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  • Mesh simplification

    - by Amrita
    I wish to develop a software for mesh simplification (3D object compression) in flex using papervision 3D. Which algorithm will be the best one to implement?

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  • [silverlight] Windows manager like mesh.com

    - by scrat789
    Hello, I would like du create a basic webdesktop in silverlight 4. How can I do a windows manager ? I want to move, resize, minimized, maximized each windows like http://mesh.com... Does it exist something to create easily a windows manager ? Do I have to create everything from scratch ? How ?

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • Tab bar controller inside a navigation controller, or sharing a navigation root view

    - by Daniel Dickison
    I'm trying to implement a UI structured like in the Tweetie app, which behaves as so: the top-level view controller seems to be a navigation controller, whose root view is an "Accounts" table view. If you click on any account, it goes to the second level, which has a tab bar across the bottom. Each tab item shows a different list and lets you drill down further (the subsequent levels don't show the tab bar). So, this seems like the implementation hierarchy is: UINavigationController Accounts: UITableViewController UITabBarController Tweets: UITableViewController Detail view of a tweet/user/etc Replies: UITableViewController ... This seems to work[^1], but appears to be unsupported according to the SDK documentation for -pushViewController:animated: (emphasis added): viewController: The view controller that is pushed onto the stack. It cannot be an instance of tab bar controller. I would like to avoid private APIs and the like, but I'm not sure why this usage is explicitly prohibited even when it seems to work fine. Anyone know the reason? I've thought about putting the tab bar controller as the main controller, with each of the tabs containing separate navigation controllers. The problem with this is that each nav controller needs to share a single root view controller (namely the "Accounts" table in Tweetie) -- this doesn't seem to work: pushing the table controller to a second nav controller seems to remove it from the first. Not to mention all the book-keeping when selecting a different account would probably be a pain. How should I implement this the Right Way? [^1]: The tab bar controller needs to be subclassed so that the tab bar controller's navigation item at that level stays in sync with the selected tab's navigation item, and the individual tab's table controller's need to push their respective detail views to self.tabBarController.navigationController instead of self.navigationController.

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  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

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  • Silverlight Navigation Menu

    - by Justin
    I am using the Silverlight Business Application Template. The navigation consists of a few HyperlinkButtons in a StackPanel. I would like to create a more robust navigation menu (multilevel) with dropdowns and such. Telerik has one for silverlight (http://demos.telerik.com/silverlight/#Menu/FirstLook) I don't want to use Telerik control because its too expensive and I have tons of problems with Telerik. I've Googled it but including "Navigation" in my search seems to only include results about the navigation framework. Anyway, anyone have a good example?

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  • Sharepoint create site navigation through programming

    - by Sachin
    Hi All, I have a requirement in sharepoint where I want to Create the top link navigation based on excel file. Means The site navigation structure (along with parent site subsite under parent site) is mention in excel file. I need to read that structure and based on modify the navigation in sharepoint. Please can any one tell me is it possible to configure navigation in such a way. If yes then please tell me how to achive it. FYI: I am using MOSS 2007. thanks in advance sachin katkar

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  • JSF Navigation issue Facelets and Beans

    - by ortho
    Hi, I have an issue with navigation in my simple jsf system. I have MainBean that has two methods: public String register() and public String login(). I have played with faces-config.xml for several hours and I feel like I miss something very important because I think like I have tried all simple solutions so far :). I have added the mysql connector (jdbc) to Tomcat's lib folder and I am able to register the table to mySQL databse. It even allows my users to log in to the page. The only problem is that I can't use navigation in any other page than login.xhtml. Seems like navigation is only active on this one. I tried to use * but is no joy. I am sure that there is a simple fix for that and someone will come up with correct solution soon. Let's skip all the mysql part and try to fix the navigation issue please. faces-config.xml: http://java.sun.com/xml/ns/javaee/web-facesconfig_1_2.xsd" version="1.2" com.sun.facelets.FaceletViewHandler mainBean dk.itu.beans.MainBean session registerBean dk.itu.beans.RegisterBean session /login.xhtml success /welcome.xhtml failure /login_failed.xhtml sign /register.xhtml /login_failed.xhtml back /login.xhtml Here the last navigation-rule from login_failed.xhtml does not work at all. login.xhtml (which is the main - starting view): login_failed.xhtml: Here I tried many options. I used action="#{mainBean.register})" method that returns "sign" string and none of these worked. There is one more file (not specified in faces-config.xml file, because did not work either - but going from login.xhtml by button works fine. I tried to manage navigation from login_failed.xhtml first, then I will apply the same rool for registration to come back to login page when customer registers his nick name). register.xhtml: Basicaly mainBean.register now calls the database and returns string, but obviously it doesn't navigate to any view (but gives an entry to database). I believe it is simple fix for most of the experienced web developers and any help will be greately appreciated. I use eclipse, tomcat 6 and Widows Vista if that helps :) Thank you in advance. Kindest regards.

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  • Best solution for managing navigation (and marking currently active item) in CakePHP

    - by Nathan
    So I have been looking around for a couple hours for a solid solution to handling site navigation in CakePHP. Over the course of a dozen projects, I have rigged together something that works for each one, but what I'm looking for is ideally a CakePHP plugin that handles the following: Navigation Model Component for handing off to the view Element View Helper for displaying the navigation (with control over sublevels displayed and automatically determining the "active" item based on URL and/or controller/model/slug Admin pages for managing a tree of navigation Any suggestions for an all-in-one solution or even the individual components would be very appreciated! Or even suggestions on how you have handled it in the past

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Vertex Normals, Loading Mesh Data

    - by Ramon Johannessen
    My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh: Each vertex has 3 normals, each pointing a different direction. Of course loading in any type of mesh, potentially ones having thousands of vertices, I need to use indices and not duplicate shared verts. Currently, I'm just writing the normals to the vertex at the index that the FBX data tells me they go to, which has the effect of overwriting any previous normal data. But for lighting calculations I need more info, something that's equivalent to a normal per face, but I have no idea how this should be done. Do I average the 3 different verts' normals together or what?

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Move the location of the XYZ pivot point on a mesh in UDK

    - by WebDevHobo
    When working with any mesh, you get an XYZ point somewhere on it. If you just want to move the mesh in any direction, it doesn't matter where this point is located. However, I want to rotate a door. This requires the point of rotation to be very specific. I can't find anywhere how to change the location of the point. Can anyone help? EDIT: solved, to change the pivot point, right click on the mesh, go to "Pivot" and move it. Then right click again and this time select "Save PrePivot to Pivot"

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • SL 3 navigation not working!

    - by Silver Gun
    Hey Guys I converted all my existing Silverlight app UserControls to Pages so I could use the Navigation Framework. Anyway so I created a UserControl called MyFrame, which would host all the pages. In my App.xaml.cs I have the following to make sure that MyFrame is loaded when the App loads: private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new MyFrame(); } My UriMapper class resides in App.xaml and looks like the following: <navcore:UriMapper x:Key="uriMapper"> <navcore:UriMapping Uri="Login" MappedUri="Login.xaml"> </navcore:UriMapper> Within my 'MyFrame' class, I have the following <StackPanel Orientation="Horizontal"> <StackPanel Orientation="Vertical"> <HyperlinkButton Tag="Login" Content="Login" Click="HyperlinkButton_Click" /> </StackPanel> <StackPanel Orientation="Vertical"> <navigation:Frame x:Name="ContentFrame" Style="{StaticResource ContentFrameStyle}" /> </StackPanel> </StackPanel> And within the callback for my HyperlinkButton's event handler, I have the following: private void HyperlinkButton_Click(object sender, RoutedEventArgs e) { ContentFrame.Navigate(new Uri((sender as HyperlinkButton).Tag.ToString(), UriKind.Relative)); } The Login.xaml file is in my root folder (right under Project). This navigation does not seem to work! The exception I get reads like so: Navigation is only supported to relative URIs that are fragments, or begin with '/', or which contain ';component/'. Parameter name: uri The Login page does not load. There is no problem with Login.xaml as when I set this.RootVisual = new Login(); the page loads just fine. I also tried setting the NavigateUri attribute of the HyperlinkButton to "Login." No cigar. I'll appreciate any help! Thanks a lot in advance

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  • Android - Temporal & Ancestral Navigation with ViewPager & Fragments

    - by rascuache
    I'm trying to work out the best way to implement the 'ancestral' and 'temporal' navigation (utilising the up button and back buttons), for a music player I'm working on. Currently, the user is presented with a viewpager, and can page between three main fragments (ArtistMain, AlbumMain and SongMain). Upon choosing an item inside that view, a fragment transaction occurs, and the viewpager goes out of view, replaced by a new fragment (AlbumSub, Songsub or player, depending on where the user came from). The user can then navigate deeper, until a song is chosen, and then they are taken to the 'player' screen. I guess the question is: How do I implement all of this conditional navigation? I'm fairly new to android and programming in general, and I just can't seem to come up with an efficient way to achieve this. At the moment, as each fragment is brought into view, the app is checking to see where the user just came from, and then determines where the user should be taken if back or home is called. This means I have a booleans like "fromArtistMain", "fromAlbumSub", and I'm checking for things like "fromSongSub && fromPlayer".. it's all turning into a bit of a mess. I've drawn a diagram (in paint, sorry!!), to depict the navigation I'm trying to achieve. The yellow represents the 'up' button press, the red is the 'back' button press, and blue is just normal navigation. The green arrows are meant to represent the view paging: Any advice is welcome. It might take something really simple that I've just overlooked. Thanks for your time.

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  • Pushing a ABUnknownPersonViewController onto a navigation controller results in having no Navigation

    - by dermdaly
    Hi There, I'm working with the Address Book UI API on iPhone SDK 3.0. I want to present to the user the ability to create a new user, or add to an existing one, so I am using the ABUnknownPersonViewController. I have an existing navigation stack (with only 2 other views on it). Trouble is when I push the ABUnknownPersonViewController onto it, it shows up animated, etc. But there is no navigation bar, so no way to cancel. My code snippet is as follows newPersonViewController = [[ABUnknownPersonViewController alloc] init]; newPersonViewController.unknownPersonViewDelegate = self; newPersonViewController.displayedPerson = person; newPersonViewController.allowsAddingToAddressBook = YES; newPersonViewController.allowsActions = NO; [[self navigationController] pushViewController:newPersonViewController animated:YES]; Note: the current view controller does have a title, so that's not the issue. Any ideas what I am missing?

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  • Giving Zend Navigation Pages Multiple ACL Privileges

    - by Sonny
    I'm using Zend_Navigation and am trying to integrate it with Zend_Acl. Each page in the navigation has a privilege attribute. What I can't determine is how to define multiple privileges for a single page. Use case: A page that is for managing users. I want to display that page (in navigation) if the current signed in user's role has add, edit, or delete privileges on the Users resource. Example entry in the navigation XML: <admin_users> <label>Users</label> <route>default</route> <controller>admin</controller> <action>users</action> <resource>Users</resource> <privilege>add,edit,delete</privilege> </admin_users> Using a comma-separated list as above doesn't lend the desired behavior.

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  • silverlight 3 navigation page not availble in VS as item to add

    - by Steve Brownell
    I've recently upgraded my computer from Vista Home Premium 64-bit to Windows 7 Home Premium 64-bit. I've re-installed VS 2008 web express, and re-installed all the silver light sdk's, tools, etc. But now when I want to add a Silverlight Navigation Page, it is not avialble to me in the list of items that can be added. The navigation dll is installed, as my project existed before the OS upgrade. The program still runs just fine as is, but I want to add another navigation page item to the project, and I'm stumped for how to do it. Any ideas? Thanks, Steve

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  • Navigation Items in Navigation Bar are not appearing?

    - by Sheehan Alam
    I am displaying a UITableViewController inside of a UITabBarController that is being presented modally: -(IBAction)arButtonClicked:(id)sender{ ARViewController* arViewController = [[[ARViewController alloc] initWithNibName:@"ARViewController" bundle:nil]autorelease]; LeaderBoardTableViewController* lbViewController = [[[LeaderBoardTableViewController alloc] initWithNibName:@"LeaderBoardTableViewController" bundle:nil]autorelease]; lbViewController.title = @"Leaderboard"; arTabBarController = [[UITabBarController alloc] initWithNibName:nil bundle:nil]; arTabBarController.viewControllers = [NSArray arrayWithObjects:arViewController, lbViewController, nil]; arTabBarController.selectedViewController = arViewController; [self presentModalViewController:arTabBarController animated:YES]; } In my viewDidLoad for arViewController method I am setting the navigation items: - (void)viewDidLoad { [super viewDidLoad]; // Uncomment the following line to preserve selection between presentations. self.clearsSelectionOnViewWillAppear = NO; self.title = @"AR"; leaderBoardButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemOrganize target:self action:@selector(leaderBoardButtonClicked:)]; self.navigationItem.rightBarButtonItem = leaderBoardButton; } My navigation bar doesn't appear when it is inside of the UITabBarController, but when I push the view itself I am able to see it. What am I missing?

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  • Updating the url of a navigation node in moss programatically

    - by 78lro
    Can anyone see why this should not work: SPSite topNavigationSite = new SPSite("http://moss"); SPWeb topNavigationWeb = topNavigationSite.OpenWeb(); SPNavigationNodeCollection topNavigationBarNodes = topNavigationWeb.Navigation.TopNavigationBar; SPNavigationNode updateNode = topNavigationBarNodes.Navigation.GetNodeByUrl("/about"); updateNode.Url = ""; topNavigationWeb.Update(); I can see debugging that the url get's set to "" but when the page renders, the navigation still shows the url as /about/default.aspx I'm running this in page_load and expected it to update the moss database with the new url value.

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