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  • 3ds collada UV mapping problem in Papervision

    - by MonsieurOreilles
    Hi everyone, as I briefly explained in the title, my prblem concerns texturing a collada export in papervision. Basically I was exporting collada models from Cinema 4d with its uv map. I was able to see everything, but the texture was not displaying properly (hidden polygons). So I decided to try with 3dsMax. I used the same code to display the texture : var materials:MaterialsList = new MaterialsList(); var torusMaterial:BitmapFileMaterial = new BitmapFileMaterial("model/tex.png"); torusMaterial.precise = true; materials.addMaterial(torusMaterial, "ID1"); Again, I can see every elements, but this time my model uses only one pixel of my texture. So if I use a red texture and if I color only the pixel at the left bottom corner in green, all my model will be green. Any advice about how to properly wrap the texture around a 3ds export model ? Thank you.

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  • python object AttributeError: type object 'Track' has no attribute 'title'

    - by ccwhite1
    I apologize if this is a noob question, but I can't seem to figure this one out. I have defined an object that defines a music track (NOTE: originally had the just ATTRIBUTE vs self.ATTRIBUTE. I edited those values in to help remove confusion. They had no affect on the problem) class Track(object): def __init__(self, title, artist, album, source, dest): """ Model of the Track Object Contains the followign attributes: 'Title', 'Artist', 'Album', 'Source', 'Dest' """ self.atrTitle = title self.atrArtist = artist self.atrAlbum = album self.atrSource = source self.atrDest = dest I use ObjectListView to create a list of tracks in a specific directory ....other code.... self.aTrack = [Track(sTitle,sArtist,sAlbum,sSource, sDestDir)] self.TrackOlv.AddObjects(self.aTrack) ....other code.... Now I want to iterate the list and print out a single value of each item list = self.TrackOlv.GetObjects() for item in list: print item.atrTitle This fails with the error AttributeError: type object 'Track' has no attribute 'atrTitle' What really confuses me is if I highlight a single item in the Object List View display and use the following code, it will correctly print out the single value for the highlighted item list = self.TrackOlv.GetSelectedObject() print list.atrTitle

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  • Is there a good charting library for iPhone?

    - by Mike Akers
    I have a need to render and display charts (bar charts for now, but more types may be needed later) in an iPhone app I'm working on. I've done some looking around and it doesn't look like there are any really good, mature charting libraries for iPhone yet. I've also looked for something written for Cocoa on the Mac that can be adapted, but haven't found anything great yet. Anybody dealt with this before? Any recommendations? I did find Core Plot, but it seems to be in the early stages of development. Edit to add some details of requirements (as they currently stand ;) ) Bar Charts Horizontal bar charts Double stacked bar charts Axis labels (including rotated 90 degrees on the y axis) Labels above each bar on the chart Shaded or custom backgrounds

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  • xml regular expression/regex OR operator

    - by Naz Haque
    Hi am trying to use a regeX to read through my document to identify currency types whether they're $,£ or a €. The regex I've created doesn't seem to work, somebody please advise me what it should be. I'd really appreciate the help: The regEX I've created ("\$|£|€]")is in a simpleType within my XSD file used for validating a document. The code is show after the colon, please note to display on stackoverflow I've had to remove the open/close tags (<): xs:simpleType name="currencyType" xs:restriction base="utf8-string" xs:length value="1" / xs:pattern value="[\$|£|€]"/ /xs:restriction /xs:simpleType

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  • mysql query clarification

    - by JPro
    I have a query which I am wondering if the result I am getting is the one that I am expecting. The table structure goes like this : Table : results ID TestCase Set Analyzed Verdict StartTime Platform 1 1010101 ros2 false fail 18/04/2010 20:23:44 P1 2 1010101 ros3 false fail 19/04/2010 22:22:33 P1 3 1232323 ros2 true pass 19/04/2010 22:22:33 P1 4 1232323 ros3 false fail 29/04/2010 22:22:33 P2 Table : testcases ID TestCase type 1 1010101 NOSNOS 2 1232323 N212NS is there any way to display only the latest fails on each platform? in the above case Result shoud be : ID TestCase Set Analyzed Verdict StartTime Platform type 2 1010101 ros3 false fail 19/04/2010 22:22:33 P1 NOSNOS 4 1232323 ros3 false fail 29/04/2010 22:22:33 P2 N212NS

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  • Create popup "toaster" notifications in Windows with .NET

    - by Draak
    I am using .NET and am creating a desktop app/service that will display notifications in the corner of my Desktop when certain events are triggered. I don't want to use a regular Message Box b/c that would be too intrusive. I want notifications to slide into view and then fade out after a few seconds. I am thinking of something that will act very much like the Outlook alerts that one gets when a new message arrives. The question is: Should I use WPF for this? I've never done anything with WPF but will happily try it if that's best means to the end. Is there a way to accomplish this with regular .NET libraries?

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  • What's the best way to view/analyse/filter huge traces/logfiles?

    - by oliver
    this seems to be a reoccurring issue: we receive a bug report for our software and with it tons of traces or logfiles. since finding errors is much easier when having a visualization of the log messages/events over time it is convenient to use a tool that can display the progression of events in a graph etc. (e.g. wireshark (http://www.wireshark.org) for analyzing network traffic) what tool do you use for such a purpose? the problem with most tools i used so far is that they mercilessly break down when you feed them huge data traces ( 1GB) so some criteria for such a tool would be: can deal with huge input files ( 1 GB) is really fast (so you don't have to get coffee while a file is loading) has some sort of filtering mechanism

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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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  • combobox dataprovider

    - by FALCONSEYE
    I have the following: <mx:RemoteObject id="myCFC" destination="ColdFusion" source="components.myCFC" showBusyCursor="true"> <mx:method name="getStuff" result="UserHandler(event);"/> </mx:RemoteObject> ... <mx:ComboBox id="propertyCode" dataProvider="{qry_stuff}" labelField="name" /> Index.as has: [Bindable] public var qry_stuff:ArrayCollection = new ArrayCollection; private function UserHandler(event:ResultEvent):void { qry_stuff= event.result as ArrayCollection; } public function init():void { /* call my remote Object to get my data */ myCFC.getStuff(); } my problem is the combobox displays [object Object] I know there is nothing wrong with the cfc and there is a field called "name" in getStuff. Why does it not display the value of the object? thanks in advance.

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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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  • How to decode a JSON String with several objects in PHP?

    - by ilnur777
    Hi, guys! I know how to decode a JSON string with one object with your help from this example http://stackoverflow.com/questions/2543389/how-to-decode-a-json-string But now I would like to improve decoding JSON string with several objects and I can't understand how to do it. Here is an example: { "programmers": [ { "firstName": "Brett", "lastName":"McLaughlin" }, { "firstName": "Jason", "lastName":"Hunter" }, { "firstName": "Elliotte", "lastName":"Harold" } ], "authors": [ { "firstName": "Isaac", "lastName": "Asimov" }, { "firstName": "Tad", "lastName": "Williams" }, { "firstName": "Frank", "lastName": "Peretti" } ], "musicians": [ { "firstName": "Eric", "lastName": "Clapton" }, { "firstName": "Sergei", "lastName": "Rachmaninoff" } ] } How to decode this JSON, call data and display on the page from what object the informartion list is being read? Thank you!

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  • jCarousel, IE6 and Fixed Width

    - by Pat Long - Munkii Yebee
    We are using jCarousel on our websites to display images. Simple enough. We have fairly flexible layouts so the carousels are not always the same width. FF, IE7+, Chrome, Safari etc work perfectly well taking up the space available. However IE6 ends up sending the jCarousel script into a loop and warns that a script is stopping the page from loading correctly. To stop IE6 from failing we are having to specify a fixed width in CSS for the carousel container. Is this a problem that others have had with IE6 and jCarousel?

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  • How do I keep existing values from shifting to the right when entering keypresses into a jQuery Mask

    - by Andrew
    I have a text box I'm using as a timer display "hh:mm:ss" When I select the box and press a number, it inserts the number at the cursor location, but instead of replacing the value at that position, it shifts all existing values over. For example, the timer text box reads "01:00:35" and I replace the first minute position with 1, the timer text box will then read "01:10:03." Anybody know how to force the text box to replace, instead of insert, at the cursor position? I've tried intercepting onKeyPress, doing the replace manually, rewriting the entire timer text, and then returning false. But, that doesn't worked with a jQuery masked input, because my function runs first.

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  • Does Process.StartInfo.Arguments support a UTF-8 string?

    - by Patrick Klug
    Can you use a UTF-8 string as the Arguments for a StartInfo? I am trying to pass a UTF-8 (in this case a Japanese string) to an application as a console argument. Something like this (this is just an example! (cmd.exe would be a custom app)) var process = new System.Diagnostics.Process(); process.StartInfo.Arguments = "/K \"echo ????????\""; process.StartInfo.FileName = "cmd.exe"; process.StartInfo.UseShellExecute = true; process.Start(); process.WaitForExit(); Executing this seems to loose the UTF-8 string and all the target application sees is "echo ?????????" When executing this command directly on the command line (by pasting the arguments) the target application receives the string correctly even though the command line itself doesn't seem to display it correctly. Do I need to do anything special to enable UTF-8 support in the arguments or is this just not supported?

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  • Storyboard editor layout confusion

    - by drew
    I am having layout problems with the storyboard editor with a fairly simple screen. I have a UIViewController to which I have added a 320x440 UIScrollView at 0,0 followed by a 320x20 UIProgressBar at 0,440. It looks fine in Storyboard editor. I'm not entirely sure how the 20 pixel status bar at the top of the screen is accommodated given the CGRect frame coordinates that Storyboard calculates. On loading ( in -(void)viewDidLoad ), the UIScrollView frame seems to be set to 320x460 pixels at 0,0 but the UIProgressBar is still 320x20 at 0,440. When I add subviews to the UIScrollView, (UIImageViews in particular), they get stretched and get clipped on the screen because although the UIScrollView thinks it is 460 pixels high, it only has 440 pixels of screen to display in. Can anyone point me to a solution? Thanks

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  • Lightbox: how to parse the lightbox dynamically loaded html content (AJAX)

    - by Patrick
    hi, I'm using a (modal) lightbox on a page of my website to display my nodes. I'm using some plugins such as an external jquery-plugin for tooltips and the drupal plugin jQuery Media (to load flash video player for some video file-fields). These plugins are loaded when the main page load and they parse the html content of the page. When I dynamically load the lightbox (and I use AJAX to update its content) the html inside the lightbox is not parse... so no tooltips, no videos. how can I solve this ? Should I trigger the plugins again from Lightbox callback function ? Or should I use something else instead of the lightbox ? Thanks

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  • What would you recommend to do simple 2D Graphics?

    - by Tom Ritter
    I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right: The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages. It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser. There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.

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  • Process touches behind the UINavigationBar

    - by Reed Olsen
    In my application, I'm displaying a fullscreen image in a 320 x 480 frame. After I display the image, I fade the navigation bar out to allow the user to see the whole picture. When the user taps in the area where the navigation bar was, I would like to bring the navigation bar back. This is very similar to what happens in the iPhone Photos app. Unfortunately, after I've hidden the UINavigationBar, I can't process touches on the screen where the navigation bar once was. I believe this is because the origin of the parent view is right below the navigation bar: How can I process touches in this area to bring the nav bar back?

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  • Google Maps: How to prevent InfoWindow from shifting the map

    - by TeddyN
    Using Google Maps API v3. I noticed that if I have a map marker near the edge of my map border ... that if I click the marker icon so that the InfoWindow will display, my entire map shifts so that the markers InfoWindow is centered. I don't want my map to shift. Question: How do I prevent the map from shifting when InfoWindows are near the end of the map border (which causes the InfoWindow by default to center & shift the map)?

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  • Flashing window in gnu screen

    - by gotts
    I really like gnu screen but there is a problem in my environment when I use it. Examle: username@domain:/var/www$ l Display all 130 possibilities? (y or n) when you click [Tab] to perform autocompletion there is a screen flashing for a very short period of time(looks like white screen but I can see it for a very-very short time). There isn't any problems with that when I execute the same action in normal/non-screen environment. This is what my .screenrc looks like: attrcolor b ".I" termcapinfo xterm 'Co#256:AB=\E[48;5;%dm:AF=\E[38;5;%dm' defbce "on" term screen-256color-bce

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  • Dyanmic crm onSave change the value

    - by jk
    Hi I got one assignment on Dynamic CRM 4. We have one custome entity and it has one attribute called 'Issue Number' this attributes value generated by Plug-in when it save. When form will created meaning onLoad it will display blank value(text box is empty). But now we want to check that number is existing then concate with some random number. For that I wrote following javascript. if((event.Mode == 1) || (event.Mode == 2) ) { var varIssueNumber = crmForm.all.new_issueNumber.DataValue; alert(varIssueNumber); } but it is giving 'null'. Can anybody please let me know how can I get the value of text field? thanks in advance

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  • Double associative array or indexed + associative array

    - by clover
    I'm undecided what's the best-practice approach for what I'm trying to do. I'm trying to enter data into an array where the data will look like this: apple color: red price: 2 orange color: orange price: 3 banana color: yellow price: 2 pineapple color: yellow price: 5 When I get input, let's say green apple (notice it's a combo of color + name of fruit), I'm going to check if the name of fruit part exists in the array and display its data (if it exists). What's the right way to compose those arrays? How would I do an indexed array containing an associative array? (or would this be better as 2 nested associative arrays, I'm guessing not)

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  • View print CSS in IE7 or IE8

    - by RVanasse
    I'm debugging a site that has problems with element positioning when printing (I have a separate print.css file linked by a link element with the media="print" attribute). This problem only occurs in IE7 and IE8. What I'm looking for is a way to view the page using the print media type, but while still having IE8's developer tools available to view element details and edit in real-time, etc. The function I'm looking for would be similar to the "Display CSS by Media Type" feature in Chris Pederick's Web Developer Extension for Firefox. (But this problem doesn't occur in firefox...nor in safari, or even in IE6.)

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  • Left Join 3 Tables and Show True or False on Empty Cells

    - by Jason Shultz
    Ok, this may be confusing so I hope I explain it correctly. I have 4 tables: business photos video category I want to display "featured" businesses on the home page (or elsewhere) and I want to show a Yes or No in the table row based upon whether or not there are photos or videos for that business. Example: Joes Crab Shack has no videos or photos but is featured. So, when his row is echoed out it will show the Business Name and Business Owner but there will be no data in the photo or video cells thus in the video and photos column it will say No. Otherwise, if the opposite was true, it would say Yes. Here's my pastebin

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  • How to iterate loop inside a string searching for any word aftera fixed keyword?

    - by Parth
    Suppose I have a sting as "PHP Paddy,PHP Pranav,PHP Parth", now i have a count as 3,now how should I iterate loop in the string aiming on string after "PHP " to display the all the names? Alright This is the string "BEGIN IF (NEW.name != OLD.name) THEN INSERT INTO jos_menuaudit set menuid=OLD.id, oldvalue = OLD.name, newvalue = NEW.name, field = "name"; END IF; IF (NEW.alias != OLD.alias) THEN INSERT INTO jos_menuaudit set menuid=OLD.id, oldvalue = OLD.alias, newvalue = NEW.alias, field = "alias"; END IF; END" in which i am searching the particular word after " IF (NEW.", and after that particualar others strings should not b displayed, hence whenever in a loop it finds " IF (NEW." I musr get a word just next to it. and in this way an array should b ready for to use.

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