_both').click(function() { $('body').css('background', $.cookie('test_cookie')); $('#gallery').css('background', $.cookie('test_cookie')); var verifier = 3; }); }); HTML: <p>Please select a background color for either the page's background, the gallery's background, or both.</p> <select id="set_cookie"> <option value="#1d375a" selected="selected">Default</option> <option value="black">Black</option> <option value="blue">Blue</option> <option value="brown">Brown</option> <option value="darkblue">Dark Blue</option> <option value="darkgreen">Dark Green</option> <option value="darkred">Dark Red</option> <option value="fuchsia">Fuchsia</option> <option value="green">Green</option> <option value="grey">Grey</option> <option value="#d3d3d3">Light Grey</option> <option value="#32cd32">Lime Green</option> <option value="#f8b040">Macaroni</option> <option value="#ff7300">Orange</option> <option value="pink">Pink</option> <option value="purple">Purple</option> <option value="red">Red</option> <option value="#0fcce0">Turquoise</option> <option value="white">White</option> <option value="yellow">Yellow</option> </select> <input type="button" id="set_page" value="Page's Background" /><input type="button" id="set_gallery" value="Gallery's Background" /><input type="button" id="set_both" value="Both" /> </div> </div> </body> </html> Thanks so much for the help, I appreciate it. jsFiddle: http://jsfiddle.net/hL6Ye/

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  • How do you prefer to handle image spriting in your web projects?

    - by Macy Abbey
    It seems like these days it is pretty much mandatory for web applications to sprite images if they want many images on their site AND a fast load time. (Spriting is the process of combining all images referenced from a style sheet into one/few image(s) with each reference containing a different background position.) I was wondering what method of implementing sprites you all prefer in your web applications, given that we are referring to non-dynamic images which are included/designed by the programming team and not images which are dynamically uploaded by a third party. 1. Add new images to an existing sprite by hand, create new css reference by hand. 2. Generate a sprite server-side from your css files which all reference single images set to be background images of an html element that is the same size of the image you are spriting once per build and update all css references programmatically. 3. Use a sprite generating program to generate a sprite image for you once per release and hand insert the new css class / image into your project. 4. Other methods? I prefer two as it requires very little hand-coding and image editing.

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  • ASP.NET MVC 3 (C#) Software Architecture

    - by ryanzec
    I am starting on a relatively large and ambitious ASP.NET MVC 3 project and just thinking about the best way to organize my code. The project is basically going to be a general management system that will be capable of supporting any type management system whether it be a blogging system, cms, reservation system, wikis, forums, project management system, etc…, each of them being just a separate 'module'. You can read more about it on my blog posted here : http://www.ryanzec.com/index.php/blog/details/8 (forgive me, the style of the site kinda sucks). For those who don't want to read the long blog post the basic idea is that the core system itself is nothing more than a users system with an admin interface to manage the users system. Then you just add on module as you need them and the module I will be creating is a simple blog post to test it out before I move on to the big module which is a project management system. Now I am just trying to think of the best way to structure this so that it is easy for users to add in there own modules but easy for me to update to core system without worrying about the user modifying the core code. I think the ideal way would be to have a number of core projects that user is specifically told not to modify otherwise the system may become unstable and future updates would not work. When the user wants to add in there own modules, they would just add in a new project (or multiple projects). The thing is I am not sure that it is even possible to use multiple projects all with their own controllers, razor view template, css, javascript, etc... in one web application. Ideally each module would have some of it own razor view templates, css, javascript, image files and also need access to some of the core razor view templates, css, javascript, image files which would is in a separate project. It is possible to have 1 web application run off of controllers, razor view templates, css, javascript, image files that are store in multiple projects? Is there a better was to structure this to allow the user to easily add in module with having to modify the core code?

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  • Problems with Widgets in dojox DataGrid

    - by Kitson
    I am trying to include some editing Widgets in my dojox.grid.DataGrid seem to be having a lot of difficulty. I have tried everything I can think of to get it to work, but something just isn't going right. When I started having problems, I tried to copy almost exactly from the grid tests and model my "breakout" of code just like that, but without success. Basic editing of the Grid seems to work. In the example below, the "Events" column allows edits, but the two columns that are using the cellType attribute don't work. In fact they also seem to ignore the other attributes (like the styles) which would seem to indicate that some sort of issue was run into, but there is nothing in FireBug. Also I get the same behaviour between Chrome and Firefox. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Insert title here</title> <link id="themeStyles" rel="stylesheet" href="javascript/dojotoolkit/dijit/themes/tundra/tundra.css"> <style type="text/css"> @import "css/gctilog.css"; @import "javascript/dojotoolkit/dojo/resources/dojo.css"; @import "javascript/dojotoolkit/dijit/themes/tundra/tundra.css"; @import "javascript/dojotoolkit/dojox/grid/resources/Grid.css"; @import "javascript/dojotoolkit/dojox/grid/resources/tundraGrid.css"; @import "javascript/dojotoolkit/ocp/resources/MultiStateCheckBox.css"; </style> <script type="text/javascript" src="javascript/dojotoolkit/dojo/dojo.js" djConfig="parseOnLoad:true, isDebug:true, locale:'en-gb'"></script> <script type="text/javascript"> dojo.require("dojo.currency"); dojo.require("dijit.dijit"); dojo.require("dijit.form.HorizontalSlider"); dojo.require("dojox.data.JsonRestStore"); dojo.require("dojox.grid.DataGrid"); dojo.require("dojox.layout.ExpandoPane"); dojo.require("dojox.timing"); dojo.require("ocp.MultiStateCheckBox"); dojo.require("dojo.parser"); formatCurrency = function(inDatum){ return isNaN(inDatum) ? '...' : dojo.currency.format(inDatum, this.constraint); } </script> <script type="text/javascript" src="javascript/formatter.js"></script> <script type="text/javascript" src="javascript/utilities.js"></script> </head> <body class="tundra"> <div name="labelCallids">Call IDs</div> <div dojoType="dojox.data.JsonRestStore" id="callidStore4" jsId="callidStore4" target="logmap/maps.php/maps/4/callids/" idAttribute="callid"></div> <table dojoType="dojox.grid.DataGrid" id="callidGrid4" store="callidStore4" query="{ callid: '*' }" style="width: 950px; border: 1px solid rgb(0,156,221); margin-left: 15px;" clientSort="false" autoHeight="10" noDataMessage="No Call IDs Available..."> <thead> <tr> <th field="callid" width="375px">Call ID</th> <th cellType="dojox.grid.cells.ComboBox" field="type" options="SIP,TLib" editable="true" width="10em" styles='text-align: center;'>Type</th> <th field="event_count" width="40px" editable="true" styles="text-align: right;">Events</th> <th field="start_ts" width="75px" formatter="secToHourMinSecMS">Start</th> <th field="end_ts" width="75px" formatter="secToHourMinSecMS">End</th> <th field="duration" width="75px" formatter="secToHourMinSecMS">Duration</th> <th cellType="dojox.grid.cells._Widget" widgetClass="dijit.form.HorizontalSlider" field="include" formatter="formatCurrency" constraint="{currency:'EUR'}" editable="true" width="10em" styles='text-align: right;'>Amount</th> </tr> </thead> </table> </body> </html> Is there anything that I am missing. It would seem to be fundamental, but I just can't seem to see it. [EDIT] What I have done instead is return a dijit Widget using the formatter to return a widget. So in the declarative model, I specify something like this: <th field="type" formatter="getMultiField" width="10em" styles='text-align: center;'>Type</th> And then I wrote a JavaScript function like the below to return the widget I wanted. function getMultiField(value) { var jsonValue = JSON.parse(value); //I provide the value of the widget as JSON //from my data store, so I need to parse it var control = new ocp.MultiStateCheckBox({ //my custom widget id : "dMSCB"+(new Date).getTime()+Math.ceil(Math.random()*100000), //generate a unique ID value : jsonValue.value, onChange : function (value {...}) //code to manipulate the underlying data store }); return control; //The dojo 1.4 grid can handle a returned Widget }

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  • iPhone wb dev with jqTouch

    - by sea_1987
    Hi there, I am some real trouble getting the transitions working for my iPhone site, I am trying to add the 'flip' transition using, <a class="button flip href="#about">About</a> However I get no flip transition nor do is navigate to the about anchor, here is my HTML, <!DOCTYPE html> <head> <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;" /> <title>Elfm Iphone</title> <script src="javascript/jquery.1.3.2.min.js" type="text/javascript" charset="utf-8"></script> <script src="javascript/jqtouch.min.js" type="text/javascript" charset="utf-8"></script> <link rel="stylesheet" href="css/jqtouch.css" type="text/css" media="screen" title="no title" charset="utf-8"> <link rel="stylesheet" href="themes/apple/theme.css" type="text/css" media="screen" title="no title" charset="utf-8"> <link rel="stylesheet" href="css/base.css" type="text/css" media="screen" title="no title" charset="utf-8"> <script type="javascript/text"> $.jQTouch({ icon:'kilo.png', statusBar:'black' }); </script> </head> <body> <div id="about"> <div class="toolbar"> <h1>About</h1> <p>Some about blurb, telling the users about the station and the site, in most cases this won't be a very extensive page, just some background information, nothing that will overface the user and not want them to carry on listening. I would probably be a good idea to push the user to the stream as well. This could be done as an internal link, something like, why not listen to our <a href="http://www.twovalleysradio.co.uk/iphone/stream.pls">live feed?</a></p> </div> </div> <div id="blog"> <div class="toolbar"> <h1>Blog</h1> </div> <p>The blog should be an easy things to implement we should just be able to use the stations RSS feed from wordpress and then style up the entries with CSS to match the look and feel of the sites. We could possibly implement the nice listing features that come with the theme available and if not we could easily build our own theme.</p> </div> <div id="home" class="current"> <div class="toolbar"> <h1>Home</h1> <a class="button flip" href="#blog">Blog</a> </div> <div id="header"> <img src="images/elfm-header.png" alt="ELfm" title="ELfm" /> </div> <div id="content"> <p>Here's a load of text about is and where it's based and why it's coll and who listen to it and a load more blurb and now I'm just adding filler for the sake of it and I know dynamic text is a pain because then we have to consider what happens if there is too much of it but we'll show a live preview on the web service of what the app would look like.</p> </div> <div id="play"> <div id="button"> <a class="play_stream" href=""> Play </a> </div> </div> </div> <div id="twitter"> <div id="tweet"> </div> </div> </body> </html> I am testing this is Chrome and Safari and also the iPhone simulator.

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  • clicking a button via javascript does not cause a post

    - by Andreas Niedermair
    hi there! <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.js"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.2/jquery-ui.js"></script> </head> <body> <form id="fooForm"> <script type="text/javascript"> function FooMethod() { alert('hello'); } var fooButton; var fooForm; $(document).ready(function() { InitializeVariables(); InitiliazeDialog(); InitiliazeForm(); }); function InitializeVariables() { fooButton = $('#fooButton'); fooForm = $('#fooForm'); } function InitiliazeDialog() { var dialog = $('<div/>'); dialog.css('display', 'none'); var content = $('<p/>'); var icon = $('<span/>'); icon.addClass('ui-icon ui-icon-alert'); icon.css('float', 'left'); icon.css('margin', '0px 7px 20px 0px'); content.text('do you really want to hurt me?'); icon.prependTo(content); content.appendTo(dialog); var dialogOpenMethod = function () { dialog.dialog('open'); return false; }; var dialogOpenHandlerMethod = function (event, ui) { var widget = dialog.dialog('widget'); widget.appendTo(fooForm); var overlay = widget.prev(); overlay.css('z-index', 999); overlay.appendTo(fooForm); widget.css('position', 'fixed'); widget.css('top', '50%'); widget.css('margin-top', widget.height() / 2 * -1); widget.css('left', '50%'); widget.css('margin-left', widget.width() / 2 * -1); }; var submitMethod = function () { dialog.dialog('option', 'closeOnEscape', false); var widget = dialog.dialog('widget'); var yesButton = $(':button:eq(0)', widget); var noButton = $(':button:eq(1)', widget); var closeButton = $('a.ui-dialog-titlebar-close', widget); noButton.remove(); closeButton.remove(); fooButton.unbind('click', dialogOpenMethod); fooButton.click(); }; dialog.dialog({ autoOpen: false, modal: true, buttons: { 'Ja': submitMethod, 'Nein': function () { dialog.dialog('close'); } }, open: dialogOpenHandlerMethod }); fooButton.bind('click', dialogOpenMethod); } function InitiliazeForm() { fooButton.button(); fooForm.submit(function () { alert('doing a submit'); }); } </script> <input type="submit" id="fooButton" value="submit it!" onclick="FooMethod();"></input> </form> </body> </html> what am i doing? i want a modal-confirmation: user clicks on button, confirmation "do you really want to...?", user clicks "yes", this click unbinds the original click-handler and clicks the button again (which should cause a submit). what/why is not working? indeed you need a special case. this demo won't work, unless you set modal: false. interesting to mention: the original handler (onclick="FooMethod();") is called in modal and non-modal dialog. can anybody help me out? thanks in advance! i also opened a ticket on jqueryUI for this

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  • Slide navigation problem multiple div movement

    - by littleMan
    I have almost figured it out but still doesn't quite work the way i want it to. my problem is this part. It scrolls the first element to the left but the second element just appears and doesn't scroll does anyone know what todo here. var i = jQuery('.wikiform .wizard .view').size(); jQuery('.wikiform .navigation input[name^=Next]').click(function () { jQuery('.wikiform .wizard .view').each(function (j) { jQuery(this).animate({ marginLeft: -(current.next().width() * (i - j)) }, 750); /*line above Im having problems with ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ */ current = current.next(); j++; }); }); my complete code down below test it out and see what Im doing wrong (function ($) { $.fn.WikiForm = function (options) { this.Mode = options.mode || 'CancelOk' || 'Ok' || 'Wizard'; var current = jQuery('.wikiform .view:first'); function positionForm() { jQuery('body') .css('overflow-y', 'hidden'); jQuery('<div id="overlay"></div>') .insertBefore('.wikiform') .css('top', jQuery(document).scrollTop()) .animate({ 'opacity': '0.8' }, 'slow'); jQuery('.wikiform') .css('height', jQuery('.wikiform .wizard .view:first').height() + jQuery('.wikiform .navigation').height()) .css('top', window.screen.availHeight / 2 - jQuery('.wikiform').height() / 2) .css('width', jQuery('.wikiform .wizard .view:first').width()) .css('left', -jQuery('.wikiform').width()) .animate({ marginLeft: jQuery(document).width() / 2 + jQuery('.wikiform').width() / 2 }, 750); jQuery('.wikiform .wizard') .css('overflow', 'hidden') .css('height', jQuery('.wikiform .wizard .view:first').height()); } if (this.Mode == "Wizard") { return this.each(function () { positionForm(); //alert(current.next().width()); var i = jQuery('.wikiform .wizard .view').size(); jQuery('.wikiform .navigation input[name^=Next]').click(function () { jQuery('.wikiform .wizard .view').each(function (j) { jQuery(this).animate({ marginLeft: -(current.next().width() * (i - j)) }, 750); current = current.next(); j++; }); }); jQuery('.wikiform .navigation input[name^=Back]').click(function () { }); }); } else if (this.Mode == "CancelOk") { return this.each(function () { }); } else { return this.each(function () { }); } }; })(jQuery); $(document).ready(function () { jQuery(window).bind("load", function () { jQuery(".wikiform").WikiForm({ mode: 'Wizard', speed:750, ease:"expoinout" }); }); }); <style type="text/css"> body { margin:0px; } #overlay { background-color:Black; position:absolute; top:0; left:0; height:100%; width:100%; } .wikiform { background-color:Green; position:absolute; } .wikiform .wizard { clear: both; } .wizard { position: relative; left: 0; top: 0; width: 100%; list-style-type: none; } .wizard .view { float:left; } .view .form { } .navigation { float:right; clear:left } #view1 { background-color:Aqua; width:300px; height:300px; } #view2 { background-color:Fuchsia; width:300px; height:300px; } </style> <title></title></head><body><form action="" method=""><div id="layout"><div id="header"> Header </div> <div id="content" style="height:2000px"> Content </div> <div id="footer"> Footer </div> </div> <div id="formView1" class="wikiform"> <div class="wizard"> <div id="view1" class="view"> <div class="form"> Content 1 </div> </div> <div id="view2" class="view"> <div class="form"> Content 2 </div> </div> </div> <div class="navigation"> <input type="button" name="Back" value=" Back " /> <input type="button" name="Next " class="Next" value=" Next " /> <input type="button" name="Cancel" value="Cancel" /> </div> </div>

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  • Sampler referencing in HLSL - Sampler parameter must come from a literal expression

    - by user1423893
    The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } // [Standard Depth Calculation] float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; If I try and do anything with the sampler reference outside the if statement then I get the following error: Sampler parameter must come from a literal expression This code demonstrates that float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; // [Standard Depth Calculation] float depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; How can I reference the sampler in this manner without triggering the error?

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  • 2 Days of Share &amp; Point

    - by Mark Rackley
    Groovy man… SharePoint Saturday Ozarks is back for 2010, bigger and better than before. Join us for a far out time and learn more about SharePoint in one day than you could in a year from the man… Yes! SharePoint Saturday Ozarks is back! SharePoint Saturday Ozarks is the largest SharePoint conference in Arkansas, Southern Missouri, and the very north east tip of Oklahoma. Last year we had a great turn out with 20 speakers, 5 MVPs, and attendees coming from Arkansas, Texas, Oklahoma, Missouri, Kansas, Nebraska, Indiana, Ohio, Alabama, Michigan, and Washington. Hey Man… what’s SharePoint Saturday anyway? Sounds like a conspiracy man… Not to worry, SharePoint Saturday is not an arm of the government bent on mind control or any attempt what-so-ever to bring you down man. SharePoint Saturday is grass roots effort started by Michael Lotter (http://www.sharepointsaturday.org/pages/about.aspx). It is a FREE one day event where the best SharePoint speakers gather to present their love, hatred, and frustrations of SharePoint to those lucky individuals who attend. Lessons are learned, contacts are made, prizes are won, food is eaten, assorted beverages are consumed until wee hours of the morning. SharePoint Saturday started with just a few sporadic one day events here and there. However, over the past year SharePoint Saturday has exploded and it’s hard to find a weekend where there is NOT a SharePoint Saturday event happing in some corner of the globe. There are even occasions where there are two SharePoint Saturdays on the same day! Many people are pleasantly surprised at the caliber of speakers at these SharePoint Saturday events. For the most part, these speakers are more eloquent, practiced, and practical than those speakers you find at the major multi-day conferences. These guys aren’t even paid to speak.. they do it out of love man… SharePoint Saturday Ozarks 2009 Alumni We had a star studded cast last year with many returning this year! Just check out the fun that they had… John Ferringer – Admin rockstar… I can still sense the awesomeness   SharePoint poster children Mike Watson & Laura Rogers     Lori Gowin spreading the SharePoint Love Eric Shupps is a little bit country and a little bit rock and roll       Cathy Dew, Sean McDonough, and JD Wade relaxing between gigs Actually, you can see real photos from last year’s SharePoint Saturday ozarks here:  picasaweb.google.com/mrackley/SharePointSaturdayOzarks#    What’s new for SharePoint Saturday Ozarks 2010 SharePoint Saturday Ozarks 2010 will totally blow your mind man. We’re getting the band back to together with many returning speakers and few new faces. Joel Oleson will be speaking this year, maybe he’ll grace us with his song stylings. Sadly, once again, Andrew Connell will not be able to attend SharePoint Saturday Ozarks, however he did feel the need to show his support in his own way. Prizes this year currently include books, software, a Zune HD, and much more! Wait Man… You said 2 days? I thought it was a one day event? Correct you are my herbal smelling friend… SharePoint Saturday Ozarks 2010 will spread the love an additional day this year. The first day will be all about the SharePoint love, on day 2 we will be taking a leisurely float down the Buffalo National River for those interested in a truly unique experience (no banjos allowed please).   Here are the details: WHAT 4 – 5 hour float down the Buffalo National River WHEN & WHERE Sunday June 13th. We will be leaving at 10am from the Parking Lot of: Gordon’s Motel & Canoe Rental Old Highway 7 Jasper, AR 72641 (870) 446-5252 Jasper is about 30 minutes south of Harrison, AR on Highway 7 South. You are responsible for bumming a ride to/from Gordon’s Motel, but they will be shuttling us to/from the river and providing canoes and a boxed lunch. WHAT ELSE? The float trip is dependent on the weather of course, we won’t be floating down the river in a thunderstorm, however I planned SPS Ozarks around a time of year ideal for floating. We aren’t talking class 5 rapids here, you don’t need any real skill, but you need to be okay with possibly tipping your canoe over once or twice. You can bring your own assorted beverages with you, but glass containers are not allowed on the river. I suggest a small cooler with extra snacks and drinks. Also bring clothing you can get wet in (these SharePoint people can get ornery). HOW DO I SIGN UP? When you register for SharePoint Saturday Ozarks, you will have the option to also sign up for the float trip. Seats are limited though! If you do not intend to go, please do not take someone else’s place.  The cost for the float trip will be about $35 dollars per person (which you are responsible for unless we find a sponsor). The price includes shuttle to/from river, canoe, life jackets, paddles, and boxed lunch. Far out man… how do I register??? You can register for SharePoint Saturday Ozarks by going to http://spsozarks.eventbrite.com/ We are limited to 200 people for the conference and 50 people for the float trip, so register today before we are sold out. Lodging for SharePoint Saturday Ozarks will once again take place at the Hotel Seville: Annex Suites are available for $103.20 This is So Groovy.. How can I help? I’m glad you asked! We are still looking for a few sponsors and one or two more speakers. If you are interested please let me know!  You can find out more information at http://www.sharepointsaturday.org/ozarks Hey… wait a minute…. what exactly IS SharePoint man??? Come to SharePoint Saturday Ozarks and find out!!  See you guys there!

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Using JQuery tabs in an HTML 5 page

    - by nikolaosk
    In this post I will show you how to create a simple tabbed interface using JQuery,HTML 5 and CSS.Make sure you have downloaded the latest version of JQuery (minified version) from http://jquery.com/download.Please find here all my posts regarding JQuery.Also have a look at my posts regarding HTML 5.In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Let me move on to the actual example.This is the sample HTML 5 page<!DOCTYPE html><html lang="en">  <head>    <title>Liverpool Legends</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">    <script type="text/javascript" src="jquery-1.8.2.min.js"> </script>     <script type="text/javascript" src="tabs.js"></script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>     <section id="tabs">        <ul>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#first-tab">Defenders</a></li>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#second-tab">Midfielders</a></li>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#third-tab">Strikers</a></li>        </ul>   <div id="first-tab">     <h3>Liverpool Defenders</h3>     <p> The best defenders that played for Liverpool are Jamie Carragher, Sami Hyypia , Ron Yeats and Alan Hansen.</p>   </div>   <div id="second-tab">     <h3>Liverpool Midfielders</h3>     <p> The best midfielders that played for Liverpool are Kenny Dalglish, John Barnes,Ian Callaghan,Steven Gerrard and Jan Molby.        </p>   </div>   <div id="third-tab">     <h3>Liverpool Strikers</h3>     <p>The best strikers that played for Liverpool are Ian Rush,Roger Hunt,Robbie Fowler and Fernando Torres.<br/>      </p>   </div> </div></section>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  This is very simple HTML markup. I have styled this markup using CSS.The contents of the style.css file follow* {    margin: 0;    padding: 0;}header{font-family:Tahoma;font-size:1.3em;color:#505050;text-align:center;}#tabs {    font-size: 0.9em;    margin: 20px 0;}#tabs ul {    float: left;    background: #777;    width: 260px;    padding-top: 24px;}#tabs li {    margin-left: 8px;    list-style: none;}* html #tabs li {    display: inline;}#tabs li, #tabs li a {    float: left;}#tabs ul li.active {    border-top:2px red solid;    background: #15ADFF;}#tabs ul li.active a {    color: #333333;}#tabs div {    background: #15ADFF;    clear: both;    padding: 15px;    min-height: 200px;}#tabs div h3 {    margin-bottom: 12px;}#tabs div p {    line-height: 26px;}#tabs ul li a {    text-decoration: none;    padding: 8px;    color:#0b2f20;    font-weight: bold;}footer{background-color:#999;width:100%;text-align:center;font-size:1.1em;color:#002233;}There are some CSS rules that style the various elements in the HTML 5 file. These are straight-forward rules. The JQuery code lives inside the tabs.js file $(document).ready(function(){$('#tabs div').hide();$('#tabs div:first').show();$('#tabs ul li:first').addClass('active'); $('#tabs ul li a').click(function(){$('#tabs ul li').removeClass('active');$(this).parent().addClass('active');var currentTab = $(this).attr('href');$('#tabs div').hide();$(currentTab).show();return false;});}); I am using some of the most commonly used JQuery functions like hide , show, addclass , removeClass I hide and show the tabs when the tab becomes the active tab. When I view my page I get the following result Hope it helps!!!!!

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • DirectX10 How to use Constant Buffers

    - by schnozzinkobenstein
    I'm trying to access some variables in my shader, but I think I'm doing this wrong. Say I have a constant buffer that looks like this: cbuffer perFrame { float foo; float bar; }; I got an ID3D10EffectConstantBuffer reference to it, and I can get a specific index by calling GetMemberByIndex, but how can I figure out how many members perFrame has so that I can get each member without going out of bounds?

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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