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  • A tale of two (and more) apps

    Robert Cooper gave a great lightning talk at our recent Atlanta GTUG meetup, where he discussed using a single codebase to target multiple mediums (e.g. Android, Facebook, Wave...

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Download Count Problems

    Something is apparently wrong in the Android Market. We are getting multiple reports of erroneous download counts. The right people are aware of the situation and are working...

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  • Chrome Apps Office Hours: TextDrive and AngularJS

    Chrome Apps Office Hours: TextDrive and AngularJS Ask and vote for questions: goo.gl In this episode, the AngularJS team joins us to talk about how they used Angular to build TextDrive. TextDrive is an open source text editor application that demonstrates of the power and simplicity of AngularJS and Chrome Apps. It features integration with Google Drive, web intents, and Ace (ace.ajax.org) in a simple and clean interface built upon HTML5 and web standards. To learn more visit github.com From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • SMBfs mounting OK, listing OK, Read KO, smbclient OK

    - by Kwaio
    I've tried to make the title the most meaningfull I could but it still looks ugly. The premises. We are using RHEL3-U8 as OS on most servers here, don't ask me why or suggest to upgrade, it's not on today's schedule. That means kernel used is 2.4.21 I have no access to the remote server, but I know it is a netApp NAS rack. $> smbclient --version Version 3.0.9-1.3E.9 Here is the /etc/fstab line : //NASHOSTNAME/share /mnt/mydir smbfs ro,uid=123,gid=123,workgroup=XXXX,credentials=/somefile 0 0 Here is the following mount output line //NASHOSTNAME/share on /mnt/mydir type smbfs (0) The symptoms. I can list the share without problems, even cd in there. The issue appears if I try to read any file : $> cat /mnt/mydir/fileX.txt cat: /mnt/mydir/fileX.txt: Input/output error In the system logs (/var/log/kernel for example) the following errors appear. Jul 30 15:40:02 hostname kernel: smb_errno: class ERRHRD, code 31 from command 0x2 Jul 30 15:40:02 hostname kernel: smb_errno: class ERRHRD, code 31 from command 0x2 Jul 30 15:40:02 hostname kernel: smb_open: fileX.txt open failed, result=-5 Jul 30 15:40:02 hostname kernel: smb_errno: class ERRHRD, code 31 from command 0x2 Jul 30 15:40:02 hostname kernel: smb_errno: class ERRHRD, code 31 from command 0x2 Jul 30 15:40:02 hostname kernel: smb_open: fileX.txt open failed, result=-5 Jul 30 15:40:02 hostname kernel: smb_readpage_sync: fileX.txt open failed, error=-5 The ERRHRD code 0x001F error is "General hardware failure" although it seems samba sometimes uses it for a different purpose, see http://www.ubiqx.org/cifs/SMB.html [Strange behaviour Alert] Additionnal informations : There is another SMB mountpoint on the system pointing to a (linux) host using samba and this one works. What I have tried. I have tried adding debug=4 to the mounting options and remounting the share and the logs still look the same. I have tried to mount the share with smbclient and I am able to fetch files with the get command. Both targets are in the same subnet, so network problem should be out, even if the LAN goes through a VPN with optimizers, MTU has already been decreased to 1450. I can also mount the share through NFS but then the files are all root.root 700 and I need to read them with another user...

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  • GDD-BR 2010 [1E] Android: Effective UI Best Practices

    GDD-BR 2010 [1E] Android: Effective UI Best Practices Speaker: Tim Bray Track: Android Time slot: E [14:40 - 15:25] Room: 1 Level: 201 Download Slides (PDF) Good user interfaces and optimized user experiences are important on any device, but are even more important on mobile devices that have limited screen real estate and are being used by people in a hurry. We'll talk about UI and UX design patterns on Android and how to use them to greatest effect. From: GoogleDevelopers Views: 1 0 ratings Time: 38:16 More in Science & Technology

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  • Visualizing Data with the Google Maps API: A Journey of 245k Points

    Visualizing Data with the Google Maps API: A Journey of 245k Points What can you do with some awesome geospatial data, the Google Maps API, and a couple of days of hacking and analysis? Brendan and Paul walk through how they used the Maps API to visualize the CLIWOC database, and pass on tips and trick for doing the same with other geospatial datasets. CLIWOC (Climatological Database for the World's Oceans, 1750-1850): www.ucm.es From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Education

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  • Writing Efficient SQL: Set-Based Speed Phreakery

    Phil Factor's SQL Speed Phreak challenge is an event where coders battle to produce the fastest code to solve a common reporting problem on large data sets. It isn't that easy on the spectators, since the programmers don't score extra points for commenting their code. Mercifully, Kathi is on hand to explain some of the TSQL coding secrets that go to producing blistering performance.

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