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  • Is there a way to get Apache to serve files with the question mark in their name?

    - by ldrg
    I scraped a bunch of pages using wget -m -k -E. The resulting files have names in the form foo.php?bar.html. Apache guesses everything after the ? is a query string, is there a way to tell it to ignore the ? as the query string delimiter (and see foo.php?bar.html as the requested file and not foo.php)? To save you a trip to wget manpage: -m : mirror recursively -E : foo.php?bar becomes foo.php?bar.html -k : convert links in pages (foo.php?bar now links to foo.php?bar.html inside of all the pages so they display properly)

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  • Dynamically pulling images from XML for iPhone App

    - by Simon Hume
    I've got my iPhone app pulling down live data content via XML nicely, and I've formatted the UITableView cells to display the content without too many headaches. However, at the moment, for each cell I'm just showing a default graphic for now, but I want this to be pulled down from my server too. The code snippet that grabs the image (which is actually in my project) is: cell.imageView.image = [UIImage imageNamed:@"TBC.png"]; But that will need to be the dynamic image. In my XML, am I better just returning 'mypic.png' and let the SDK determine the full path, like http://myapp.com/mypic.png or storing the full URL to the image in the XML?

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  • Problem in displaying the movie file in silverlight

    - by BALAMURUGAN
    I am developing a portal for online theatre system. I will show the movie in online website daily in shows(like 6-10 PM Shows). I am using Silverlight to display the video in web application. I am holding my movie file in Windows Azure Blob. I am having a problem displaying the movie file. Consider if ay user login to web system @6 The movie will show from starting.. If the user login to the system @7 the movie should start whats going now in the screen for other user not from the begining of the movie. How can I achieve tis.

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  • using joins or multiple queries in php/mysql

    - by askkirati
    Here i need help with joins. I have two tables say articles and users. while displaying articles i need to display also the user info like username, etc. So will it be better if i just use joins to join the articles and user tables to fetch the user info while displaying articles like below. SELECT a.*,u.username,u.id FROM articles a JOIN users u ON u.id=a.user_id OR can this one in php. First i get the articles with below sql SELECT * FROM articles Then after i get the articles array i loop though it and get the user info inside each loop like below SELECT username, id FROM users WHERE id='".$articles->user_id."'; Which is better can i have explanation on why too. Thank you for any reply or views

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  • WPF - 'Relational' Data in XAML Using DataContext

    - by Andy T
    Hi, Say I have a list of Employee IDs from one data source and a separate data source with a list of Employees, with their ID, Surname, FirstName, etc. Is it possible in XAML only to get the Employee's name from the second data source and display it next to the ID, using something like this (with the syntax corrected)?.. <TextBlock x:Name="EmployeeID" Text="{Binding ID}"></TextBlock> <TextBlock Grid.Column="1" DataContext="{StaticResource EmployeeList[**where ID = {Binding ID}**]}" Text="{Binding Surname}"/> I'm thinking back to my days using XML and XSLT with XPath to achieve the kind of thing shown above. Is this kind of thing possible in XAML? Or do I need to 'denormalize' the data first in code, into one consolidated list? It seems like it should be possible to do this simple task using XAML only, but I can't quite get my head around how you would switch the DataContext correctly and what the syntax would be to achieve this. Is it possible, or am I barking up the wrong tree? Thanks, AT

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  • Creating a customized video using Flash and XML

    - by Aaron Ladage
    The problem: I have to create a Flash video (in CS3) that will query a MySQL database and display that data at certain points in the video. The bigger problem: I'm not a Flash/ActionScript developer, so this is all very foreign to me! I've divided this project into two parts: a.) dynamically generate an XML feed from the data using PHP (using an ID number passed in the URL's query string), and b.) be able to work with it in Flash. I've got the first part working, but am pretty lost in Flash. I can parse the XML, but I'm not sure how to set the data up as variables and attach it to a video's cue points. Can anyone point me in the direction of a good tutorial or offer some advice?

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  • How to make Asynchronous(AJAX) File Upload using iframe ?

    - by BugKiller
    Hi, I'm trying to make ajax file upload . I read that it is not possible to do that without using iframe . I wrote : <iframe id="uploadTrg" name="uploadTrg" height="0" width="0" frameborder="0" scrolling="yes"></iframe> <form id="myForm" action="file-component" method="post" enctype="multipart/form-data" target="uploadTrg"> File: <input type="file" name="file"> <input type="submit" value="Submit" id="submitBtn"/> </form> and using jquery form plugin : $('#myForm').ajaxForm({ dataType: 'json', success: function(data){ alert(data.toSource()); } }); The Result : the file is uploaded successfully and I can see the uploaded file , but a dialog box appears : since I send back a json result to display the file name + size etc .. My Question : How can I use the iFrame to be able to make " ajax file upload".

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  • Facebox adding commas to input

    - by Ed Woodcock
    I'm using a facebox to display a form inside a lightbox, nothing too exciting (just a couple of datepickers, some textboxes and a checkbox). However, I'm having issues with the postbacks, whenever I post back from the facebox it adds a ',' to the start of the input (so "rabbit" becomes ",rabbit") Now, I saw that there was the same issue with the modalpopup extender from the ajaxcontroltoolkit, so I assume it's a common issue. Can anyone either explain why this is happening, or tell me how to fix it? provide a decent way of fixing this? I have actually done it, and it works very nicely, but I don't really want to answer my own bounty question so someone else give it a go! Cheers, Ed EDIT See attached answer for a correct solution (I fixed this eventually but didn't want to ruin the bounty question so left the answer until afterwards).

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  • Parsing plain Win32 PE File (Exe/DLL) in .NET

    - by Usman
    I need to parse plain Win32 DLL/Exe and need to get all imports and exports from it and to show it on console or GUI(say Win Forms). Is it possible to parse Win32 DLL/Exe in C#.NET, read its export table,import table and get managed types from it. As its unmanaged PE(.NET doesn't allows you to convert unmanaged PE files to managed .NET assemblies, only it generates COM managed assemblies). So how to parse export and import tables of PE files and take all methods(signatures from it) in managed form.(e.g if char* as argument, it should display as IntPtr)

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  • PHP website Optimization

    - by ana
    I have a high traffic website and I need make sure my site is fast enough to display my pages to everyone rapidly. I searched on Google many articles about speed and optimization and here's what I found: Cache the page Save it to the disk Caching the page in memory: This is very fast but if I need to change the content of my page I have to remove it from cache and then re-save the file on the disk. Save it to disk This is very easy to maintain but every time the page is accessed I have to read on the disk. Which method should I go with? Thanks

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  • modalViewController present when app opens

    - by Sam Jarman
    Hey im trying to display a modal view controller as soon as my tab bar controller app opens. There is something wrong with the code below, and im 99% sure its the code for this. what do i put for the thing im calling it on? [self presentModalViewController:promt animated:YES]; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after app launch. //Displays the password prompt modally PasswordPromViewController *promt = [[PasswordPromViewController alloc] initWithNibName:@"PasswordPromViewController" bundle:nil]; promt.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [self presentModalViewController:promt animated:YES]; [promt release]; return YES; } any ideas would be helful! Cheers

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  • iPhone Development: Get images from RSS feed

    - by Matthew Saeger
    I am using the NSXMLParser to get new RSS stories from a feed and am displaying them in a UITableView. However now I want to take ONLY the images, and display them in a UIScrollView/UIImageView (3 images side-by side). I am completely lost. I am using the following code to obtain 1 image from a URL. NSURL *theUrl1=[NSURL URLWithString:@"http://farm3.static.flickr.com/2586/4072164719_0fa5695f59.jpg"]; JImage *photoImage1=[[JImage alloc] init]; [photoImage1 setContentMode:UIViewContentModeScaleAspectFill]; [photoImage1 setFrame:CGRectMake(0, 0, 320, 170)]; [photoImage1 initWithImageAtURL:theUrl1]; [imageView1 addSubview:photoImage1]; [photoImage1 release]; This is all I have accomplished, and it works, for one image, and I have to specify the exact URL. What would you recommend I do to accomplish this?

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  • Binding scattered/overlapping images to a WPF Canvas

    - by bufferz
    I am porting a GDI application over to WPF, where I displayed several dozen images onto Form, then drew polygons, circles, rectangles, etc over the top of these images using GDI Pens and Brushes. I'm starting to get the hang of WPF binding and would like to store all of these images and markup graphics in my ViewModel. My VM contains an ObservableCollection of my custom DrawingEntitys, DrawingEntity contains DependencyProperties for BitmapSource, Height, Width, CanvasTopLeftY, and CanvasTopLeftX, that I update frequently in the collection. I know my binding is working, I just can't figure out how to bind and draw this collection onto a Canvas. I've played around with ItemsControl and ItemsSource to death, too many different ways to list here. I can display the DrawingEntity.Bitmaps onto the canvas but Canvas.Top won't bind to CanvasTopLeftY in the DrawingEntity, everything is overlapped at 0,0. I think I'm missing an obvious strategy. Any ideas?

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  • Displaying thumbnails of images (present at different locations in the sdcard) in a listview

    - by frieza
    Hi all, I have several images present in different folders in my sdcard. I would like to display a list of thumbnails. So what I have done is while rendering any row in the list I read the file in an input stream, get the byte array, decode it to obtain a bitmap and set it in an imageview. So far so good. But when I scroll the list, the list scrolls in jerks. I believe this is because decoding a bitmap from byte array takes some time. What I would like to know is that, is there any optimization which I can do to improve the performance, or better still is there any better method to achieve what I want ?

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  • Qt4: QMenuBar/QMenu doesn't show up on Mac OS X

    - by Erick
    Hello, I'm having difficulties to make a QMenuBar display a QMenu with a QAction under Mac OS X (Snow Leopard). Here is the code I'm using for creating the menu: void ClientWindow::setUpMenu () { QMenu * file = menuBar()->addMenu("&File"); QAction * quit = new QAction("&Quit", this); file->addAction(quit); connect(quit, SIGNAL(triggered()), this, SLOT(quit())); } Here is the ClientWindow class interface: class ClientWindow : public QMainWindow { public: ClientWindow (QWidget * parent = 0); void setUpMenu (); }; And here is my main() method: int main (int argc, char * argv[]) { QApplication app(argc, argv); ClientWindow window; window.setUpMenu(); window.show(); return app.exec(); } Any ideas why it wouldn't show up on the menu bar? Thank you all.

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  • Multiple video overlay - need advice

    - by Marvin
    Hi, I'm working on a project and I need some advice. Just some background, Im not a programmer though at times I do some fiddling and I am generally comfortable with more specific terms. Now for the actual issue, I have a folder with 10 small videos (4/7 secs max each) and I would like to display them full screen looping and overlaid. I'm not too sure on at what should I be looking at, I thought maybe processing but my most serious issue if that I cant even ask for help since I don't know what I need. Thank you for your time.

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  • Java Searchable JTree

    - by Studer
    I'm trying to use the Searchable JTree from girishchavan on a FileSystemModel from Sun. It didn't work the first time because Sun's Node implementation is a File so I transform it into DefaultMutableTreeNode to be compatible with Searchable JTree. I also edited Searchable JTree to match the path of a file. But it still doesn't work. As far as I can see, it seems that the Searchable JTree only detects the root of the original JTree and cannot go further. Maybe the Nodes are not bind to each others even if they display correctly in a JTree. How can I make it compatible ?

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  • SL4 - Binding DataGridTextColumn to a property

    - by Brent
    I have a DataGrid. In the DataGrid's AutoGeneratingColumn event I have some code that looks like this: if (e.Property.Name.Contains("MetaData")) { var descCol = new DataGridTextColumn(e.Property); var bnd = new Binding("Description"); bnd.Mode = BindingMode.TwoWay; descCol.Binding = bnd; e.Column = descCol; e.Column.Header = "Description"; return; } The column binds to a type MetaData which has a string property named Description that I would like displayed in my DataGrid. So far I've been unable to get the value of the Description property to display in my DataGrid. I think the path I am passing into the Binding constructor might be incorrect. I've tried "MetaData.Description" as well and it doesn't work either. Can anyone help me properly set up the binding on my DataGridTextColumn?

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  • Drupal - Lightbox -> iframe node displaying entire website with views

    - by kilrizzy
    I am attempting to make a view that would list thumbnails of my projects, then when clicking them enlarge the photo using lightbox and list out some text and a link to the website. I am not sure if there is a way I can just add text to the lightbox using views so right now I have it using a field for Lightbox2 iframe: thumb200wh-node page. Open my entire website again in the lightbox instead of just the node: http://jeffkilroy.com/portfolio_boxes Is there a way to just display the node from the views module or is there a way to just use an image but modify the description so that I can put text in?

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  • Add title to meta analysis forest plot

    - by Timothy Alston
    I am meta-analysing some studies and drawing a forest plot for my results. However I can`t seem to get the forest plot to display the title. An example of my code is: require(meta) parameter1<-metaprop(sm="PLOGIT", event=c(4,16,3,2,10,1,0,2), n=c(90,402,89,29,153,86,21,48), level = 0.95, studlab=c("study 1", "study 2", "study 3", "study 4", "study 5", "study 6", "study 7", "study 8"), title="meta analysis 1") forest(parameter1) When it produces the forest plot, the title "meta analysis 1" is missing. How can I add this in? Thanks in advance, Timothy

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  • 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.

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • Session Management in Axis1.2

    - by venkat
    Hi, In our application we are using Axis1.2. Our service has one instance variable profileDataManager which is responsible to return set of profiles. The application has pagination to display only 25 profiles at a time. My requirement is the profileDataManager should be instantiated only once for respective client. On subsequent calls, it should use the existing object. For this i need the one service object should be created for user session.If a client sends another request, the service object created in previous call should be returned. On client side i am using Flex. In CXF webserice, my requirement is fulfilled with an annotation '@HttpSessionScope'. Is there away that i can get the abovementioned behavior in Axis? I have given the following trials. but no success added and modified the java client stub.setMaintainSession(true); The above didn't work for me.

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  • Unable to create index because of duplicate that doesn't exist?

    - by Alex Angas
    I'm getting an error running the following Transact-SQL command: CREATE UNIQUE NONCLUSTERED INDEX IX_TopicShortName ON DimMeasureTopic(TopicShortName) The error is: Msg 1505, Level 16, State 1, Line 1 The CREATE UNIQUE INDEX statement terminated because a duplicate key was found for the object name 'dbo.DimMeasureTopic' and the index name 'IX_TopicShortName'. The duplicate key value is (). When I run SELECT * FROM sys.indexes WHERE name = 'IX_TopicShortName' or SELECT * FROM sys.indexes WHERE object_id = OBJECT_ID(N'[dbo].[DimMeasureTopic]') the IX_TopicShortName index does not display. So there doesn't appear to be a duplicate. I have the same schema in another database and can create the index without issues there. Any ideas why it won't create here?

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  • Silverlight 4 Out-of-browser application into the browser ?

    - by Niklaos
    Hi guys, I just lost 5 hours looking for a answer which i haven't been able to find :p First, I'd like to force a trusted application (i need to access the file system) to display into the browser. Based on what i found on google a trusted application must be installed and launched as a desktop application (also called out-of-browser application). So, i want to have an installed application on the client side but meanwhile, the user must also be able to start this same application into a browser window when he goes on my web site. Is this possible ? Second, I'd like to give to the user the possibility to start the application from the browser. To be clear be the application is installed on the client computer but i want a button on my web site which starts the desktop application. How can i do that ? Thanks

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