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  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

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  • XNA .FBX Vertex Color Missing

    - by Alex
    When I vertex paint and export my models from Blender (or Maya) for use in my XNA 4.0 project, I somehow lose the vertex color channel for the model. I use no custom model object or content pipelines and my own shader throws me the error: The current vertex declaration does not include all the elements required by the current vertex shader. Color0 is missing. I tryed to reopen the model in other modeling tools and the vertex colors are there. What could cause the vertex color channel to not get loaded in XNA 4.0? Here's a temporary link to the FBX file(server refuses to send a fbx, so rename the .jpg file to .fbx after downloading) http://resources.gamestack.org/BananaBush.jpg

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  • How can I set the buffer size for the underneath Socket UDP? C#

    - by Jack
    Hi all As we know for UDP receive, we use Socket.ReceiveFrom or UdpClient.receive Socket.ReceiveFrom accept a byte array from you to put the udp data in. UdpClient.receive returns directly a byte array where the data is My question is that How to set the buffer size inside Socket. I think the OS maintains its own buffer for receive UDP data, right? for e.g., if a udp packet is sent to my machine, the OS will put it to a buffer and wait us to Socket.ReceiveFrom or UdpClient.receive, right? How can I change the size of that internal buffer? I have tried Socket.ReceiveBuffSize, it has no effect at all for UDP, and it clearly said that it is for TCP window. Also I have done a lot of experiments which proves Socket.ReceiveBufferSize is NOT for UDP. Can anyone share some insights for UDP internal buffer??? Thanks

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  • Safe way for getting/finding a vertex in a graph with custom properties -> good programming practice

    - by Shadow
    Hi, I am writing a Graph-class using boost-graph-library. I use custom vertex and edge properties and a map to store/find the vertices/edges for a given property. I'm satisfied with how it works, so far. However, I have a small problem, where I'm not sure how to solve it "nicely". The class provides a method Vertex getVertex(Vertexproperties v_prop) and a method bool hasVertex(Vertexproperties v_prop) The question now is, would you judge this as good programming practice in C++? My opinion is, that I have first to check if something is available before I can get it. So, before getting a vertex with a desired property, one has to check if hasVertex() would return true for those properties. However, I would like to make getVertex() a bit more robust. ATM it will segfault when one would directly call getVertex() without prior checking if the graph has a corresponding vertex. A first idea was to return a NULL-pointer or a pointer that points past the last stored vertex. For the latter, I haven't found out how to do this. But even with this "robust" version, one would have to check for correctness after getting a vertex or one would also run into a SegFault when dereferencing that vertex-pointer for example. Therefore I am wondering if it is "ok" to let getVertex() SegFault if one does not check for availability beforehand?

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • Y Axis inverted on vertex output

    - by Yonathan Klijnsma
    I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the initialization and I am not doing any negative scaling in the view matrix. I've never had something like this happen before, does anyone have some tips or things to look for ? How I am sending verteces to the GPU ( Currently intermediate mode ) glVertex3f( x_pos_n, 10, z_pos ); I am using CG in the project but even without shaders the Y axis seems to be inverted.

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • How to Calculate TCP Socket Buffer Sizes for Data Guard Environments

    - by alejandro.vargas
    The MAA best practices contains an example of how to calculate the optimal TCP socket buffer sizes, that is quite important for very busy Data Guard environments, this document Formula to Calculate TCP Socket Buffer Sizes.pdf contains an example of using the instructions provided on the best practices document. In order to execute the calculation you need to know which is the band with or your network interface, usually will be 1Gb, on my example is a 10Gb network; and the round trip time, RTT, that is the time it takes for a packet to make a travel to the other end of the network and come back, on my example that was provided by the network administrator and was 3 ms (1000/seconds)

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  • What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

    - by sebf
    I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read by the CPU, which I will copy the contents of the depth buffer into before reading it. I keep encountering errors however, because of, I believe, incompatibilities between the resource format and the view formats. Threads like these lead me to believe it is possible in DX11 to access the depth buffer as a resource, and that I can create a resource with a typeless format and have it interpreted in the view as another, but I cannot get it to work. What are the valid formats for the resource to be used as the depth buffer? Which of these are also valid for a CPU accessible staging resource?

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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  • write to depth buffer while using multiple render targets

    - by DocSeuss
    Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; //normal render target float4 Diffuse : COLOR1; //diffuse render target float4 Specular : COLOR2; //specular render target }; This works fine for flat surfaces, but I'm trying to implement relief mapping which requires me to manually write to the depth buffer to get correct silhouettes. MSDN suggests doing what I'm already doing to output to my depth render target - however, this has no impact on z culling. I think it might be because XNA uses a different depth buffer for every RenderTarget2D. How can I address these depth buffers from the pixel shader?

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • OpenGL : Keeping alpha in a render buffer

    - by Cyan
    In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed. This works fine, except when the texture contains some transparent/semi-transparent parts. My current guess it that, within the render buffer, the texture is "merged" with a kind of "grey background". In this case, it obviously impacts the R,G,B color components of transparent pixels. I've yet to find a way around this. Even manually assigning alpha after the rendering process doesn't save the day for semi-transparent pixels, which RGB are "tainted" by the grey background.

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  • How good is the memory mapped Circular Buffer on Wikipedia?

    - by abroun
    I'm trying to implement a circular buffer in C, and have come across this example on Wikipedia. It looks as if it would provide a really nice interface for anyone reading from the buffer, as reads which wrap around from the end to the beginning of the buffer are handled automatically. So all reads are contiguous. However, I'm a bit unsure about using it straight away as I don't really have much experience with memory mapping or virtual memory and I'm not sure that I fully understand what it's doing. What I think I understand is that it's mapping a shared memory file the size of the buffer into memory twice. Then, whenever data is written into the buffer it appears in memory in 2 places at once. This allows all reads to be contiguous. What would be really great is if someone with more experience of POSIX memory mapping could have a quick look at the code and tell me if the underlying mechanism used is really that efficient. Am I right in thinking for example that the file in /dev/shm used for the shared memory always stays in RAM or could it get written to the hard drive (performance hit) at some point? Are there any gotchas I should be aware of? As it stands, I'm probably going to use a simpler method for my current project, but it'd be good to understand this to have it in my toolbox for the future. Thanks in advance for your time.

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  • OpenGL index buffer object with additional data

    - by muksie
    I have a large set of lines, which I render from a vertex buffer object using glMultiDrawArrays(GL_LINE_STRIP, ...); This works perfectly well. Now I have lots of vertex pairs which I also have to visualize. Every pair consists of two vertices on two different lines, and the distance between the vertices is small. However, I like to have the ability to draw a line between all vertex pairs with a distance less than a certain value. What I like to have is something like a buffer object with the following structure: i1, j1, r1, i2, j2, r2, i3, j3, r3, ... where the i's and j's are indices pointing to vertices and the r's are the distances between those vertices. Thus every vertex pair is stored as a (i, j, r) tuple. Then I like to have a (vertex) shader which only draws the vertex pairs with r < SOME_VALUE as a line. So my question is, what is the best way to achieve this?

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  • How can you buffer two online videos alternately while playing one of them?

    - by Rajats1234
    On my website, I want my user to be able to launch video 2 at any point in the middle of video 1 without waiting or refreshing the window. How can I buffer the two videos such that I buffer video 1 enough to let it start playing, and then buffer just enough of video 2 that if the user launches it at any point, he does not have to wait to view its first few seconds, and then I can come back and buffer the rest of video 1? If this is not possible, I could also look at buffering video 1 and 2 in parallel while playing only video 1. Thanks!

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  • How can I load a SQLITE database from a buffer with the C API ?

    - by rockeye
    Hello, I am trying to load a database from the memory instead of opening a .sqlite file. I have read the C/C++ API reference but I can not find the proper method. The buffer I am trying to load is simply an sqlite file loaded in memory. I just want to use this buffer (a const char* array) without using the filesystem (I could have saved this buffer in a file, then load the file, but no). First, I create a memory DB : mErrorCode = sqlite3_open_v2(":memory:", &mSqlDatabase, lMode, NULL); This returns SQLITE_OK, then I tried to use the buffer as a statement and call preparev2(MyDB, MyBufferData, MyBufferLength, MyStatement, NULL) but it's not really a statement, and it returns an error. Same result if I call directly exec(MyDB, MyBufferData, NULL, NULL, NULL); I guess there is an appropriate method to achieve this as it might be common to load a DB from a stream or from decrypted data... Thanks.

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  • Can I use a vertex shader to display a models normals?

    - by geowar
    I'm currently using a VBO for the texture coordinates, normals and the vertices of a (3DS) model I'm drawing with "glDrawArrays(GL_TRIANGLES, ...);". For debugging I want to (temporarily) show the normals when drawing my model. Do I have to use immediate mode to draw each line from vert to vert+normal -OR- stuff another VBO with vert and vert+normal to draw all the normals… -OR- is there a way for the vertex shader to use the vertex and normal data already passed in when drawing the model to compute the V+N used when drawing the normals?

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  • JBD: Spotted dirty metadata buffer

    - by Jake Mach
    Sep 25 22:19:38 host kernel: [7798806.146942] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 267). There's a risk of filesystem corruption in case of system crash. Sep 25 22:19:38 host kernel: [7798806.146956] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 1). There's a risk of filesystem corruption in case of system crash. Sep 25 22:19:38 host kernel: [7798806.146967] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 353). There's a risk of filesystem corruption in case of system crash. Sep 25 22:19:38 host kernel: [7798806.147121] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 353). There's a risk of filesystem corruption in case of system crash. Sep 25 22:19:38 host kernel: [7798806.147133] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 1). There's a risk of filesystem corruption in case of system crash. Sep 25 22:19:38 host kernel: [7798806.147143] JBD: Spotted dirty metadata buffer (dev = loop0, blocknr = 267). There's a risk of filesystem corruption in case of system crash. [7817859.850517] EXT4-fs error (device loop0): ext4_mb_generate_buddy: EXT4-fs: group 1: 28618 blocks in bitmap, 29028 in gd what does this mean? how did this happen?

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  • Manual TRIM Windows 7 on OCZ VERTEX 2 SATA II 2.5" SSD

    - by INTPnerd
    I have an OCZ VERTEX 2 SATA II 2.5" SSD with Windows 7 Professional installed on it. I am pretty sure TRIM is not working because my motherboard is the Asus M2N-SLI (not the Deluxe model) which does not support AHCI mode for the drive. Is there a utility that is compatible with this drive that I could possibly run once a day that would do something similar to a manual TRIM in order to keep the drive performance up? I could not find one specifically for this drive on the OCZ website. I did find a User-Initiated Garbage Collection wiper tool, but it is for a Vertex drive not Vertex 2. I tried to run it, but it said that wiper could not be run for all the drives on this system.

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  • Why is creating a ring buffer shared by different processes so hard (in C++), what I am doing wrong?

    - by recipriversexclusion
    I am being especially dense about this but it seems I'm missing an important, basic point or something, since what I want to do should be common: I need to create a fixed-size ring buffer object from a manager process (Process M). This object has write() and read() methods to write/read from the buffer. The read/write methods will be called by independent processes (Process R and W) I have implemented the buffer, SharedBuffer<T&>, it allocates buffer slots in SHM using boost::interprocess and works perfectly within a single process. I have read the answers to this question and that one on SO, as well as asked my own, but I'm still in the dark about how to have different processes access methods from a common object. The Boost doc has an example of creating a vector in SHM, which is very similar to what I want, but I want to instantiate my own class. My current options are: Use placement new, as suggested by Charles B. to my question; however, he cautions that it's not a good idea to put non-POD objects in SHM. But my class needs the read/write methods, how can I handle those? Add an allocator to my class definition, e.g. have SharedBuffer<T&, Alloc> and proceed similarly to the vector example given in boost. This sounds really complicated. Change SharedBuffer to a POD class, i.e. get rid of all the methods. But then how to synchronize reading and writing between processes? What am I missing? Fixed-length ring buffers are very common, so either this problem has a solution or else I'm doing something wrong.

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