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  • Display cube when overlapped?

    - by lptrung
    Hi all! I have a problem when run animation with three.j. See example: http://jsfiddle.net/5ywdE/13/ When the green cube is rotated to position of the blue cube, the red cube will be rotated. Question: why is the blue cube displayed while the green blue is in front of it. I want the green cube is displayed in front of the blue cube (like so the red cube is displayed in front of all). Can I set the cube which will be displayed in front of other cube in case of overlapped? What am I doing wrong?? Thanks in advance

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  • SSAS: distribution of measures over percentage

    - by Alex
    Hi there, I am running a SSAS cube that stores facts of HTTP requests. The is a column "Time Taken" that stores the milliseconds a particular HTTP request took. Like... RequestID Time Taken -------------------------- 1 0 2 10 3 20 4 20 5 2000 I want to provide a report through Excel that shows the distribution of those timings by percentage of requests. A statement like "90% of all requests took less than 20millisecond". Analysis: 100% <2000 80% <20 60% <20 40% <10 20% <=0 I am pretty much lost what would be the right approach to design aggregations, calculations etc. to offer this analysis through Excel. Any ideas? Thanks, Alex

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  • MDX filter members in a sum-function

    - by Radagast2005
    I have an SSAS cube containing customers and their purchased memberships (let's say magazines). I want to calculate the retention. I.e. how many customers remain a customer. To do this I specify a set (males, 30yrs, 1 january 2011). I want to see if this set - identified by a customer number - is still present in the following months. I named my set MySet2. What I try to do is: sum(measures.amount, [membership].[name].&[X], MySet2, [date].[date].currentmember) However, the result is incorrect. The number is far to low. I suspect it still tries to account for all the males of 30 years old, but after a year they're not 30 anymore. What am I missing? I looked at scope and filter, but I'm not sure how to apply it.

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • SSAS 2008 backup/restore fails with a GetOverlappedResult 'Insufficient system resources exist to co

    - by Anant Aneja
    Hi, On my SSAS 2008 instance if a backup/restore of any database is made to/from a UNC path I get an error : The following system error occurred from a call to GetOverlappedResult for Physical file: '\server\share\OLAPDB.abf', Logical file: '' : Insufficient system resources exist to complete the requested service. . Server: The operation has been cancelled. (Microsoft.AnalysisServices) Creating/copying/moving a file on the share of any size on the share using explorer or the command prompt works. The most useful link I could find is : http://www.tech-archive.net/Archive/Development/microsoft.public.win32.programmer.kernel/2004-07/0475.html Can anyone shed more light on what could be causing this error ? (I've posted the same question on the SSAS forums - just a heads up)

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Setting up cube map texture parameters in OpenGL

    - by KaiserJohaan
    I see alot of tutorials and sources use the following code snippet when defining each face of a cube map: for (i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, InternalFormat, size, size, 0, Format, Type, NULL); Is it safe to assume GL_TEXTURE_CUBE_MAP_POSITIVE_X + i will properly iterate the following cube map targets, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y etc?

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  • Adding Actions to a Cube in SQL Server Analysis Services 2008

    Actions are powerful way of extending the value of SSAS cubes for the end user. They can click on a cube or portion of a cube to start an application with the selected item as a parameter, or to retrieve information about the selected item. Actions haven't been well-documented until now; Robert Sheldon once more makes everything clear.

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  • Adding Actions to a Cube in SQL Server Analysis Services 2008

    Actions are powerful way of extending the value of SSAS cubes for the end user. They can click on a cube or portion of a cube to start an application with the selected item as a parameter, or to retrieve information about the selected item. Actions haven't been well-documented until now; Robert Sheldon once more makes everything clear.

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  • Compiz Cube bindings don't seem to work

    - by Giancarlo Palmiotti
    I have been trying to get the 3D Cube to work however, despite setting a combination for various keys from S1 (VAIO/VAIOFW) to F7 to no avail. What is "Primary" and I am not going to use the "Rotate Cube" as I have a touchpad and I cannot use the Keyboard functions if I am correct? I've tried several other similar questions while asking this but they do not seem to work. Ubuntu-12.04.1 LTS Sincerely: Giancarlo Palmiotti

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Best way to Draw a cube for 3D Picking

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Collaborate10 &ndash; THEconference

    - by jean-pierre.dijcks
    After spending a few days in Mandalay Bay's THEHotel, I guess I now call everything THE... Seriously, they even tag their toilet paper with THEtp... I guess the brand builders in Vegas thought that once you are on to something you keep on doing it, and granted it is a nice hotel with nice rooms. THEanalytics Most of my collab10 experience was in a room called Reef C, where the BIWA bootcamp was held. Two solid days of BI, Warehousing and Analytics organized by the BIWA SIG at IOUG. Didn't get to see all sessions, but what struck me was the high interest in Analytics. Marty Gubar's OLAP session was full and he did some very nice things with the OLAP option. The cool bit was that he actually gets all the advanced calculations in OLAP to show up in OBI EE without any effort. It was nice to see that the idea from OWB where you generate an RPD is now also in AWM. I think it makes life so much simpler to generate these RPD's from your data model. Even if the end RPD needs some tweaking, it is all a lot less effort to get something going. You can see this stuff for yourself in this demo (click here). OBI EE uses just SQL to get to the calculations, and so, if you prefer APEX, you can build you application there and get the same nice calculations in an APEX application. Marty also showed the Simba MDX driver used with Excel. I guess we should call that THEcoolone... and it is very slick and wonderfully useful for all of you who actually know Excel. The nice thing is that you leverage pure Excel for all operations (no plug-ins). That means no new tools to learn, no new controls, all just pure Excel. THEdatabasemachine Got some very good questions in my "what makes Exadata fast" session and overall, the interest in Exadata is overwhelming. One of the things that I did try to do in my session is to get people to think in new patterns rather than in patterns based on Oracle 9i running on some random hardware configuration. We talked a little bit about the often over-indexing and how everyone has to unlearn all of that on Exadata. The main thing however is that everyone needs to get used to the shear size of some of the components in a Database machine V2. 5TB of flash cache is a lot of very fast data storage, half a TB of memory gets quite interesting as well. So what I did there was really focus on some of the content in these earlier posts on Upward ILM and In-Memory processing. In short, I do believe the these newer media point out a trend. In-memory and other fast media will get cheaper and will see more use. Some of that we do automatically by adding new functionality, but in some cases I think the end user of the system needs to start thinking about how to leverage all this new hardware. I think most people got very excited about these new capabilities and opportunities. THEcoolkids One of the cool things about the BIWA track was the hand-on track. Very cool to see big crowds for both OLAP and OWB hands-on. Also quite nice to see that the folks at RittmanMead spent so much time on preparing for that session. While all of them put down cool stuff, none was more cool that seeing Data Mining on an Apple iPAD... it all just looks great on an iPAD! Very disappointing to see that Mark Rittman still wasn't showing OWB on his iPAD ;-) THEend All in all this was a great set of sessions in the BIWA track. Lots of value to our guests (we hope) and we hope they all come again next year!

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  • SSAS: Utility to export SQL code from your cube's Data Source View (DSV)

    - by DrJohn
    When you are working on a cube, particularly in a multi-person team, it is sometimes necessary to review what changes that have been done to the SQL queries in the cube's data source view (DSV). This can be a problem as the SQL editor in the DSV is not the best interface to review code. Now of course you can cut and paste the SQL into SSMS, but you have to do each query one-by-one. What is worse your DBA is unlikely to have BIDS installed, so you will have to manually export all the SQL yourself and send him the files. To make it easy to get hold of the SQL in a Data Source View, I developed a C# utility which connects to an OLAP database and uses Analysis Services Management Objects (AMO) to obtain and export all the SQL to a series of files. The added benefit of this approach is that these SQL files can be placed under source code control which means the DBA can easily compare one version with another. The Trick When I came to implement this utility, I quickly found that the AMO API does not give direct access to anything useful about the tables in the data source view. Iterating through the DSVs and tables is easy, but getting to the SQL proved to be much harder. My Google searches returned little of value, so I took a look at the idea of using the XmlDom to open the DSV’s XML and obtaining the SQL from that. This is when the breakthrough happened. Inspecting the DSV’s XML I saw the things I was interested in were called TableType DbTableName FriendlyName QueryDefinition Searching Google for FriendlyName returned this page: Programming AMO Fundamental Objects which hinted at the fact that I could use something called ExtendedProperties to obtain these XML attributes. This simplified my code tremendously to make the implementation almost trivial. So here is my code with appropriate comments. The full solution can be downloaded from here: ExportCubeDsvSQL.zip   using System;using System.Data;using System.IO;using Microsoft.AnalysisServices; ... class code removed for clarity// connect to the OLAP server Server olapServer = new Server();olapServer.Connect(config.olapServerName);if (olapServer != null){ // connected to server ok, so obtain reference to the OLAP databaseDatabase olapDatabase = olapServer.Databases.FindByName(config.olapDatabaseName);if (olapDatabase != null){ Console.WriteLine(string.Format("Succesfully connected to '{0}' on '{1}'",   config.olapDatabaseName,   config.olapServerName));// export SQL from each data source view (usually only one, but can be many!)foreach (DataSourceView dsv in olapDatabase.DataSourceViews){ Console.WriteLine(string.Format("Exporting SQL from DSV '{0}'", dsv.Name));// for each table in the DSV, export the SQL in a fileforeach (DataTable dt in dsv.Schema.Tables){ Console.WriteLine(string.Format("Exporting SQL from table '{0}'", dt.TableName)); // get name of the table in the DSV// use the FriendlyName as the user inputs this and therefore has control of itstring queryName = dt.ExtendedProperties["FriendlyName"].ToString().Replace(" ", "_");string sqlFilePath = Path.Combine(targetDir.FullName, queryName + ".sql"); // delete the sql file if it exists... file deletion code removed for clarity// write out the SQL to a fileif (dt.ExtendedProperties["TableType"].ToString() == "View"){ File.WriteAllText(sqlFilePath, dt.ExtendedProperties["QueryDefinition"].ToString());}if (dt.ExtendedProperties["TableType"].ToString() == "Table"){ File.WriteAllText(sqlFilePath, dt.ExtendedProperties["DbTableName"].ToString()); } } } Console.WriteLine(string.Format("Successfully written out SQL scripts to '{0}'", targetDir.FullName)); } }   Of course, if you are following industry best practice, you should be basing your cube on a series of views. This will mean that this utility will be of limited practical value unless of course you are inheriting a project and want to check if someone did the implementation correctly.

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • SQL SERVER – BI Quiz – Troubleshooting Cube Performance

    - by pinaldave
    My friend Jacob Sebastian runs SQL BI Quiz competition. Where there are 30 different questions on each day of the month. Winners get opportunity to participate in this Quiz, learn something new and win great awards. Working with huge data is very common when it is about Data Warehousing. It is necessary to create Cubes on the data to make it meaningful and consumable. There are cases when retrieving the data from cube takes lots of the time. Let us assume that your cube is returning you data very quickly. Suddenly on one day it is returning the data very slowly. What are the three things will you in order to diagnose this. After diagnose what you will do to resolve performance issue. Participate in my question over here Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Business Intelligence, Pinal Dave, PostADay, Readers Question, SQL, SQL Authority, SQL Performance, SQL Puzzle, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • matrix to transform unit cube to space defined by 8 arbitrary points

    - by aadster
    I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g: My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!

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  • Deploy only cube schema, without processing

    - by Ken Yao
    Is there a way to only deploy cube schema, but without processing the cube. It seems in Visual Studio, when yo deploy a cube, by default, it is "Deploy and Process". The problem is processing takes so much time, and my main purpose is just writing some MDX script and see if it works well against the cube structure. It seems processing whole cube is just over kill. So I ask.

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  • Cannot connect to a SQL Server 2005 Analysis Services cube after installing SQL Server 2008 SP1.

    - by Luc
    I've been developing an application that talks directly to an SSAS 2005 OLAP cube. Note that I also have SQL Server 2008 installed, so the other day I did a Windows Update and decided to include SQL Server 2008 SP1 in my update. After doing that, my SSAS 2005 cube is no longer accessible from my application. I'm able to browse the data just fine within SQL Server 2005 BI Studio Manager, but I'm not able to connect to the cube from my application. Here is my connection string that used to work: Data Source=localhost;Provider=msolap;Initial Catalog=Adventure Works DW Here is the error message I get: Either the user, [Server]/[User], does not have access to the Adventure Works DW database, or the database does not exist. Here is the beginning of my stack trace if it would help: Microsoft.AnalysisServices.AdomdClient.AdomdErrorResponseException was unhandled by user code HelpLink="" Message="Either the user, Luc-PC\\Luc, does not have access to the Adventure Works DW database, or the database does not exist." Source="Microsoft SQL Server 2005 Analysis Services" ErrorCode=-1055391743 StackTrace: at Microsoft.AnalysisServices.AdomdClient.AdomdConnection.XmlaClientProvider.Microsoft.AnalysisServices.AdomdClient.IDiscoverProvider.Discover(String requestType, IDictionary restrictions, DataTable table) at Microsoft.AnalysisServices.AdomdClient.ObjectMetadataCache.Discover(AdomdConnection connection, String requestType, ListDictionary restrictions, DataTable destinationTable, Boolean doCreate) at Microsoft.AnalysisServices.AdomdClient.ObjectMetadataCache.PopulateSelf() at Microsoft.AnalysisServices.AdomdClient.ObjectMetadataCache.Microsoft.AnalysisServices.AdomdClient.IObjectCache.Populate() at Microsoft.AnalysisServices.AdomdClient.CacheBasedNotFilteredCollection.PopulateCollection() at Microsoft.AnalysisServices.AdomdClient.CacheBasedNotFilteredCollection.get_Count() at Microsoft.AnalysisServices.AdomdClient.CubesEnumerator.MoveNext() at Microsoft.AnalysisServices.AdomdClient.CubeCollection.Enumerator.MoveNext() at blah blah... I've looked for a solution for the last 4+ hours and haven't had any success. Thanks in advance for any help. Luc

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Unable to access a primitive array inside a custom class from a UIViewController instance

    - by Daniel
    Hello! I have made a subclass of NSObject that is meant to be the model of my application. The class has a few methods and on instance primitive array as such: @interface Cube : NSObject { int cubeState[5][2][2]; } - (id)printContent; @end @implementation Cube - (void)init { if (self = [super init]) { for (int i=0; i<=5; i++) { for (int j=0; j<=2; j++) { for (int k=0; k<=2; k++) { cubeState[i][j][k] = i; } } } } return self; } - (void)printContent { for (int i=0; i<=5; i++) { for (int j=0; j<=2; j++) { for (int k=0; k<=2; k++) { NSLog(@"[%d] [%d] [%d] = %d", i, j, k, cubeState[i][j][k]); } } } } @end This works fine if instanciated from the delegate as such: #include "Cube.h" @implementation CubeAppDelegate @synthesize window; - (void)applicationDidFinishLaunching:(UIApplication *)application { Cube *cube = [[Cube alloc] init]; [cube printContent]; [cube release]; [window makeKeyAndVisible]; } However, the application crashes if I try to create a subclass of UIViewController with a Cube *cube property and later try to access the Cube instance object through the view controller's property as such: @interface CustomController : UIViewController { Cube *cube; } @property (nonatomic, retain) Cube *cube; @end @implementation CustomController @synthesize cube; - (void)dealloc { [cube release]; [super dealloc]; } @end and in the delegate: - (void)applicationDidFinishLaunching:(UIApplication *)application { viewController = [[CustomController alloc] initWithNibName:@"MainView" bundle:nil]; viewController.cube = [[[Cube alloc] init] autorelease]; [viewController.cube printContent]; // Application crashes here } Any ideas?

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  • Modded Portal Gun Levitates a Companion Cube [Video]

    - by Jason Fitzpatrick
    This cleverly designed Portal gun prop levitates a model Companion Cube; the whole setup just begs to be paired with a Halloween costume. Courtesy of Caleb over at Hack A Day: I was out to lunch with a couple friends, brainstorming ideas for fun projects when one of them says “Wouldn’t it be cool if we could build a working gravity gun?”. We all immediately concurred that while it would in fact be cool, it is also a silly proposition. However, only a few seconds later, I realized we could do a display piece that emulated this concept very easily. Floating magnetic globes have been around for quite some time. I determined I would tear the guts out of a stock floating globe and mount it on a portal gun, since they’re easier to find than a gravity gun. I would also build a custom companion cube to be the correct size and weight necessary. Watch the video above and then check out the link below for more information on the build. HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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