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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • What is the best way to use a SSRS report viewer in a WPF application using MVVM

    - by Emad
    I have a WPF application using MVVM. I have some user controls that show some SSRS reports in a ReportViewer control hosted within a windows forms host control. The User Control has a simple combobox where the user selects a criteria and therefore the report satisfying this criteria will be loaded, its data fetched from the database and then the report is shown to the user. What is the best approach to implement such scenario in WPF using MVVM? Any samples are greatly appreciated

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  • How to bind set of reports to report viwer ?

    - by prasad
    Hi all , I want to print a set of invoice for my application. So I need to display all invoices in report viewer before they print. are there any methods to bind multiple reports to same report viewer using crystal reports or rdlc. I try rdlc but I couldn't find any way to do that. please any one can provide code sample or instruction in C#.net it's worth for me. thank you.......

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  • How to get a detailed report of scans performed by spam-assassin?

    - by aquero
    Hi, I am planning to setup spam-assassin in my mail server for filtering out spam mails. I would like to get a detailed report of spam checks performed on incoming mails. This will help me in creating custom rules , so that legitimate mails wont be labeled as spam. Please tell me how to configure spam-assassin so that i get a detailed report of scans ?

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  • Visual Studio 2008 Report Server Project Design View not working.

    - by skynate
    When I create a new Reporting Services report or try to open an existing report (that has been working) in Visual Studio 2008. I cannot view the design. I get no error message and it only shows html code in the "Design View". I've tried reinstalling VS2008 and BIDS, but hasn't worked. This was all working when I last used it 2 weeks ago. -nate

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  • Cryastl Reports is not recognizing that a new parameter has been added to the report's stored proc

    - by ann
    i have added another input parameter to a stored proc used by a crystal report. i've had our dba recompile the stp to be sure that the new parameter is cached and "really there". i cannot get my crystal report to recognize the new parameter -- i've tried verifying database and using the Set Datasource Location/Update to re-select the stp. i'm using cr11 against a 2005 sql server db. any other suggestions?

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  • In Microsoft Access 03. Creating 2 critera for one report

    - by Edmond
    In Microsoft access 03.I am creating a database and want the user to have the option of two critera. Critera 1, the output on the report is filtered by accounts that have a varinace of =10% or <=-10%. Or, Critera 2, allow the user to be able to input a specific variance on a form, that will only output on a report accounts that have that specific variance.

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  • Is it possible to produce a small preview or thumbnail image of a Crystal report in code?

    - by Lawrence Johnston
    I'm using Crystal to display the reports in my project, and I'd like to be able to display a small preview or thumbnail image of the report to the user when he or she is picking a report to display from my UI. Is there any way to produce these thumbnails dynamically from code? The user has the option to add or remove reports by adding or removing them from the reports folder, so just making all the thumbnail images by hand isn't really an option.

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  • Windows Small Business System 2003. SQL timeout in Server Performance Report

    - by tetranz
    I'm the volunteer IT admin at a small school. We have SBS 2003 with about ten desktops. The server performance report is emailed to me daily. It is setup with a wizard in the Monitoring and Performance part of the "Server Management" console. It often fails with a "The page cannot be displayed" error. The event log shows Event Type: Error Event Source: ServerStatusReports Event Category: None Event ID: 1 Date: 1/16/2011 Time: 6:03:14 AM User: N/A Computer: ALPHA Description: Server Status Report: URL: http://localhost/monitoring/perf.aspx?reportMode=1&allHours=1 Error Message: Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding. Stack Trace: at System.Data.SqlClient.SqlConnection.OnError(SqlException exception, TdsParserState state) at System.Data.SqlClient.SqlInternalConnection.OnError(SqlException exception, TdsParserState state) at System.Data.SqlClient.TdsParser.ThrowExceptionAndWarning() at System.Data.SqlClient.TdsParser.ReadNetlib(Int32 bytesExpected) [plus lots more stack trace] This has been happening for years :) I've never really solved it. It seems to be related to WSUS. When it happens, I run the Update Services "Server Cleanup Wizard". That takes a long time to run. If I haven't run it for a while it can take 10 hours. I also run the WsusDBMaintenance.sql script (from TechNet I think) which reindexes the database etc. Those two things seem to get it working again for a while. Recently the "while" has become a couple of weeks. My searching online has revealed lots of people having this problem but no real solution. Does anyone have any good ideas about this? I have to wonder if something in the WSUS SQL schema is not indexed properly. The time that the server cleanup wizard takes seems ridiculous. Thanks

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  • XNA - Mouse coordinates to word space transformation

    - by Gabriel Butcher
    I have a pretty annoying problem. I would like to create a drawing program, using winform + XNA combo. The most important part would be to transform the mouse position into the XNA drawn grid - I was able to make it for the translations, but it only work if I don't zoom in - when I do, the coordinates simply went horrible wrong. And I have no idea what I doing wrong. I tried to transform with scaling matrix, transform with inverse scaling matrix, multiplying with zoom, but none seems to work. In the beginning (with zoom value = 1) the grid starts from (0,0,0) going to (Width, Height, 0). I was able to get coordinates based on this grid as long as the zoom value didn't changed at all. I using a custom shader, with orthographic projection matrix, identity view matrix, and the transformed world matrix. Here is the two main method: internal void Update(RenderData data) { KeyboardState keyS = Keyboard.GetState(); MouseState mouS = Mouse.GetState(); if (ButtonState.Pressed == mouS.RightButton) { camTarget.X -= (float)(mouS.X - oldMstate.X) / 2; camTarget.Y += (float)(mouS.Y - oldMstate.Y) / 2; } if (ButtonState.Pressed == mouS.MiddleButton || keyS.IsKeyDown(Keys.Space)) { zVal += (float)(mouS.Y - oldMstate.Y) / 10; zoom = (float)Math.Pow(2, zVal); } oldKState = keyS; oldMstate = mouS; world = Matrix.CreateTranslation(new Vector3(-camTarget.X, -camTarget.Y, 0)) * Matrix.CreateScale(zoom / 2); } internal PointF MousePos { get { Vector2 mousePos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Matrix trans = Matrix.CreateTranslation(new Vector3(camTarget.X - (Width / 2), -camTarget.Y + (Height / 2), 0)); mousePos = Vector2.Transform(mousePos, trans); return new PointF(mousePos.X, mousePos.Y); } } The second method should return the coordinates of the mouse cursor based on the grid (where the (0,0) point of the grid is the top-left corner.). But is just don't work. I deleted the zoom transformation from the matrix trans, as I didnt was able to get any useful result (most of the time, the coordinates was horrible wrong, mostly many thousand when the grid's size is 500x500). Any idea, or suggestion? I trying to solve this simple problem for two days now :\

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  • SharePoint 2010 Hosting - ASPHostPortal :: Installing SSRS 2008 R2 on SharePoint 2010

    - by mbridge
    What do you need first? Please download SQL Server® 2008 R2 November CTP Reporting Services Add-in for Microsoft SharePoint® Technologies 2010 and please follow this steps: 1. Install a SharePoint technology instance. (Already did this when installing PowerPivot with SharePoint) 2. Install SQL Server 2008 R2 November CTP Reporting Services and specify that the report server use SharePoint Integrated mode 3. Configure Reporting Services 4. Download the Reporting Services Add-in by clicking the rsSharePoint.msi link later on this page. To start the installation immediately, click Run After installing Reporting services and the add-in your reporting server is ready to be integrated with SharePoint, in SharePoint 2010 we have some new admin screens. To integrate go to central admin, general application settings: When you successfully installed the add-in a reporting services icon will be there. Click Reporting Services Integration: Add the report server web service url (To get the URL, open the Reporting Services Configuration tool, connect to the report server, and click Web Service URL. Click the URL to verify it works. Copy the URL and paste it into Report Server Web Service URL.), select your authentication mode (windows authentication is prefered). Add a username and password of your admin account. Click ok to configure and start the integration. After the installation you can set the reporting services default. What is changed in SP2010 is that there isn’t a report library available. You have to add content types to a default library. So go to a site collection, site actions, View all site content. Create a Asset library: Now we have to make sure we can add reports to the library. To do this we have to add content types: Open the library, click on library tools, library settings, Under Content Types, click Add from existing site content types. In the Select Content Types section, in Select site content types from, click the arrow to select Reporting Services. In the Available Site Content Types list, click Report Builder, Report Data Source and Report and then click Add to move the selected content type to the Content types to add list. Now we are ready to upload reports and execute them from within our webparts: Another interesting post: - Integrating SharePoint 2010 and SQL 2008 R2

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