Search Results

Search found 25585 results on 1024 pages for 'multiple variables'.

Page 543/1024 | < Previous Page | 539 540 541 542 543 544 545 546 547 548 549 550  | Next Page >

  • Process Centric Banking: Loan Origination Solution

    - by Manish Palaparthy
    There is an old proverb that goes, "The difference between theory and practice is greater in practice than in theory". So, we keep doing numerous "Proof of Concepts" with our own products on various business cases to analyze them deeply, understand and explain to our customers. We then present our learnings as they happened. The awareness of each PoC should help readers increase the trustworthiness of the results coming out of these PoCs. I present one such PoC where we invested a lot of time&effort.  Process Centric Banking : Loan Origination Solution Loan Origination is a process by which a borrower applies for a new loan and the lender processes that application. Loan origination includes the series of steps taken by the bank from the point the customer shows interest in a loan product all the way to disbursal of funds. The Loan Origination process is relevant for many kind of lenders in Financial services: Banks, Credit Unions, NBFCs(Non Banking Financial Companies) and so on. For simplicity sake, I will use "Bank" as the lending institution in the rest of my article.  Loan Origination is one of the core processes for Banks as it is the process by which the it creates assets against which the Institution earns most of its profits from. A well tuned loan origination process can affect the Bank in many positive ways. Banks have always shown great interest in automating the loan origination process for the above reason. However, due the constant changes in customer environment, market dynamics, prevailing economic conditions, cost pressures & regulatory environment they run into lot of challenges. Let me categorize some of these challenges for you Customer Environment Multiple Channels: Customer can use any of the available channels (Internet Banking, Email, Fax, Branch, Phone Banking, ATM, Broker, Mobile, Snail Mail) to perform all or some of the activities related to her Visibility into the origination process: Expect immediate update on the status of loan processing & alert messages Reduced Turn Around Time: Expect loans to be processed with least turn around time Reduced loan processing fees: Partly due to market dynamics the customer expects the loan processing fee to be negligible Market Dynamics Competitive environment:  The competition keeps creating many variants of loan products to attract customers, the bank needs to create similar product variants with better offers to attract customers or keep existing ones Ability to migrate loans from one vendor to another: It has become really easy for retail customers to move from one bank to the other given the low fee of loan processing and highly attractive offers. How does the bank protect it's customer base while actively engaging with potential customers banking with competitor banks Flexibility to react to market developments: Market development greatly influence loan processing, underwriting, asset valuation, risk mitigation rules. Can the bank modify rules and policies, the idea is not just to react to market developments but to pro-actively manage new developments Economic conditions Constant change in various rates and their implications on the rates and rules applied when on-boarding a loan: How quickly can the bank apply changes to rates offered to customers when the central bank changes various rates Requirements of Audit by the central banker: Tough economic conditions have demanded much more stringent audit rules and tests. The banks needs to produce ready reports(historic & operational) for audit compliance Risk Mitigation: While risk mitigation has always been a key concern for the bank, this is the area where the bank's underwriters & risk analysts spend the maximum time when processing a loan application. In order to reduce TAT the bank cannot compromise on its risk mitigation strategies Cost pressures Reduce Cost of processing per application: To deliver a reduced loan processing fee to the customer, the bank needs to keep its cost per processing loan application low. Meet customer TAT expectations while reducing the queues and the systems being used to process the loan application: The loan application could potentially be spending a lot of time waiting in the queue for further processing. Different volumes & patterns of applications demand different queuing algorithms. The bank needs to have real-time visibility into these queues and have the flexibility to change queuing algorithms at runtime  Increase the use of electronic communication and reduce the branch channel usage: Lesser automation leads not only leads to Increased turn around time, it also impacts more costs to reach out to customers The objective of our PoC was to implement a Loan Origination Solution whose ownership lies with the bank and effectively meet the challenges listed above. We built a simple story board for the solution We then went about implementing our storyboard using Oracle BPM Suite, Webcenter Content : Imaging. The web UI has been built on ADF technolgies, while the integration with core-services has been implemented using the underlying SOA infrastructure. The BPM process model is quite exhaustive can meet all the challenges listed above to reasonable degree. A bank intending to implement an end-to-end Loan Origination Solution has multiple options at it's disposal. It can Develop a customer Loan Origination Application from scratch: Gives maximum opportunity to build what you want but inflexible to upgrade and maintain. Higher TCO in long term Buy a Packaged application & customize it: Customizing a generic loan application can be tedious and prove as difficult as above. Build it using many disparate & un-integrated tools: Initially seems easier than developing from scratch. But, without integrated tool sets this is not a viable approach either or A solution based on a Framework: Independent Services and Business Process Modeling provide decoupled architecture that is flexible. We built this framework end-to-end with processes the core process of loan origination & several sub-processes such as Analyse and define customer needs, customer credit verification, identity check processes, legal review process, New customer registration & risk assessment.

    Read the article

  • Ops Center 12.1.4 Released

    - by Owen Allen
    Ops Center version 12.1.4.0.0, an update for 12c, has just been released. There are a few new features. The biggest one is support for multiple Automated Installer install services, which means that you can provision any version of Oracle Solaris 11, rather than just one. We've also added support for multi-file VM templates, and enhanced the network configuration support for vServers. You can take a look at the What's New document for more information about the new features. If you're already using Ops Center, you can download the 12.1.4 upgrade through the UI, or get it from the Oracle Tech Network or from e-delivery. The Upgrade chapter in the Admin Guide explains how to perform the upgrade.

    Read the article

  • How can I fix TTF fonts' ligatures (tt, ti, fi, ff, etc) in Firefox?

    - by Oli
    With certain Windows fonts there is a display issue where ligature-kerning seems to flip out and make the two letters bold. Here's a screenshot of an email using Helvetica in Firefox: As you can see, it seems to be something about the way crossed characters (t and f) connect to each other and letters like i. I've had this problem for a very long time (over multiple systems) and wondered if anybody has ever seen similar issues popping up and found a way to fix them. Note: I think this does just affect Firefox. Chrome and LibreOffice are both fine.

    Read the article

  • How can I get six Xbox controllers to provide input to an HTML5 game?

    - by Daniel X Moore
    I'm creating a six player HTML 5 game designed to be played locally (Red Ice). I've previous set up handling 7 Wiimotes using something along the lines of Joy2Key to map each input for each player to a separate keyboard key, but Wiimotes are pretty hard on the hands for these types of games and not very ergonomic so I thought I'd try and get Xbox controller support. I don't believe that any simple key mapping solution will work due to the nature of the directional stick. My inclination is that this will require a browser plugin and if so I'd prefer to write the plugin for Google Chrome. How do I create a Chrome browser plugin to handle multiple Xbox controllers or is there some other way? Please do not answer this question saying it can't be done, because it absolutely can. EDIT: I don't believe any keymapping/mouse simulating solution will work unless it can reliably distinguish six axis of inputs, one per player.

    Read the article

  • Transparency in XNA-4 primitives

    - by Shashwat
    I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being rendered with four vertices using triangle strips. But to create a door, I'd have to split it into three rectangles as shown in the figure. Four quadrilaterals if I want to have the following door-style It will become more complex to have multiple doors on the same wall or if I have windows. Is there any shorter way to handle this? I am looking for something that will just make the wall transparent wherever I want. I found a solution but facing a problem here

    Read the article

  • Firefox profile issue

    - by vooda gopal
    Is there any limit in the number of firefox profiles that can be created? My issue is I am currently doing selenium webdriver automation in linux for a device. There are 50 devices of same kind and framework will pickup a device depending on availability. I need to by pass unsigned ssl pages. I am using firefox 14. I have implemented following but it is not consistent. everytime a device is chosen adds cer of device to the cert file in firefox profile but I am getting sec_error_bad_signature very frequently. So I started recreating cert [delete and create if by opening firefox] file for every run. Now this is posing a problem if multiple devices are run at the same time. Hence I want to create separate firefox profile

    Read the article

  • How to import in BIDS more than one SSIS package in one shot!

    - by Luca Zavarella
    Have you ever wanted to add more than one Integration Services existing package (e.g. 20 packages) in a SSIS project? Well, you may suppose that an Open Dialog supports multiple files selection to import more than one file at a time ... BIDS Open Dialog doesn’t allow this, you can just select a single file! Hence the loss of valuable time spent to import the packages one at a time. Few days ago I learned a trick that solves the problem, thanks to this post by Matt Masson. Just copy all the packages to import from Windows Explorer (Ctrl + C): Then just right click on the SSIS Packages folder of the Integration Services project and make a simple Past (CTRL + V): So “auto-magically” you’ll have all those packages imported in your Integration Services project!! What can I say... this feature was well hidden!

    Read the article

  • How can we stop GitHub from emailing too many people too much? [migrated]

    - by Michael Bishop
    I recently joined a research team that uses R and Git/GitHub. The team includes 4 full-time R programmers and 10 social scientists who only run simple analyses. I was told by one of the more experienced programmers on the project that they haven't found a way to use many of GitHub's tools for collaboration (bug reports, to-do lists, code comments, etc.) because they generate emails to everyone who is a contributor to the repo every time. This is incredibly puzzling to me, so I'd love to hear from someone that there are ways to adjust the email settings. I'd expect there would be multiple ways, so that individuals could opt-in or opt-out of certain emails, and also so contributors could explicitly choose whether certain people get certain emails or not. Is it possible to adjust these settings?

    Read the article

  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

    Read the article

  • Log oddities: 404s for client-garbled image URLs

    - by Chris Adams
    I've noticed some odd 404s which appear to be broken URL rewriting code: Our deep zoom view generates images URLs like this: /media/204/service/dzi/1/1_files/7/0_0.jpg I see some - well under <1% - requests for slightly altered URLs: /media/204/s/rvice/d/i/1/1_files/7/0_0.jpg These requests come from IP addresses all over the world (US, Canada, China, Russia, India, Israel, etc.), desktop and mobile users with multiple user-agents (Chrome, IE, Firefox, Mobile Safari, etc.), and there is plenty of normal activity in the same session so I'm assuming this is either widespread malware or some broken proxy service. I have not seen them from anything other than images, which suggests that this may be some sort of content filter. Has anyone else seen this? My CDN logs show the first request on June 8th ramping up from several dozen to several hundred per day.

    Read the article

  • My events don't show up in the goal funnels or conversion funnels

    - by Amit Bens
    I have an event set up on a website and I'd like to track the effect this event has on conversion rate. The event seems to be working fine - I can see it on Top Events with all the labels, etc. But when going into Goal Flow and selecting 'Event Category' these events don't show up. I have this running for about a week. And I have made multiple checks to verify that I have events that triggered the conversion goal. Any clue about what I'm doing wrong?

    Read the article

  • Commands in Task-It - Part 2

    Download Source Code NOTE: To run the source code provided you will need the recently released versions of Silverlight 4 and VisualStudio 2010, as well as WCF RIA Services. After downloading the source code be sure to set Commands2.Web as the StartUp Project and Default.aspx as the StartPage. In my last post, Commands in Task-It - Part 1, we looked at a very simple solution that demonstrated how a single command instance (SaveCommand) could be bound to two UI controls, a Button and a RadTreeViewItem. In this example we'll get more complex, binding a single command instance (MoveToCommand) will be bound to multiple RadMenuItems in a RadContextMenu that is tied to a RadGridView. This time we'll also set a separate CommandParameter on each RadMenuItem, so when the command is invoked, we will be able to use that parameter to determine what to do next. The user interface This screen ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • How do I Fallback to Older DirectX Versions?

    - by smoth190
    I had a feeling that it would be easier to tackle this problem before I got too deep into development (unless, of course if that's a bad idea/the hard way, please inform me...). I'm creating my game to be run ideally on DirectX 11, however, I want to offer it on DirectX 10, and I'm unsure if it is worth offering it for DirectX 9 for XP users. I'm not too sure how this fallback even works, as I can't find many articles on the internet. If someone could give me an in-depth article, that would be great. I've read a little about how since DirectX11 is completely absent on XP, it is hard to even check for support. Someone mentioned having multiple applications for each version, is this a good idea? Thanks to anyone who can point me in the right direction here.

    Read the article

  • Friday Fun: The Rise of Atlantis

    - by Asian Angel
    The best day of the work week is finally here, so take a few minutes to have some fun while waiting to go home. In this week’s game you set off on a campaign across ancient Mediterranean regions to acquire multiple artifacts in a quest for success. Special Note: This flash version of the game allows you to play through three areas (Phoenicia, Babylon, and Egypt) of the overall campaign that is available in the full version. Even in its limited form it still provides a good amount of game play. How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

    Read the article

  • Does a programmer really need college?

    - by Dfranc3373
    I am currently a junior in college, however I have had multiple jobs programming since high school. Currently I work programming at a company part time using many different languages that I have learned the past few years. I recently sat down with a advisor and discovered with the classes I have left to take, I will learn next to nothing in them, as I already know the concepts and how to apply them for all the classes. My current job has offered me a full time position and I have had other companies email me as well. My question is if I know for a fact that I cannot learn more at college, is there even a point in staying? I know for a fact I could spend my time in more productive ways programming and working then what I am doing in school. Do you think to be looked at seriously as a programmer you need a degree?

    Read the article

  • Understanding the problem when things break in production

    - by bitcycle
    Scenario: You push to production The push broke multiple things That same build did not break qa or dev As a developer, you don't have prod access. There is lots of pressure from above to get things working agian. Specifics: PHP/MVC application that is API-driven in Zend. Deployed to a few servers. My question: While investigating, lets say I have a hunch that something is wrong. But, I don't know for sure. And, of course, I can't test things in production. If I have a suggested fix based on that hunch, would it be wise to try and apply it and see if it works, before understanding what the problem is?

    Read the article

  • Oracle GoldenGate 12c - Leading Enterprise Replication

    - by Doug Reid
    Oracle GoldenGate 12c released  on October 17th and includes several new cutting edge features that firmly establishes GoldenGate's leader position in the data replication space.   In fact, this release more than doubles the performance of data delivery, supports Oracle's new multitenant database feature,  it's more secure, has more options for high availability, and has made great strides to simplify the configuration and deployment of the product.     Read through the press release if you haven't already and do not miss the quote from Cern's Eva Dafonte Perez, regarding Oracle GoldenGate 12c "….performs five times faster compared to previous GoldenGate versions and simplifies the management of a multi-tier environment" There are a variety of new and improved features in the Oracle GoldenGate 12c.  Here are the highlights: Optimized for Oracle Database 12c -  GoldenGate 12c is custom tailored to the unique capabilities of Oracle database 12c and out of the box GoldenGate 12c supports multitenant (pluggable database (PDB)) and non-consolidated deployments of Oracle Database 12c.   The naming convention used by database 12c is now in three parts (PDB-name, schema-name, and object name).  We have made changes to the GoldenGate capture process to support the new naming convention and streamlined the whole process so a single GoldenGate capture process is being used at the container level rather than at each individual PDB.  By having the capture process at the container level resource usage and the number of processes are reduced. To view a conceptual architecture diagram click here. Integrated Delivery for the Oracle Database - Leveraging a lightweight streaming API built exclusively for Oracle GoldenGate 12c, this process distributes load, auto tunes the degree of parallelism, scales better, and delivers blinding rates of changed data delivery to the Oracle database.  One of the goals for Oracle GoldenGate 12c was to reduce IT costs by simplifying the configuration and reduce the time to manage complex infrastructures.  In previous versions of Oracle GoldenGate, customers would split transaction loads by grouping tables into multiple different delivery processes (click here to view the previous method). Each delivery process executed independently and without any interaction or knowledge of other delivery processes.  This setup was complicated to configure and time consuming as the developer needed in-depth knowledge of the source and target schemas and the transaction profile. With GoldenGate 12c and Integrated Delivery we have made it easier to configure and faster to deploy.  To view a conceptual architecture diagram of integrated delivery click here Coordinated Delivery for Non-Oracle Databases - Coordinated Delivery orchestrates high-speed apply processes and simplifies the configuration of GoldenGate for non-Oracle targets. In Oracle GoldenGate 12c a single delivery process is used with multiple threads (click here) and key events, such as primary key updates, event markers, DDL, etc, are coordinated between the various threads to insure that the transactions are applied in the same sequence as they were captured, all while delivery improved performance.  Replication Between On-Premises and Cloud-Based systems. - The trend for business to utilize both on-premises and cloud-based systems is rising and businesses need to replicate data back and forth.   GoldenGate 12c can be configured in a variety of ways to provide real-time replication when unrestricted or restricted (limited ports or HTTP tunneling) networks are between on-premises and cloud-based systems.    Expanded Heterogeneity - It wouldn't be a GoldenGate release without new and improved platform support.   Release 1 includes support for MySQL 5.6 and Sybase 15.7.   Upcoming in the next release GoldenGate, support will be expanded for MS SQL Server, DB2, and Teradata. Tighter Security - Oracle GoldenGate 12c is integrated with the Oracle wallet to shield usernames and passwords using strong encryption and aliases.   Customers accustomed to using the Oracle Wallet with other Oracle products will instantly be familiar with how to use this great new feature Expanded Oracle Application and Technology Support -   GoldenGate can be used along with Oracle Coherence to enable real-time changed data feeds to the Coherence cache using Toplink and the Oracle GoldenGate JMS adapter.     Plus,  Oracle Advanced Customer Services (ACS) now offers a low downtime E-Business Suite platform and database migrations using GoldenGate as the enabling technology.  Keep tuned for more blogs on the new features and the upcoming launch webcast where we will go into these new features in more detail.   In the mean time make sure to read through our white paper "Oracle GoldenGate 12c Release 1 New Features Overview"

    Read the article

  • How do I inject test objects when the real objects are created dynamically?

    - by JW01
    I want to make a class testable using dependency injection. But the class creates multiple objects at runtime, and passes different values to their constructor. Here's a simplified example: public abstract class Validator { private ErrorList errors; public abstract void validate(); public void addError(String text) { errors.add( new ValidationError(text)); } public int getNumErrors() { return errors.count() } } public class AgeValidator extends Validator { public void validate() { addError("first name invalid"); addError("last name invalid"); } } (There are many other subclasses of Validator.) What's the best way to change this, so I can inject a fake object instead of ValidationError? I can create an AbstractValidationErrorFactory, and inject the factory instead. This would work, but it seems like I'll end up creating tons of little factories and factory interfaces, for every dependency of this sort. Is there a better way?

    Read the article

  • WIF, ADFS 2 and WCF&ndash;Part 5: Service Client (more Flexibility with WSTrustChannelFactory)

    - by Your DisplayName here!
    See the previous posts first. WIF includes an API to manually request tokens from a token service. This gives you more control over the request and more flexibility since you can use your own token caching scheme instead of being bound to the channel object lifetime. The API is straightforward. You first request a token from the STS and then use that token to create a channel to the relying party service. I’d recommend using the WS-Trust bindings that ship with WIF to talk to ADFS 2 – they are pre-configured to match the binding configuration of the ADFS 2 endpoints. The following code requests a token for a WCF service from ADFS 2: private static SecurityToken GetToken() {     // Windows authentication over transport security     var factory = new WSTrustChannelFactory(         new WindowsWSTrustBinding(SecurityMode.Transport),         stsEndpoint);     factory.TrustVersion = TrustVersion.WSTrust13;       var rst = new RequestSecurityToken     {         RequestType = RequestTypes.Issue,         AppliesTo = new EndpointAddress(svcEndpoint),         KeyType = KeyTypes.Symmetric     };       var channel = factory.CreateChannel();     return channel.Issue(rst); } Afterwards, the returned token can be used to create a channel to the service. Again WIF has some helper methods here that make this very easy: private static void CallService(SecurityToken token) {     // create binding and turn off sessions     var binding = new WS2007FederationHttpBinding(         WSFederationHttpSecurityMode.TransportWithMessageCredential);     binding.Security.Message.EstablishSecurityContext = false;       // create factory and enable WIF plumbing     var factory = new ChannelFactory<IService>(binding, new EndpointAddress(svcEndpoint));     factory.ConfigureChannelFactory<IService>();       // turn off CardSpace - we already have the token     factory.Credentials.SupportInteractive = false;       var channel = factory.CreateChannelWithIssuedToken<IService>(token);       channel.GetClaims().ForEach(c =>         Console.WriteLine("{0}\n {1}\n  {2} ({3})\n",             c.ClaimType,             c.Value,             c.Issuer,             c.OriginalIssuer)); } Why is this approach more flexible? Well – some don’t like the configuration voodoo. That’s a valid reason for using the manual approach. You also get more control over the token request itself since you have full control over the RST message that gets send to the STS. One common parameter that you may want to set yourself is the appliesTo value. When you use the automatic token support in the WCF federation binding, the appliesTo is always the physical service address. This means in turn that this address will be used as the audience URI value in the SAML token. Well – this in turn means that when you have an application that consists of multiple services, you always have to configure all physical endpoint URLs in ADFS 2 and in the WIF configuration of the service(s). Having control over the appliesTo allows you to use more symbolic realm names, e.g. the base address or a completely logical name. Since the URL is never de-referenced you have some degree of freedom here. In the next post we will look at the necessary code to request multiple tokens in a call chain. This is a common scenario when you first have to acquire a token from an identity provider and have to send that on to a federation gateway or Resource STS. Stay tuned.

    Read the article

  • Keystore and Credential Store interplay in OWSM - 11g

    - by Prakash Yamuna
    One of the most common problems faced by customer's is the use of the keystore and it's interplay with the credential store.Here is a picture that describes these relationships.(Click on the picture for a larger image). The picture makes some assumptions in describing the relationship. Some of assumptions are: a) the key used for signing and encryption are the same. b) A keystore can have multiple keys and each key can have it's own alias. In the picture I show only a single key with alias "orakey". c) The keystore being described here is a JKS keystore. Things can vary slightly for other type of keystores. I hope to have a detailed How To that provides the larger picture and then shows these relationships in that context and this picture was created in the context of that How-To. However I think people will find this picture useful on a standalone basis as well. The <serviceInstance> is the entry you will find in jps-config.xml

    Read the article

  • Java Plugin - Firefox

    - by Tomassino
    Having trouble getting Java to work with Firefox (22), I have followed the advice in this question and on the official Java site, but nothing seems to work. I have the latest Java (1.7.0_25) in /opt/java and have set a symlink in /usr/libs/mozilla/plugins for the libnpjp2.so file. I can see the file in the terminal and Java runs fine. However Firefox shows nothing in about:plugins. I have also run export JAVA_HOME="/opt/java/jre1.7.0_05/bin/java" to be on the safe side. I know there are multiple plugin directories such as /usr/lib/firefox/plugins and /usr/lib/firefox-addons/plugins, but all my current plugins show they are located in /usr/lib/mozilla/plugins when viewing the about:plugins page. A bit stuck on where to go next?

    Read the article

  • How to Save Filters with PNG in Inkscape

    - by Uri Herrera
    I have created a graphic with multiple layers in Inkscape. One of the layers is some text. I have applied a drop shadow filter to the text. When I save the file as PNG, the drop shadow is not saved. I have also tried applying a gaussian blur to the text layer and to the text layer after converting it to an object. The blur is not applied. How can I save the file as PNG with the drop shadow intact?

    Read the article

  • Magento Checkout options

    - by graham barnes
    Hi I want to add some options to my magento, lets say i print on clothing, a customer buys some t-shirts, shirts and jackets from me, it totals to £60+ VAT on the checkout area where i signup and not before I need to add an option where I can add a text box and upload option, can i do this? I ideally then want to add some pricing options if the user has chosen to add some branding to a product or multiple products e.g. if the branding was on the top right of the shirt it will cost £5.00, if on the back it costs £7.00 etc all if possible to be done via the admincp. I also want an option so when they upload their logo for the first time they are charged a one off charge, like a setup fee but If the customer has allready sent in there logo then no charge applies. thanks Graham

    Read the article

  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

    Read the article

  • Why does my display keep turning off every 10 minutes?

    - by George Edison
    I have installed Ubuntu 11.10 (Oneiric) in VirtualBox as well as virtualbox-guest-additions . The display resolution adapts to the size of the window as expected, but the display turns off after 10 minutes of inactivity. Thinking there was some sort of power management issue at play, I went to Power in the settings dialog: There doesn't really seem to be anything there that mentions "turn off display after xxx minutes" so I assume everything is configured correctly there. Next I went to Screen and found an option there "Turn off after:". Aha! I thought. Now I have found the option - but alas: even after setting it to "never" and restarting multiple times, the display still shuts off after 10 minutes. What am I missing? What option am I overlooking?

    Read the article

< Previous Page | 539 540 541 542 543 544 545 546 547 548 549 550  | Next Page >